#math-and-meta
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theory crafting rn holdon
5 1:6 balancers and then 6 5:1
wouldn't be a proper balancer but could work depening how proper of a balancer you actually need
I'd just clock machines so that I don't have to do a balancer
its for trains
train is basically a belt
its actually a 10:12 that can be split in 2
what you put in on one side, you take on other side
Why wouldnt it be a proper balancer? just curious
not input balanced
yeah, if you want max throughput out of trains, then you basically need an acutal balancer
yeah exactly
then like I said
as in input speed or input amount? Or would there be small differences?
pulling 5x items from the outputs wouldn't pull x out of each input. the inputs connected to the 2:6 would be pulled from 1.5 times more than the 3:6. because there's 1.5 times fewer of them and you're just merging them afterwards
can 5:1 just be a stack of mergers that has lifts bring them all to a lower belt
it won't be input balanced if you do that
wdym
i split into 6 groups of 5
then each group of 5 goes to 1 merger
oh wait
does it need to be input balanced or can it work
depends
if you're loading the train, not really I don't think
if you're unloading the train, absolutely
well, the input side of that balancer is miners/factory, not a train. the train needs to be balanced. the other stuff, not necessarily
unless you built it in such a way that it needs to
but if it's miners, then it doesn't matter which one it's pulled from
if you set it up in a weird way, it might matter, but it usually doesn't
look at your factory and see if it'd be an issue if one belt was utilized fully but the others not touched at all
shouldnt really be until train output
i think next time i need to plan stuff out a bit better
success !
how to plan factories
aren't you already using SFTools? That's all I do for planning
Js build
yeah but how do i know how much stuff to make
sure bro maybe for steel not for uranium and plutonium
also it is generally worth trying to get pretty numbers?
guess. look at what the item is used for, and estimate how much of each thing you might build. After a few playthroughs I know, but until then, you just have to guess
ok thanks
I only aim for an output that's a multiple of what 1 machine makes at 100 or 250%. everything else doesn't matter
True
Do you guys have your factories running 24/7 using sinks or you just leave the production to halt and save on used power?
sinks on absolutely everything. mostly for points and troubleshooting, but letting factories idle doesn't really save you power. you still have to have enough power/power storage to sustain all of your factories running at once. because when you use the items they made to build something, that's exactly what they'll do
I've been noticing factory issues, the more I use sinks. Especially insuficiencies of some material
But im finding them as i do the next thing on the chain
yeah, that's what I meant "for troubleshooting". without a sink, you can't be sure whether your factory has mistakes and issues or not. the sink puts it in a stable state for long enough to find and fix everything
I'm about to startup my first nuclear factory, Might do some sinks before xD
eh, the gens act like sinks already
Im also doing the plut processing, so I'll have sink for wet concrete for sure
I have a pro tip for you: put the water extractors for the uranium-burning reactors on a power switch so you can turn them on/off on demand.
You can't test your waste recycling properly without having waste to process and if you messed something up, waste might start accumulating. Cutting off the water supply is the only way to quickly stop more waste from generating
Fair enough. I had special attention with the waste. The only way that messes up is if I end up with throughput issues transport something essential, which I still gotta test
Yeah, in my u8 nuke plant I had issues because the train supplying the sulfur was taking like 15 seconds too long to do a round trip. Thankfully, most of the sulfur goes to uranium rods, so I didn't have waste accumulating, but I still needed to add a second train.
Then I had issues with the nitrogen train, but mostly because I refused to use default stop settings. Ended up packaging it lol
i have some spaghetti, but atm I only need to get a train station built to get steel beams coming in. The sulfur is connected straight to the node and the nitrogen as well. I even piped the whole thing for later adventures
i really need to fix that belt. Yikes
This is day 2 of overhauling my factory i was busy for a bit but i am now working on making my iron and copper production
image two is a layout of my factory when its finished
dark gray: factory floor
green: material entrence
yellow: energy production
black: coal
white: pipes
light gray: conveyers
red: smelting
purple: production
orange: storage
any tips or suggestions
Save that coal for steel and use the coal near the lake to the NNW of you for power. There's more of it, and a big lake for more water.
But that also looks like a good plan
seems fine? consider building in multiple floors. Makes planning a lot simpler able to connect many sections together
there's a lake with lots of coal to the NNW, perfect for power
use distant nodes for power, it'll leave nearby nodes for production.
also it's good to not get your power into your factories. Keeps mess away
Anyone here?
Fuvk math 
"Worth it" depends on your preferences
Depends on goal. Iโ generally just want to get rid of the waste with least work and resources . Base recipes do that
If you want more p rods look at some of the alts
Defaults make less plutonium, alts make more. So it really depends which one you want
from my understanding, nuclear alts have more complicated inputs to save on uranium
so for small scale nuclear (<= 1 node), there's no advantage to using them
throwing more uranium at the problem is indeed gonna be easier unless you're capping out @ 2100/min
Can anyone help me with water management in my aluminum production? im a little lost
So, what's the problem?
The 129 screws going into the assembler to make rotors...
If I don't have T3 belts, how else can I do this? Do I need to lower the iron input so the transport needs don't surpass 120 items pm?
it's 129 going into 2 assemblers. you can do that just fine with mk2 belts
I can't manifold 129 items to 2 assemblers
plus even if the calc told you it's going to 1 assembler, you'd still need 2
you can? just use 2 manifolds
I've never done 2 manifolds before. Is this just load balancing then?
well, because you have 2 machines and 2 belts, it's not really a manifold
just connect 2 screw constructor to 1 assembler, repeat for the other assembler
I don't have 4 screw constructors, I have 5.
4 at 100%
1 at 77%
some of them are going to plates
you're right
you might need a 6th constructor but it's not like it's an issue
do you know of any tools that can help visualise this stuff?
I'm having a hard time piecing together how this is going to look
Modeler on Steam? but it doesn't really help with layout
there was one calculator that split belts into manifolds automatically, but I don't remember how it was called
gimme a few mins maybe it's on the wiki lost
and Modeler
both can help, depending what you want exactly
ingame is imo best
ya boy doesn't have a jetpack yet
which makes it hard to step back and see everything from above
don't need it. You have lookout tower practically from start
yeah I don't find that fun, climbing towers to get an "ok" view of the factory where I can't quite see everything
So do most machines.
Can someone please PM me about fluids? my aluminum production keeps backing up
Storage hub
day 3 of overhauling my factory
i made a lot of progress today remade my space elevator and hub
currently i am just waiting for the wood and leaves from clearing the area to turn into biofuel then solid so i have some space to place a assembler that will make smart plates
and i plan to add more coal generators once the solid biofuels done and space cleared
ill keep yall updated
(p.s i havent unlocked steel production yet)
i am GENUINELY going to go insane.
Why would you ever put Plutonium rods and space elevator parts in the same factory
im not, just going to export the cubes later
just did that so i would remember
It doesn't look that bad. I'd put the oil processing in an outpost, because that's almost definitely gonna all be built in one spot. And I'd use better recipes but ig 400 oil is not that bad; cutting it to 300 or 200 or w/e it'd be wouldn't be that helpful
im doin it in the swamp
so big pipeline
There's an oil well south of the swamp
Just need a pressurizer
yeah, gonna do that last
i hate pipelines
I built my advanced alu plant there, but it needs more oil than that node can provide. So I'll be pulling a pipeline from northwest. It's like a kilometer lol
my train line is super close to the node
using the swamp for aluminum is certainly making use of it, and I did that for my dune desert start (I used a train to transport it) though I had enough oil left over to make a sizable power plant, too, so you must have a huge aluminum plant.
guys I am planning my 2.0 factory and I used satisfactorytools.com to plan it however I am not sure how can I break it into smaller steps and actually build it because its pretty confusing
https://www.satisfactorytools.com/1.0/production?share=NOTuvVGuQGbJzKDrnHSt
and any tips if I should change anything in it?
Once you've found recipies/quantities that you want, you can lay things out much cleaner in Satisfactory Modeller (on steam)
that way you can get rid of the overlapping lines, and the production nodes which are going to multiple places that you don't want to build together
i recommend hunting down some more alt recipies also, particularly heavy encased frame
what are some of the must have recipes?
and is it possible to unlock every alt recipe in the game or is there not enough harddrives for that
there's not really any "must have" recipe, but some recipes help you very often indeed. Depends a bit on what youpr preferences are
and yes, you can unlock all the recipes easily
For production items, heavy encased frame stands out as it makes HMF much simpler and cheaper. HMF is otherwise the most complex item of the early-midgame, and HMF builds a lot of stuff in the later game so it keeps paying off.
For oil, you can make much more fuel, plastic and rubber if you use the combo of [heavy oil residue] + [diluted packaged fuel] to create fuel, and [recycled plastic] + [recycled rubber] to convert fuel to plastic/rubber.
The oil stuff is a bit complicated but massively increases yield up to 800 fuel or plastic or rubber per 300 oil.
There are enough hard drives for every recipe, and it's best to keep up to date with all of the recipies as you go, rather than just unlocking them at the end. Grabbing a rifle and a jetpack with liquid biofuel to go drive/mercer/sloop hunting is a huge milestone for early P3.
well my friend got us some somersloops, mercerspheres and a few harddrives
but I guess I could go try to go find some too
can I import the satisfactorytools website into the app?
or I have to do everything manually
have to do manual
doesn't take long when you know what you want to build and how you want to build it (recipies) though
tbh I'd build it directly ingame, modeller seems like an extra step
look at the link I sent, its very confusing
I don't know where to start
at nodes
process ore, group machines so that next step gets exactly as it needs, etc.
do I just build a manifold into ton of smelters and then manifold into different machines?
w/ modeller you can turn it into something more like this which is much easier to split into discrete chunks and follow for each item (or group of items)
you can also model specific belt layouts, but i don't do that
yes, that's usually easiest. You can also group them based on what next step needs, etc.
create multiple tabs for outputs? simplest way
maybe group up a fwe that have similar parts?
What we thinking of this steel farm
Making a total of 810 steel per min
First playthru
looks organized
did you make those foundry setups yourself or is it a blueprint?
interesting way of filling resources
Myself
Wdym?
I had 3 belts, made it anoyying so i gave up. This is how i usually do it
I think its good enough for phase 3
there's no need to rebuild functioning factories even if you unlock better tech, as long as they work
Agreed
Just got to stage 4 for the first time, and decided to do a Heavy Modular Frame factory. It is the first time that I use satisfactorytools to anything in the game, and I spend like 4 hours doing this alone. Didn't start it (I have to connect the Iron, Limestone, and Coal to the fabric, but I also have to sleep), but it works.
I'm really happy with it, but I accept any advice for it aswell ส_ส
you could put the different groups of machines closer together or spread it between two floors, otherwise looks good
are you using alt recipes?
HMF is a sort of noob trap because the factory without alt recipes is 3x larger
No. I have the alt recipe for screws that just takes iron to make, and I also have power shards that would make the factory a lot smaller but I was just feeling like doing it like this
all default https://www.satisfactorytools.com/1.0/production?share=SeeTVxfZ77B6HMBESIRA
alts of choice https://www.satisfactorytools.com/1.0/production?share=w9HUaPbkqoSUKAawTby1
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!
look in the overview tab, the building count and resource usage
I see it now
It actually might be a better option
I don't think I'm going to delete this one but next time I have to make a fabric for something about the space elevator that involves hmf I'm gonna use that
doesn't apply to just HMF, it's just very pronounced here
there's a general bias that using more alts reduces all factors (factory size, complexity, resource cost and power draw)
Thanks, it is a good advice
How on earth do I only send 73.548 iron ingots down a conveyor to the 5 constructors to keep it 100% efficient?
Or do I have the Iron Plate and Iron Rod constructors (7 constructors total) all on the same manifold line?
Would that even work?
So they would use 73.548 ingots per minute and the rest would simpy back up to the splitter and be sent the other way?
yeah
That makes sense, thanks. So if I'm planning it out I should just round it up right?
ye
Thanks :)
Disclaimer: this only applies when the factory has one output. With multiple outputs, which share at least 2 different ingredients, letting the factory figure things out by itself could lead to the outputs being produced in a slightly different ratio than planned. To prevent that, clock the machines making the output items to make exactly what the calculator says, and not more or less
the math isnt mathing
Thanks for this. I'm using the clock speeds exactly how they're displayed so it should work in theory
I'm using satisfactory modeller on Steam to work the factory out using the plan given by satisfactory tools
do you have power storages?
Hoverpack
that and efficiency
nvm
i have some annoying machine going off and on somewhere
was one water extractor that got full
nice and flat
lmao one. I have dozens
@glass nacelle disclaimer disclaimer: As long as the input is greater than the sum of consumption and no belt is overloaded, it will work out (i.e. the inputs will back up through the splitters and fill every machine, even one connected to 1/16'th of the belt will get 50% of the belt if that 50% has nowhere else to go)
You only have to worry about the ratio of how many inputs go where when the input is not enough to max out everything, because in that case it can starve unevenly and you don't want that (at least not too unevenly).
In this case, if your machines aren't going to throttle themselves (or do so quickly) then downclocking or a more advanced resource split (like splitting 60/60 into 75/45 as an easy approximation) is appropriate. Preferably just go unlock downclocking 10 mins into the game, and it will prevent that case of "A continually eats more than i want it to, starving B" with a much shorter delay and less splitter/merger/downranking math.
At scale though i literally have banks of 1200/min belts operating on the logic of "X will take what it needs and not more, eventually (because something will halt production)" and it actually does work. The main issue is that "eventually" could be in 1 hour or 10 hours and that's not fine in the early game where 1 hour is a long time.
It's also possible to build wrongly in a manner, particularly with sinks or large storage, to where you end up constantly overproducing and sinking A, and starve B for a very long time or forever. If you rely on resources spilling over from A to B, you have to ensure that A does in fact back up so that said spillover actually does happen.
well, yeah, with underclocking you can prevent the scenario I described.
But if you're for example doing this (https://www.satisfactorytools.com/1.0/production?share=BP3SS7GaKSkLXdpjBCfr), you might end up not getting the exact outputs as set in tools if you just round up every step's machine counts. it all depends how exactly you set up the belts
but on the other hand, this (https://www.satisfactorytools.com/1.0/production?share=MM1z0d84f8NBVgpeXvpA) would absolutely make exactly what tools says without touching the clock speed, regardless of the way the items are distributed (as long as the belts aren't a bottleneck ofc)
both of your links are the same
I wanted to avoid the long-ass links by doing a hyperlink but the message got nuked
apparently they aren't allowed here
they are hardly long at least compared to SCIM's monstrosities
In this case my approach would be to allocate a certain number of ingots per min to each end product, and everything downstream from the smelter belongs exclusively to one product
that guarantees that all of those ingots are going to that item, and item A can't starve B, they'll be made based on how many ingots you allocated
then you still have to clock the smelters correctly (or use 2 miners ig). my point was that with one output, you can completely ignore clocking. at worst, you'll use more ore and create more output than planned. hardly an issue.
but with more than 1 output, and if you don't touch clock speed, you can get less of one and more of another. which may not be ideal
To finely control your production rate yes, but for 30 or 60 or 90 or 120 ingots etc you don't need clocking
but with more than 1 output, and if you don't touch clock speed, you can get less of one and more of another. which may not be ideal
If the input matches or exceeds consumption, then all machines will saturate and your production rate will be based on how many buildings are making which final products.
If it's less, they can indeed starve in an unequal and undesirable way
Either way it can be imbalanced for a while because throttling from backing up comes much later than throttling from clocks.
you're doing this. there is no excess input, because if you round everything up, 4 smelters is still 4 smelters. only 120 ingots total. the split between the outputs is not 60/60, nor is it between the 2 ingot consumers. there is no way to build this to make the exact specified outputs without either clocking or a ratio/rate splitter
The reason i actually use backing-up-throttling is because a lot of my machines are clocked higher than the desired average consumption
Those exact quantities yes. But if you use for example 60 ingots for Rotors and 60 ingots for RIPs, it all works out without clocking or ratio splitters. It's a solid earlygame method.
The inability to finely adjust production rate without more complexity is a weakness, but not a big one.
yeah, I would do this instead if I was actually building it. it doesn't use all 120 iron, but it makes the specific output without bothering with clocking or anything else. it just backs up and works exactly as designed.
ratio splitting or clocking does help earlygame production, ratio splitting moreso, because it takes a non-negligable amount of time for machines to fill their buffers and fill the buffers of the machines downstream. It can be hours to reach the stated production rate, whereas ratio splitting can hit max rate (or much closer to max) in a matter of seconds.
In the endgame though the difference between ratio splitting and clocking is almost irrelevant
in this case, splitting one of the smelters (so that 1.5 smelters go to plates, 2.5 to rods) would get the job done closely enough (75/45) that it's not worth more time and parts to make it any more better. That can feed 97% production immediately and 100% production eventually.
I like the "X ingots = Y part" method for the simplicity though. Less math, and so long as enough machines exist it will work at full rate but just might take a bit to get there.
a non problem if you just build factories from the miner up
it fills along the way as you build
a fully fed iron plate constructor takes 5 minutes to fill itself, and will dump that inventory downstream when you connect it to something else and then likely take 20 minutes to back itself up again as it's partly draining. So no, it helps the problem a little but is far from a fix
Are the train freight transfer rates accurate?
after like an hour, should be
idk what's up then.. I have 2 plastic locations. One making 900 and another making like 100 something. I have 2 trains outputing there and still got in total around 500 or so..
... maybe I should use steel instead ๐
or is 10 good enough for personal use? ๐
well, trains don't have infinite throughput. so depending on your setup, the max could be 500. idk
pretty sure I have 60 or 120
this will be my first factory for it
guess I could bump it up to 16 by introducing bit of coal ๐
yeah, just checked, 60
that sounds like a pain with MK3 belts ๐
considering just for 16 I need full 240 of limestone
well, EIBs are used both for mk4 belts, refineries, train stuff, fuel gens, power storage and probably something else I'm forgetting
I feel like 10/min is not gonna be enough for that
I dont have any of that unlocked yet... so if I start stockpiling now into several industrial containers it might be enough for a long time before I revisit the factory ๐
I'm pretty sure I'm doing this for my personal steel fractory https://www.satisfactorytools.com/1.0/production?share=cvH3s9tG0Tb4nmaNlmEH
no quartz nearby and only MK3 belts so Ill just make the 10/m and start stockpiling it and hope for the best ๐
and once at higher Tier Ill revisit it properly
oh, I built it with only mk3 belts too. low belt speed is never a limiter, only an annoyance
Hi i'm was making a Fuel Generator set-up according to the satisfactory tools screenshot, but for some reason the generators at the end don't get enough fuel.
I've tried pausing the generators untiil their reserves are saturated, the pipes are saturated, the blenders are saturated, the refineries are saturated, and then unpause them, everything will run smoothly for a couple of minutes and then the end ones will run out of fuel again.
Does anyone know what I'm doing wrong ?
you gotta check the machines and try to see where the issue is. find which step is the earliest that is missing resources. is it the fuel gens that are missing fuel, but the blenders are full of it, or are the blenders also empty, and it's the HOR that's full, etc
also, make sure you built the setup as tools said and that you have 320 gens and not more
yeah I double checked I do have 20 gen long, 8 wide 2 high so I should be good on that end
Yeah I haven't gone through each and every part of the factory as it's just huge, but focusing on one line of generators the Blenders are full with HOR and full with fuel, the refineries are fuel with HOR and full with crude oil idk what's the issue :/
if the blenders are full of fuel, but the gens are empty, then you don't need to check anything else. that means the issue is not with the lack of fuel, but with the fuel pipes
20 gens take 400 fuel/min. did you use mk2 pipes until at least the 5th gen?
yep
check for any mk1 segments between the blenders and gens?
how much flow does the pipe say it has
at which point in the pipeline ?
between the blenders and gens
just see if it looks like if it's 400 on average
or 300 or w/e
Ok so : for one of the pipelines I think you hit the nail on the head it's going anywhere between 250-400 and the last two blenders are no longer saturated in HOR, the curious thing is:
A) the other pipeline goes anywhere from 300-500 and its generators still lack fuel
B) the refineries that produce the HOR for both pipelines that go to the blenders are saturated in HOR
Can you show an overhead diagram of how 1 pipe has been laid out from blenders to gens pls? Might have to delete foundations
you're probably merging too much fuel together, fluid manifolds lose a lot of throughput due to sloshing
so you need to either avoid them or keep plenty of flow rate headroom in the pipes (like using 400m3/min on mk.2 pipe) to accomodate the sloshing
you are also connecting your input/output pipes to the end of the manifold, that is the worst possible place (highest amount of sloshing and flow restriction). Best is the middle, which essentially treats it like 2 manifolds that have half of the flowrate each.
what's sloshing ?
Pipes are omnidirectional, so even if you want fluid to go from A to C for example it can flow from B to C instead, blocking the desired flow path. The same units of fluid can flow back and forth, counting against the flow limit multiple times.
and how much fluid are you moving pm in each pipe?
pipes aren't unidirectional (I assume it was a typo ๐ )
in theory 400m^3/m in practice it's all over the place jumping from 100-600m^3/m
yeah thats normal. That should give you a lot of leeway for mistakes. Is the pipe just 1 continuous long line the whole way ?
it doesn't connect to anything else?
as in it could move from one generator to the main pipeline instead of from the main pipeline to the generators ?
if so could that be solved with valves on each generator ?
even then
It can't be solved in that way because you can't valve a junction directly. You need to either split fluids evenly (so Y splitters, not manifolds) or leave flow rate headroom to accomodate sloshing.
yeah 4 blenders merge into one pipe, I got 8 blenders in a row, half go up, half go down, it's a continous line for 20 generators
I've built a similar setup before and it worked just fine. 400 m3/min is well below the mk2 limit but I did run mk2 pipes all the way
ok the first thing to trial would be to put a bunch of fuel gens on standby then to let the whole system flood
standby half of them on one pipe. When that whole row of pipes and generators are full, turn them back on
sometimes just flooding a system will help stabalise it
yes there is something else wrong also
that's the least work to possible solution right now. If that doesn't work can try somethign else
I've done that and it does run smoothly for a few minutes but then the last generators run out of fuel after a while
.
ok step two, loop the manifold
Feed one of your lines like this
then, flood the system and try again
use mk2 pipes obvs
it helps manage back flow along pipes
I could try that, but I thought the throughput was dependent on how full the pipes were, hence why saturating the pipes is a common fix ?
full pipes mostly helps with back flow
but you're trying to cap out a mk1 pipe in 2 places, which is also not ideal
should I feed it just at the beginning and at the end of the line or add a vertical junction every 3-4 generators ?
no vertical junctions
they always calculate connection heights incorrectly which causes flow issues and inconsistencies
ctrl f if you want to know more ๐
I say replace the mk1 pipes touching the mk2 with more mk2 and see if that helps (except those connecting directly to machines ofc)
maybe even a few mk1s on the generators side
just begining and end
allright I'll try that get back to you all
Sometimes using mk1 feed pipes can help, but you really shouldn't need that in this situation
like it's weird enough that these 400 flow pipes are acting up
And if all else fails, make a one-way pipe with shitloads of valves (/s)
I'm currently waiting for everything to saturate, in the meanwhile let me double check whether what I did here is fine or if I need to have it go horizontally before having the vertical junction
no that should be fine
some times if you're feeding the pipe from below you need to rework it, but feeding from the top or side is fine
Also I imagine I have the same problem on the blenders end, I imagine I'll have to repeat the procedure there as well ?
no, flow issues are almost always at the input side
just a warning though, when you fix final stage fluid issues, you'll often find more fluid issues on the previous steps.
for example feeding from below like this often causes issues
yeah I had to destroy and replace a few of them but after that water was never an issue again
I've unpaused the generators as everything was saturated, so far so good all is green, I'll wait and extra few minutes but I may very well have found a solution to my problem thanks to you guys !
if you do start getting issues with the blenders starving I might just suggest you accept the system and let it run at 80-90%. It's not the worst thing for a power station since it's just power. And at worst it's a good learning experience
oh yeah I'm already being overly dramatic, even though I'm only getting 60 GW instead of the 80 it supposed to be producing I'm not consuming nearly as much x)
I'm addicted to seeing everything work at an absolute, resolute, unshakeable 100% efficiency
oh no that's totally reasonable. I make all my final permanent factories run at 100%
but going up the tiers, and learning the foundational skills? Probably worth while just to keep pushing forward
also I am indeed getting the same problem with the blenders starving at the end of the manifold...
but at least now I know why x)
yeah that happens :\ once you fix the final fluid step, any issues with the previous fluid step rears it's head :\
Yeah I've rushed the milestones and phases up until the point at I am now, but I figured I may as well set up the perfect generator factory so that I don't have to touch that again (I don't wanna deal with nuclear waste)
nuclear waste is honeslty pretty easy.
very simple to store, and not bad to process
60gw is easily enough to finish phase 5 though
I did it on 30 last time
also I'm wanting to upgrade it to turbofuel/rocket fuel, but I don't want to have conveyor belts/pipelines running accross the map for miles on end and I'm not good enough at the train/railway area of the game to rely on that instead
drones work fine. imo RF is ... awful. You just get endless fields of fuel gens.
have 100 nuclear gens instead of 1000 fuel
also... you can always just do more Diluted fuel.
fuel to turbo to rocket effectively just converts other resources to oil
i mean nuclear plants is just also a flat field of gens and extractors in the ocean
you have a lot more options when you have a lot fewer nuclear gens
a lot of people do keep doing a field though. Some people can't make the leap from 2d to 3d
nuclear gens and their two accompanying extractors are like the same size almost
and you don't have the option to build upwards with nuclear
unless you're mad in the head
I was bout to say that it's been a while and everyting seems to work fine... and then half the generators went down x)
you can easily put 4 extractors under 1 nuclear gen and have at least 2 floors w/o any creative design ideas
guessing your blenders are crashing it this time
yep
look, you could repipe all of your blenders, but I'd just accept the power drop
because its possible you'd have to repipe the step before THAT as well
repeated the operation but idk if I did something wrong or if I need to pause the generators again...
I'll try tomorrow
you're still bottom feeding here
that's often murder on a system
it's difficult to manage bottom feeding even when you know what you're donig
well the refineries are not starved of crude oil, if anything they are overflowing with HOR however the blenders are starved of HOR i'm guessing my little operation fucked up somewhere
again, that's the water and that's not at issue here
these are for the ones you circled
oh sure, but if the blenders start running properly you might find the water isn't keeping up xD
ah x)
same as when you got the fuel running properly, suddenly you had the previous step showing issues
the blender thing did show up a bit after the generators started to starve
I wish it were as simple as the math is in the planning x)
-> 600 m^3/m crude oil into 20 refineries -> 800m^3/m HOR into 16 blenders -> 1600 m^3/m fuel into 80 generators, the whole thing times 4 and bobs your uncle
liquids have gravity preference.
It's not actually hard when you know the basics
why won't it floooow ?
NONE of your pipes are full, doesn't even look like hte extractors are on
would have to see the layout of the pipes from HOR refs to Blenders, but you've got it mostly covered up I think
ok wait you were correct with the extractor, the one extractor I had was turned off (power grid from my biomass shut off with no notification)
but still, my biomass burner is immediately shutting off when feeding into the water extractor
Blender side
refinery side
blender side looks ok??? but ... hard to tell sorry :\ If I got in there I could probably figure it out but it's very hard to tell what is goign on exactly :\
I believe part of the original plan you linked also had plastic and rubber production?
yep, all that looks grand, the only reason it's not running at 100% is because some of the refineries are saturated with HOR and hence can't produce resin
yeah, one of the reasons to completely unlink factory item production from power.
here's my save (deleted as not allowed in the rules) if you wanna investigate, the factory is on the western oil islands
I'm gonna head to bed but thank you to you all for the help
just fyi, sharing saves (or basically any files) is forbidden by #rules
whoops
should I delete that ? (I don't want to knowingly break the rules but that may be seen as trying to cover up my mistake which is not my intention)
I'd just delete it. You can always DM it to the person (if they agree)
sir yes sir
I'm not going to have time to unfortunately xD
why is save file sharing against the rules tho?
Too difficult to moderate and check for viruses or other undesirable content
That rule's surprised many a person; it's not really an obvious one for most folks, IMO. :)
which just shows computer literally really hasn't sky rocketed like everyone thought it was going to back in the 2000s.
yo someone figures this out for me how many smart plating can I get with one pure iron node
work backwards to figure out how much iron it takes to make 1, then go from there
or use a planner https://www.satisfactorytools.com/1.0/production
you're going to have to get used to being able to do basic maths though
okay its basic but I didnt feel like doin it
ty
I'm not sure you looked at the plan they sent you xD I doubt you have mk6 belts yet
I have mk2!
also, this is the most basic of things to figure out. rip
that probably isn't a useful plan for you then
I didnt feel like doing it man.
oh I know, but this is a core part of the game. If you don't feel like doing it you're probably in the wrong place
but gl
I dont feel like doin the math currentyl
you can make 5 per minute max
new world, first time with a 100% efficient factory
is this a good amount of steel resources for mid game? Am I going to need more or is this enough pipes/beams per min?
for personal use, i believe you will never need more
I am confused on this step
So I got the rubber from the previous step, do I then feed that and make recicled plastic and then use that plastic to feed it back to the recicled rubber refinery to produce more rubber to then feed it back and make more recicled plastic?
You can see how it is confusing me ๐ฅฒ
yes, you cycle it back and forward
basically the two recipes convert fuel to plastic/rubber
Very simple process they say ๐ But I will run the numbers and make it work ๐ซก
If you subtract the recycling , it basically turns fuel to rubber or plastic 1:1
Its a bit more than 1:1 if you use external rubber and plastic inputs
But usually its not worth it to mix in the extra residual rubber
day 4 of overhauling my factory:
the biofuels still turning into solid biofuel
but i am working on getting steel production so i can make powerlines leading to my main factory
and i have plans to make a quartz factory along with a power station
and i need steel production to unlock explosives to add caterium to my factory
and once again feel free to suggest anything you feel will help or just tips in general
if you cant wait for explosives, theres another caterium node not far around the waterfall
update: I converted all the landscaping wood and leaves to solid biofuel
...all of these containers have biofuel 3 of which are full
I have 88 GW being produced by turbofuel. Is it worth to jump to using rocket fuel? And then Ionized? Or do I stick to Turbo and go to nuclear?
I donโt know
Rocket fuel is worth it, ionized is not (primarily because synthetic power shards are kinda costly)
Ionized is nice to have for your jetpack though.
uhh i don't understand, why am i producing rubber, to produce plastic and then rubber again??
because that's the most efficient way to do it?
hmmm yeah i had to set up the refinery and see what's happening, it's indeed the most efficient
Yeah, the Recycled loop is pretty wild the first time you run into it
the biggest issue with the power shards is the power cost, not even the resource cost. it makes ionized completely useless for power without a large APA boost
Ionized is power-positive with reasonable setups, it's just not power positive enough to be chasing it and spending resources on it
Exactly, that's why I recommended it for jetpack use.
I don't think it's possible to make Ionized power-positive compared to the Rocket Fuel input, is there? (At least outside of underclocking shenanigans)
With default tools recipies (aside from converter), ionized pays 879mw to turn 2400mw of RF into 3333mw of Ionized. So net positive +54mw, or +2.25%.
With aggressive underclocking, +494mw or +20.5%
It's net-power-positive from a production standpoint, sure, but you've always got more power if you'd've just burnt the RF instead
Nope (see above numbers)
It doesn't make sense for power burning without Augmentors or sloops though. Just burning the coal used in the diamonds for power shards would generate +630mw, so you need to run machines below 10% clock just to break even with that, and then it's still consuming some quartz and stuff.
It's really shining as a premium vehicle/jetpack fuel, and with APA's. Spending 400-900mw and some coal to turn 7200mw into 10,000mw is not terrible
is there a pipe GOD hanging around?
why are you asking?
I've built a maaassive rocket fuel plant, and ive been through some of issues that have presented itself. And i think it'll be alright now... but im having some doubts >.<
A #1038092680493801533 thread with some photos of the setup is probably your best bet if you do want input
Though since it's already built, you might just want to watch it run for awhile and see if it happens to be good to go. :)
Thats what ive been doing and fixing the small issues and or mistakes i didโฆ iโm very familiar with the pipe manual and stuffโฆ so i kinda figures it be smooth sailin from the get go, but i was wrong ๐ weโre just talking very minor throughput issues, besides that its been running great, but 1-2 gens have been starting and stopping every 600 line
Think i got it down now though
Any more... sane path to 10 motors? ๐
looking at this Im probably open to only making 2-5 for my first factory ๐
Hpw can i split 2 inputs to 18 inputs
I would remove the copper section
2 -> 6 -> 18
Split each line, then split each line again
I assume they all gotta be even?
ye but i have 2 brances 1 with 12 lines and 1 with 6 lines of inputs
1 -> 2 -> 4 -> 12
and
1 -> 2 -> 6
Hello, did someone make a optimal setup for all the ores on the maps using the most "efficient" alt recipe for produce the max amounts of coupons points/min?
Since Satisfactory map has finite amount of resource nodes, the amount of maximum resources generated per minute is finite, and the amount of sink points generated per minute is finite too.
Determining the amount of these resources generated is a linear optimization problem. And since the addition of...
Does anyone have good data about how much ionized fuel it takes for a drone to cross the map? Trying to figure out how much I should make for a fuel depot
I need a little help, I have 40 refineries all with Heavy Oil residue alternate, This outputs 1600/m. 40 Per Machine. Whats the best way to organise the output pipes for maximum efficiency and as little problems as possible, This is part of a Rocket Fuel Factory.
They are laid out out like so. Should I have several groups of underfilled pipes, or just have 2.67 full pipes?
Definitely more underfilled ones. Make 4 groups of 400.
Ok will do, Thanks ๐
is there a block in satisfactory that lets you split conveyor into lets say
20% 65% and then 15%
or do I have to play with mergers and splitters
You'll have to build a custom splitter setup for that
But the real question is, do you need that?
yes I do
because how am I supposed to grab 5 output from the factory to go into storage
smart splitter overflow
if I put it at end of manifold it will take 5 years to finally end up in the box
no?
not really. Screw or wire manifolds take some time to spin up but most only a few minutes
and you can always go do something else while that is happening.
Your other option is to just clock a dedicated machine to output items directly into storage
Clocking is your single most powerful logistic tool in the game, don't forget it
what is clocking
Can you round those percentages to sixths, and do a six-way split/re-merge?
I need 5x ironplate, 5iron rebar, 5 rotor, 5 ironrod and 4 modular frame as outputs into my storage boxes
in the MAM you unlock the ability to set the production speed of machines, from 1% to 250%
(Power slug tree)
if you don't want to use a splitter for overflow, clock a machine that produces what yo uneed
so in this example of the image, you could set a machine to produce 4 mfs pm, directly to storage,
that's fine
Ah, a fellow purple enjoyer
well it seems like you've already built everything. Best bet is just over flow to storage
some machines arent even working for some reason
could be anything sorry, hard to see what is going on. Missing a belt connection, going over throughput of belts?
maybe the manifolds haven't spun up yet? don't know how long it's been going
rn I made it so all the finished products go into sink
so I can see where the bottleneck is
well look at the non functioning machines, are they clogged or starving?
if starving follow the belt back and see if there's a throughput issue
if clogged go forward and look for the blockage
if one output is filling another manifold more than the other, like not perfectly balanced
that could cause issues right
welp one of the lifts was mk1 not mk4
not sure what you mean
a manifold only cares about 2 things
- enough parts per min for the system that it's feeding
- a fast enough belt
often the culprit ๐
ill see if it runs better now
a good reason to only keep your fastest belts in your hot bar
Worked out very nicely. Summed it to 4 Lines. So its all perfectly balanced from both ends.
Nice
how do u make curves like that
Patiently
with iron beams?
I start with 1 foundation and offset them by 1 degree per foundation
Then zoop them back 10, then just fill in the gaps with asphalt
how do u offset by a single degree
I use Infinite Nudge mod
oh mods..
You can do it vanilla
You have to do it with beams or barriers, Just more time consuming and probably prone to being misaligned.
While recording a video about experimenting if preparation for Satisfactory 1.0 I came across a new method of creating circles and curves in Satisfactory with foundations, the painted beams and Nudge. As far as I can tell you can go infinitely with this. I went all the way out to a 177 foundation Radius, meaning the circle had a 2.8km diameter!...
how should I balance it so I can actually get 5 screws per minute not the whole machine just overflowing into my storage and when it has space in the machines nothing goes in
2 lines of screws 350 and 384
I need 354 into one manifold and 375 into another
smart splitter, over flow
you also don't need screws to build anything so don't really need to store them
already did something like that, its still stuttering
and not making enough reinf iron plates
I can't find whats wrong with it
one of hte issues of building so compact ๐ you probably either mathed what's going on a belt wrong or have another mk1 belt piece somewhere
2.64 per min apparently
In the future Iโd recommend testing out sections as you go
apparently the guy I built with he accidently split the lower load belt instead of the higher one
<@&387163995947270144>
Multiple channels affected
Yeah, 3/min/drone is pretty safe
with more data, a 2.5 avg might be fine
why make them if you don't yet have use for them?
I'd keep them as ingots until you need them then
though i feel like it can be greatly improved cuz i did make some small mistakes with the production lines
true true i have been using some to get iron rods and iron pipes for nuclear stuff
what's with the spam today?
<@&387163995947270144> ?
idk its pretty annoying XD
like that's the second time in what, 30 minutes?
idk havent kept a timer running
(also thanks for deletion for the mod/manager in question)
very low traffic in #design-and-architecture , between the recent ping I did and the one before that was about 40 minutes xD
damm
theoretically, if I make manifold out of smart splitters and put "any" on exit and "overflow" on the exit that goes into next same setup smart splitter, would it be better than normal manifold or worse
it would make sure machines are always full in order but would other machines at the end even would get enough
Unless you do something special with that manifold, it wouldnt work worse or better
special as in?
Odd things like merging in stuff in the middle and trying to balance and whatnot
In such cases there may be a merit to using smart splitters
But for plain normal manifolds it does not matter much
that's normal in large servers like this
They again changed the way they post the messages, so we needed to adapt the filters ๐
We should โข be good for now
Thats very helpful ngl
Can it be blueprinted?
It changes fill time and that's about it
Sections coukd I guess?
All this because i forgot to upgrade a lift belt on my concrete production xD
I followed the water tip tho. So i can turn that off but i want to see if this "heals" alone
can reduce the delay to 100% output quite a lot
but that only really matters for the final stage of production
because producing more items earlier counterbalances it otherwise
by ~30-50% I found
injection manifolds are "odd"? I use them all the time
Eeeeh i meant more "if you do really odd injection manifolds with uneven inputs" where normal splitter behaviour might not work out well
injection manifold is separate manifolds with extra steps
I'd argue they're the most space-efficient solution
I'd argue that saving space in a game with practically infinite space is pointless ๐
(but even then - it's only space efficient in some cases, not always)
or, specifically, I like to do ratio splitting by clocking and grouping machines by their outputs, and that's easier to do if I don't have them grouped by inputs too
It depends on the split but most injections are just an excuse to use a prio merger
At least for me
injection manifolds don't necessarily need prio mergers
I remain unconvinced they're mostly useless
(other than for balancers, which are also mostly useless)
A balancer with a prio merger is not a balancer
also, how dare you

injection manifolds are just multiple manifolds linked up
you can, in some situations, reduce your machine count a little bit assuming you're overclocking everything to max or near max clocking
but unless you're clocking everythign to 250 or near 250... it doesn't really do anything
not really, consider a situation where a full belt would fill 3.25 machines
assuming no OC and 4 belts, that's 4x3.25 = 13 machines with an injection manifold, but 4x4 = 16 machines with separate manifolds
idk idont overthink it that much if a manifold requires more than a full belt it becomes an injection
point is that you don't have to merge it
you can just have two manifolds
that means not having to figure out where the injection points are, but more dealing with clock speeds and more buildings
I don't overthink it either, if I have more than one belt total, I just add a balancer
it just works, and at minimal building count too
Ik lol
Its more just build style than funcionality
but also much more freedom in placement of those 4 manifolds, instead of having to link them together
We have options for a reason
Sometimes, one will work better; other times, another
Depends primarily on constraints.
@gray flower
priority merge residual rubber with recycled rubber, with residual having higer priority
then smart splitter with "any" to recycled plastic and "overflow" as the output
if you're not outputting plastic, you don't need a smart splitter for it
it can all go to recycled rubber
so something like that ๐
the important part is that the belt between the priority merger and smart splitter on the rubber line has to handle all of it
so if you have multiple lines of output, you need multiple setups
depends on your max belt speed
you can have however many you want as long as it's more than the bare minimum
you just need to build it right
can u show me how to build it later?
Iโll do it later
I need to see how itโs done and ya
if anyone here can help with #1420890269867446363 id appreciate it
ok so this might sound crazy but i think end game is kinda simple like ya gatthering the stuff is a pain in the @$$ but the math its somewhat simple or mabey its cuz i have alummunuim and plactic already done in there own factoryies
none of hte maths is really hard. Just arithmatic. Especially if you use a proper planner
and again i havent done this in game like i am no where close to starting but the planning its ezy idk why everyone is overhypying it
I mean modeler is a layout program and apparently you found it ok
i dont like satisfactory tools cuz it uses random recipes i dont like
that's why you check and uncheck recipes to craft your plan. Which you would have to select no matter what calculator you use
how is it the program's fault if you tick every recipe?
it's like tossing a bunch of peanuts into a meal and then complaining there are peanuts.
not in that way, satisfactory tools try to use an even amount of everything and when i want for example to use more copper so i can save in other progjects i cant control that + when i use modler it just feels more rewerding that i made that myself
like lets say there are 2 turbo motor recipes the first one uses more alumunim and the other copper so tools will try and use both
so.. don't check both
this often happens when you have multiple recipes and try 'maximise'
Don't maximise. Work backwards.
or don't have both recipes checked.
if you actively add a bunch of recipes you don't like to it's list of possibilities you can't complain when it tries to use them
look both are realy good for ex you preffer tools i like modler that what makes it fun everyone has there own way of playing
I mean sure, but your complaints about tools is the fact that you keep stabbing yourself in the face and you don't enjoy it.
stop stabbing yourself in the face and I'm sure you'd find it much more useful
just to clarify i use tools i used it for plactic and rubber as welll as rocket fuel and space elvetor part 3 and other random stuff
Usually it only uses one. Are you using the maximise mode?
i give it the stuff i already have + how many i want and check both recipes cuz i wanna know which one is more efficient and then it uses both
Oh, if you're using "input", then tools consider that "free", so it first tries to use input before any raw resources
Ohhhhhhhhhhhhhhhhhhh well that would have been helpfull 1h ago
that seems like the common sense approach. You wouldn't add an input you didn't want used
is turbofuel worth messing around with or should I just fill all fuel gens with normal fuel instead
like is it worth the time
I'd say that half of people here would tell you yes and half no
"Worth" in this game almost always depends on your preferences
day 5 of overhauling my factory
i have unlocked a caterium node that was blocked off by a rock, now i need to revamp the factory to cater caterium
and also i will make a new factory for steel production
and start making the main power generators once i get powerlines
I calculated that with 600 crude oil input I can power 26.6 fuel gens for 6500+ MW
so im prob not gonna mess around cuz just lazy
Sky factories tend to be pretty obnoxious to send all the materials to
He is just above ground level
Use oil to heavy residue alt to diluted fuel, way more power
You can see the miners on the ground in the back
yeah its just a bit above ground so ill need to add ramps to make smoother belts
Remember to automate 480 fabric a minute
Lifts?
dont have diluted fuel
And vehicles
oh yeah
Go get it
its not like its a candyshop that gives me what I want
Okay you right lol
600 crude oil
30 crude x 20 = 800 heavy oil/ 400 polymer resin
800 H-oil / 60 = 13.3333 refinery
533.33 fuel output
26.666 fuel gens
240 polymer + 80 water = 80 plastic
160 polymer + 160 water = 80 rubber
Then you are now officially a member of F.E.E.T. ๐ซก
the what
Iโd find both recipes before making fuel power. Very worthwhile
ill just redo later if I should get the recipe
rn I just wanna get power and continue building my factory
so in my al factroy, i need this much copper ingots, i am making them at the source and transporting ingots via train, but the problem is that not even mk5 belts can transport this much ingots into the train, any possible workarounds for this? should i set up 2 stations and distribute the output into 4 lines or run a single belt all the way upto the factory?
you can use more than 1 belt
and have multiple freight cars for one resource
keep it on 3 belts and use 2 or 3 freight cars
that will mess up the order as its not only this, but quartz, caterium ingots and iron ingots as well being transported
add another freight car to the back...?
you shouldn't assume each resouce will always use 1 freight car
can't a train support only 4 cars?
add another locomotive to the train
else it slows down
it can support way more
unnecessary
1 loco should be able to handle 6 freight cars even on long 2m ramp slopes
oooh
depends on the incline/speed doesn't it? From what i heard, 1:4 always works but 1:5 doesn't.
the locomotive to freight car ratio depends on how steep and long your slopes are
my train network is mostly level, so i'll just do that, thanks
on a flat track, 1 locomotive can pull even 20 freight cars
does it take longer to get up to speed or slow down though
the 1:4 ratio is just typically used because it also means the train accelerates fast
I mean worst case you'd add another station and train ๐ there's nothing limiting you
from the top of my head, a long "3m ramp" slope achievable with beams requires a 1:3 ratio
true
also do you guys use any method to calculate how many trains are needed on the network, the "train is needed if the items are over before the train comes back" works, but then i will be without items and stall the machines
my rule of thumb:
- one belt/pipe per platform (with buffers for loading unloading)
- one train
- if the train is not enough, add another train
works in 99% of cases
I'l have to do some testing. They did also make rails much more flexible in 1.1
Sevrahn did some testing before 1.0, we don't have the results down comprehensibly for ...reasons
a table detailing the required ratios would be excellent to put on the wiki
Ass mod reasons
some estimations will be fine, but I think it depends on too many parameters to trully define it for all cases
how accurate is this - https://www.reddit.com/r/SatisfactoryGame/comments/1nej7d1/a_train_throughput_calculation_chart/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
it may be accurate, but with the approach I've suggested you don't need to do any math or anything ๐
and running close to limit isn't recommended anyway - if your train slows down for whatever reason (e.g. another train in the way when you later connect more rails), you can have throughput issues
yes true
imo one train would suffice for most cases (but again, depends on a lot of factors)
yeah the time to take for a round trip is big as it has to stop at like 4 stations and then at the main factory
so i'll go with 2
eh, I'd recommend making a train to only go between two stations
but it's your choice obviously
even if they are on the same network?
what's the train doing? sending different resources to different places?
a part of the network, only collecting copper and caterium
and others are also in series
well, this is going into very subjective topic, so keep in mind what I'm saying is just my recommendation and definitely not one way to play
I'd personally not have stations on main line, and have one train going from each station to where you're moving all of this
though your solution is also valid ๐
well right now we have nothing
perfect is the enemy of the good
I'd rather have a table covering only some cases or that gives a general idea than no table
train stations give a penalty to the pathfinding, so if you build a track around it, it will be preferred despite being longer
but for new stations, you want the main line to be straight and the station to the side, of course ๐
I mean it's basically physics from what I've seen. The only issue is that forces on the train depend on its speed
But you could definitely make speed vs angle curves for different loco:car ratios. Maybe even both full and empty
Needs some digging in the code tho
I would assume that all freight cars are full
I mean it's a reasonable assumption cause that's a worst case scenario, but I've had rail setups with slopes that only had empty cars going up and full ones only going down
I mean, it won't hurt to have the numbers
the table should really just answer what's the maximum ratio for 3m, 2m, 1m slopes
not sure how measurable it is for a flat track
the failure condition for slopes is that it simply can't reach the top
but the slope length could be considered too, a long train could overcome a steep 100m slope but not a 1km one (there's a breaking point past which it can climb any distance)
nothing says you have to merge everything to 1 belt
have 2 groups of constructors, each group making exactly enough screws for 1 assembler
or alternatively, have the constructors as listed with clock speeds 100 + 100 + 77.4 + 100 + 100, split 77.4 in half, merge each half with two 100 constructors
screws are overhated because people try to merge and manifold everything the same way all the time, all it takes is a slightly different approach
I'd first want speed vs angle graphs tbh. See how they look.
I'd also consider the failure condition to be dropping below a certain speed, not not being able to make it up at all. Nobody wants a train limping up a slope at 10 km/h
But I'd first have to see the speed angle curves to say anything else. It's entirely possible that they're very sharp and if a train makes up at all, it's basically guaranteed to make it up at a decent speed
afaik trains won't limp like that, either they can maintain a reasonable speed or grind to a halt
I could make them, if someone digs up the formulas for me, cause I'm completely not confident in being able to read C++ code
graphs would be excellent, but we'd need a mod to record the data
given it uses UE's physics system, it's unlikely we'll be able to datamine or calculate it ourselves
technically, the table can just... list the lowest speed, not just the ratio
how did you get such ugly numbers of items per minute
lol is this not normal?
Is it better to set the desired output to be a whole number rather than the input?
The issue is that it's a 3d table. Number of locomotives, number of wagons, and angle. Like what about a 2-5 train? What angle of slope can that climb?
two belts?
Yes
it's avoidable using the so-called 45-81 rule, typically setting the target to multiples of 45 (81 for some oil setups) will produce non-repeating decimals
ah, you're maximizing a node, that explains it
Though not necessarily a whole number item/min output. Whatever a whole number of machines makes is usually better
setting it to 5/min or 4.5/min should yield much prettier numbers
not really - whole numbers are imo pointless to optimise for, there's no real difference apart from the number being "nicer"
yeah, it's a choice, but I personally like it
better
So to solve this, I need to send 125 screws to 3 assemblers instead of 2?
you make two belts, each having the exact amount of screws that the assembler needs
one will need 100, one will need 25
(if you build two, one clocked at 25%)
i see, rather than merging them
there's almost never a reason to merge things if you're splitting them afterwards anyway
direct input combined with clock speed is a very powerful tool
@wind spade but screw output is 40pm and rotors require 25pm, and they're not divisible, meaning i'd have an inefficiency with the 100% assembler no?
you can clock the screw constructors too
@unique cypress do you know how to properly build a "3m ramp" track? I got the beam down, but there's no grid alignment, neither can I extend the beam
I've literally never used beams
yeah I've got the instruction to build 4 100% screw constructors and 1 62.5%
the screws go two ways, one perfectly 60pm to reinforced iron plates
the other way, 125pm to rotors
I'm just struggling to see how to send 60 screws one way and 125 screws the other way, because the constructors don't output numbers divisible by either of those
and it's not like the output destinations will only eat what they need and back the rest up to the splitter, because i can't use 1 splitter, because I have 180 screws going into it and my belts are only mk2
hey excuse me for interupting, but may i ask which application/website are you using for these diagram?
Oh, thanks!
The closest to a 3m slope I've ever gotten was alternating 2m and 4m ramps
clock one group of screw constructors to make 60 and the other to make 125
what's the formula for working the clock speed out?
[want] / [normal] ๐
the beam allows it to be completely straight
I'll see if I can blueprint it somehow
also: train stations now directly connect to adjacent tracks and switches can exist immediately following stations
Since they only make 40 each and I haven't unlocked overclocking, I need to deviate from the diagram and make 6 constructors for screws, then.
2 clocked so they output 60
4 clocked so they output 125 (one will be making 5pm)
Is that right?
well yeah, the tool doesn't really tell you how many you should build, it just tells you total clock speed. The tooltip is just one example of how you can reach that
(you can also use shards to reduce building count if you want)
hm, we seem to have some table already on the freight car page @unique cypress
Yeah, which is why I was wondering why you said there isn't one ๐
But it's a bit lackluster
I was looking on the locomotive page
the wiki's coverage of trains is a huge mess
LOL, the braking force of a train is set by the locomotives too??
I always thought everything counts, because freight cars have rail brakes too
Aren't there like 3 different braking systems? Regen, air and friction?
"S" is the regenerative engine brake, space is tbe rail brake
using the rail brake causes sparks to fly from all wheels, including freight cars, but a 1:8 train fails to stop itself on a 2m ramp
an 8-locomotive train brakes as expected
Isn't there a difference between loco and car weight?
And did you use empty cars?
it rolls, and since you haven't stopped, pressing S causes it to attempt the engine brake
you can neither speed up or slow down in that state
full cars
locomotives do have non-zero weight but idk how much it is
ah, 300t apparently, as much as 3 full freight cars
Wait locos weigh 300t, but a full car only 100?
Yeah, that'd mean the wagons don't have brakes then
Because a 1-8 train is lighter than a 9-0
But also, which brakes did you use to test this?
Only S or space too?
both, neither works
but, if you re-enter the locomotive, it resets the controls
using both brakes at once allows the train to stop, but it can't hold itself stopped LOL
I wonder if automated trains have any sort of rollback prevention
Well, a consistent way to test this would be a use an auto train. Put a red signal at the bottom of the slope and see where the train elects to stop (top or bottom of the slope)
autopilot only uses the rail brake when going over the speed limit or when entering stations for some reason
will do
wait, red signal in which direction?
In the direction of the train
It'll refuse to drive at all if it's shown the back of a signal
Just extend the rail and put a loco there
I can test both
what happens if it rolls past the back of a signal it passed driving forward, and what happens with a double (bidi) signal
I have never seen a train roll past a red signal tbh
when driving forward, there is a magic force field
same with stations
if it fails to brake the game will just stop it
I have seen that with stations plenty of times, but never with a signal
I'll try a test to trigger it
should be pretty easy, I'll create a literal race condition
two trains going downhill fast, having the same distance to cross
no rollback prevention without signals, it just rolled all the way downhill, as if holding "W" the entire time and nothing else
no rollback prevention past the back of a signal, crashed
crashed
so overloaded trains can totally cause crashes even on a well signaled railway
rolling trains don't switch switches either, they just go where the switch is at that point
Was the top train in auto?
both were
And did you build it up there or did it drive itself halfway up before rolling back?
it drives itself there
reaches a top speed of about 45 before grinding to a stop and rolling back
Hmm it has rolldown prevention going down but not up? Weird
there isn't any rolldown prevention
I genuinely thought it'd stop before the slope and refuse to even try to go up
There is. The train will not go down a slope if there's a red signal at the bottom (or in the middle) and it doesn't think it can stop before the signal
So I'd think it'd refuse to go up a slope if it doesn't think it can get up
๐ญ
ahh I remember the update 2 autopilot
it would overshoot stations after downhill slopes and fail to drive to stations after uphill slopes
Well, it still overshoots stations after downhills. It just hits an invisible wall lmao
yeah. there was no wall
it would just... miss ๐
huuuuuh they fixed block signal preference??
allow me to crunch my recording
Magic signal forcefield on the left train + some sort of block signal path reservation?
ah, it cuts too short to show the station forcefield
Hmm, interesting, the block turns red a few seconds before the train even passes it
I wonder what would happen if you sent the right train to the right station and the left to the left, but kept the crossing rails so the rails are one color
So the trains don't cross paths but still enter the same block before reaching their stations
wont this cause issues if the trains are coming like this?
https://www.youtube.com/watch?v=dEaB0cbiotY you can use this method
however the way that rail splines work has changed in 1.1, in a way that makes the both easier to use and also more lenient. For example, you can 90deg turn in 16m instead of 20m now. So this is a bit out of date, but i think it's not in a way that breaks anything
i honestly wish i could find a way to describe this is that doesn't sound like clickbait, we're not even using mods
Peertube video link: https://kinowolnosc.pl/w/gu1ftrtBrzySEYtbNPhxuU
Lemmy discussion thread for this video (it's better than reddit and yt comments I swear): https://photon.slrpnk.net/post/slrpnk.net/15921637
Approximate a circ...
No, trains aren't allowed to enter a path block if their paths cross
It would work with a block signal block too, just differently
Okk thanks
the diagram just tells you how much clocking you need total.
6 machines? that's 600% clocking spread howefver you like
12800Alu Ingots p/min ;D 20*640 Belts
How overkill is this xd
actually i would need to deconstruct my current power plant for this... and i fr dont know if i wanna do that
Still overkill but far more doable
Rf for power is pretty silly
I mean yeah
But my current Power plant aint enough
Even with 4 augmented Boosters for the grid

so ... don't do 1000 fuel gens?
I mean yes its silly, but its the kind of silly that could just be the right amount of silly
Also i rly dont wanna deal with nuclear
because if i start that i would wanna do ficsonium and that would open up a WHOLE diffrent branch of insanity ๐ญ
And im currently getting bottle necked with the pasta or my plans would look vastly diffrent
And im already commiting to just spawning in unlimited power shards so its only like 230 ish Generators
Actually let me run this whole thing with a full Pure node of Uranium... maybe it aint even that bad
there are no pure uranium nodes
oh right
i just mean 1200 uranium
that's gonna be up to 360 GW from just the uranium rods
The way I am doing it: I'm building a tf power plant now that will support me for a while, then I will delete the generators to to make space for RF blenders, then build NEW generators for theRF
Yeah, but at best i go full Ficsanium just to remove any waste...
Go full insanity
i have my current Turbo fuel plant running suported by 4 of thoses slooper Power machines
but i wanna do some more stuff and i , might need more power...
fyi you can also remove waste by sinking plutonium rods
But that feels wrong to me idk
How much tf u making?
Only 50gw
but im pretty liberal with Slooping and power sharding stuff like particle accelerator and shit..
And emm
That should hold the average playthrough until you get to nuclear
that's 50 GW
i have plans
WHat are y trying to do?
i still wanna replicate my Oscilator beast of my old save for funnies
i think i produced about 300 of them in my old save
i thought about 500
...y? just store the uranium waste. Or make p rods and sink them or burn them in drones
DRONE FUEL!
So I would wait until you get RF or nuclear
YES!!!
I dont use drones ๐ญ
Im already at Stage 9 lol
I just feel so... empty
like im so much further than in my old save in less time and i havent done insane scale shit yet
also i have a unlimited supply of Shards and Sloops so there will be carnage
Hate to break it to u, but the only way ur getting the capacity for 500 osciliators is with nuclear
If you wanna use 90% of the worlds sulfur go ahead
Im going to be running 600 pretty soon, and then I'm using that to hold me until nuclear
Also jesus send help wtf
so thats called overclocking a particle accleerator
that's not even as bad as it can get
thats one...
is that slooped?
You may be more insane then I am
And im already burning two sam nodes...
And i havent even started
So a lot of what has to do with SAM is slooped
And if i need more ill just cheat more sloopes
So you don't touch grass is what I'm hearing?
I mean
Guess how many hours my save has rn?
this might be my fastes runthrough ever
using all the accumulated experience since 2019
I mean at least 500
Uhhh
But youll have many more by the end of that oscilator thing
So this all is about 230 hours
Man I'm at 215 and still in phase three ๐ญ
Its not that big yet sadly
I mean power shards and a lot of rushing tiers helped i guess
i also build stuff with better belts in mind and upgrade later
I do have at least 1000 hours worth of plans
Mk6 belts also fucking saved my insanity on my BAuxite thing
i tried balancing the bauxit onto 8*400 belts with only m4 and 5 belts
and i failed sooo hard
12300 alum, maxed nuclear, and the big boy 25 pasta
When i build the first stage of my Oupost i planned with stuff and for stuff i havnet unlocked yet
Also i cant see screws anymore
yayyyy
Im only producing about 3600 alu ingots rn
and thats the most a normal playthrough would need, but im fucking insane
xd
also my first project was 10 heavy frames before i unlock anything further
i started planning that once i got tier 2
And it involves tier 3 and 4 stuff soo im just weird
Like genually hell
If i see one more screw in a recipie ill jump
Ahem
I have a lot of hobbys xd
I play satisfactory only on like peak depression times ๐ญ
lmao
otherwise i aint gonna find the time or motivation
Alr i gtg cya
cya
Its totally not bc study hall is ending xD
he just set the Crude Oil amount on such an awful number that all numbers look complicated
i have 1350 cruide oil i wanna use
Also i am gonna do this diffrent
im going the route of 25 Uranium fuel rods
and combining it with my insane 300 Osciliatrs into one factory because it uses a lot overlapping components
The dreaded refinery
but this is totally doable
so you set the Cruide oil number on 1349.99 ? just why? all numbers look awful to balance
No set it to 135
and i could not find a output level to exactly match that in the calculator
So i started to just calculate it by hand
- possibly floating point errors and it's actually 135 exactly
- why would you balance numbers
are you stupid ?
on the screenshot it is 1349.99
Yes because it calculates from the end result to the start
and? still could be 1350 exactly. because floating point math
yes but such perfect miss alignment between the good output number and the Input number is nearly impossible.
it's just awful to think about it ;D
Calcualte it yourself than
actualy i think its an error
sure
45 Refineries exactly aint that number
Thats why you use it as a Number cruncher to framework before optimising it
Because i aint gonna build 44.002 Refineries
Its gonna be 45
3 words: Nitro Rocket Fuel
