#math-and-meta
1 messages Β· Page 348 of 1
Honestly if you're in the app, all the mouseovers and such should probably make it pretty reasonably easy to read
But Modeler graphs when exported like that are, IMO, some of the absolute worst available for information conveyance
yeah it should show direction atleast
If they just had an "export with labels" function it'd be a million times nicer
Instead you're stuck trying to decipher tiny icons and hoping that you recognize which recipe is which
Though, again, exporting graphs isn't really Modeller's intention anyway, so c'est la vie. My recommendation is to just stick in the app where you can at least move things around and make use of mouseovers and such
Though honestly any tool is going to have a hard time with anything that calls itself a "megafactory"
Production graphs in general are going to benefit from at least breaking them out into modules, etc.
this is my current coal production
each generator has a pump and miner detecated to it
any suggestions or tips???
you can get away with mk2 or mk3 belt feeding 7 coal generators with 3 water extractors
no 5 extractors
5 generators
3 is enough for 7 trust
just split them between machines so all pipes are filled
one in middle, two at ends
ohh oops i read that wrong
Each coal generator at the default clocking consumes 15/min coal and 45/min water. Even if you overclock, a single coal gen won't be able to consume even 60/min coal. You've got a lot more coal available than you're actually using. :)
The usual recommendation is to build coal generators in groups of 8, with 3 water extractors feeding water to 'em. That requires some creative piping, though, since that's 360/min water being sent over pipes which can only handle 300/min.
8 coal gens at 100% is 120/min coal, which tends to work quite nicely with coal nodes
If you're happy enough with what you've got now, though, then keep at it. :) You will soon find that 5 coal generators will be pretty restrictive, though, and you'll probably want to build more
yeah i was planning to build more
It's common to end Phase 2 with anywhere from 32-64 coal gens, all told. :)
thx for the help!
modeller usually isn't readable indeed
well im trying to spread out and add "smart splitters" so its more readable
I guess I just gotta work on it a bit
might wanna try other tools and see if they are more readable to you
I tried the satisfactorycalculator, that was very unreadable, then I used satisfactorytools, that was ok but neither of them seemed to have support for expanding factory
so I could see what I need to add
wdym "expanding factory"?
that's why im using modeler so I can manually set values and see what I need
calc + sftools are calculators/solvers, not "planners"
I have a megafactory, which requires a planner
If you're looking for something where you actually plan out a factory bit by bit, then a calculator/solver really isn't what you're looking for
Personally, I think the best factory planner is just the game itself
yeah thats why im trying to import my plans to modeler rn
If you spend a lot of time planning things out in an external app then you've just gotta turn around and do it again in-game
May as well skip the step and just do it in-game the first time. :)
I already built it in game
using sftools website
but I need to expand on machines to produce new items
if I change on website it all gets changed and im not sure what was changed
thats why im trying to use modeler
megafactory requires decision to abandon it and go for modular factories π
make separate plan and build it separately
that's where you're going wrong then.
an expanding megafactory will be a nightmare.
avoiding megafactories are the first thing to do
if you can't do that for some reason, you plan it from the very end and don't edit it. As that becomes ... really awful
if you can't plan from the end so it doesn't change? Don't make an efficien't one. Just belt parts as needed into buffers and feed new systems as needed. It's not efficien't but it's also not insane
the reason you're having issues isn't really the planner you're using (though its awful) it's you're basically doing it in the hardest way you possibly could
I turned on manual calculator, why are the machines red, how do I fix that
is it because too high inputs?
I would probably ask in their discord. Would be the fastest way
where do I find
the discord
google? steam forum? on their steam page?
ok
basic investigation
im too sleepy to think clearly sorry
sounds like sleep is your first goal then.
can't think your way through if braining bad
I slept too much actually
then whatever it is you need to do to wake up your brain :\ that might just be waiting I suppose
I did it
I figured it out how to organize it
and all the values are correct
needs a bit more work but its taking shape
yeah that doesn't look organised to me π
This is way too many things for a single modeler
that's even less comprehensible than before
Well, as with everything Modeler: so long as it makes sense to the person doing it, it'll do the trick
Modeler (IMO) sucks at information conveyance, so a rando Modeler graph isolated in a channel is (to me) nearly always incomprehensible. If it's working for OP, though, then good on 'em, I guess. :)
(I will say that at least with that one it looks pretty clear that it's a graph that's producing a lot of disparate end products, at least!)
But yeah, if you want a "clean" graph; isolating stuff into subfactories/modules will nearly always yield cleaner plans
the thing is, I needed to see outputs of items exactly how they were planned before, now I can easily see what stuff is unused and what I can expand upon
without everything getting wiped and then having to guess what changed
Indeed, designing your factories that way requires a lot of admin work and planning overhead. :)
(Which is why many of us recommend you instead Don't Do Thatβ’. :)
I like being organized
You can be organized and still Not Do That. :)
no you see, I have a need to do that
A need to make everything as easy as possible
programmer mindset
yes right now I went through hell to get what I want but in the end it will pay off
Centralization and making "megafactories" is far from the easiest solution possible for your factories, btw.
yes but megafactory is awesome
It may not be obvious, but you really are creating a lot more work for yourself
And it's only going to get worse as time goes on. Not trying to convince you to change your plans, just know that you're actually making your life far harder than it needs to be by doing it that way
Even if you do gather all your resources in one place to have all your factories in one geographical location, strategies like Independency (https://satisfactory.wiki.gg/wiki/Tutorial:Independency) will simplify your planning + builds by a lot
(Again, not trying to convince you to change: just know that it's a choice, not a necessity. :)
as a programmer, I recommend you to do the independency approach
i even use 2 mk2 miners full overclocked with mk3 belt for 36 coal generators
Ok pls stabalise you stupid Power plant
always prefill your nuke plants
Its the water rn
i have not connected every nuklear plant rn
im actually sinking some Fuel rods because i have like 4 full containers π
And till the full loop is not working i think the water will be the problem
Oh SHIT
Ok time to plan a plutonium plant
Littelery my heartbeat when i hear the fuse sound
its now stabilizing at around 400gw
i had some pumpts not connected and now im balancing the chain tiself
might still add a mixer
But its slowly seeming stable
I mean you can have a programer mind set and still make things Not That.
it is stable
python programmer innit
never used oop in their life
uhhhh.... i need the programming people to explain this one to me
monitor was placed in a blueprint that i previously made and just loaded up
both of them in the blueprint show the same
I've got a really "simple" question but it's holding me back a lot. Question is: How do you build a mega factory? Not in the sense of construction or design...but rather how do you know the amount of resources you need or parts you'll need. Like I can build 10,000 iron ingots...but what do I do with them
Plan from the end point.
if you want a 'mega' factory that keeps growing (doesn't have an end point)? don't plan at all. Just link things up as needed and let them pile up in buffers and don't care about efficiency
Generally the answer to "how to build megafactory" is "don't". Build separate factories, much easier on logistics, fps and planning
That's a new one. I've seen it show decimals, but not -1 XD
It is maybe comparing 2 values and displaying the delta, with some part of the blueprinting process setting the "after" number lower than the "before" or not clearing the values properly
Make a list of end products and quantities. Step down a level, then again, then again, eventually you're left with a list of ore inputs.
Omg my whole water loop wasnt working because two waste lifts didnt connect to the mergers like they should do π
3 hours of trouble shooting and it was waste
So i have been thinking...
Oh yeah this seems fine
it only like consumes half its output in itself
Might wanna disable SAM resource conversion. That prolly bumps up the power cost a fair bit
Yeah
but some items need sam
let me just deactive the conversion stuff
When i finally get my loop fixed i might set up drones and send my stupid waste to the other side of the map
To recycle
But idk if i wanna do only plutonium or full circle
Its actually more now?
Wtf is this thing calculating
omg i hate when it uses 2 diffrent recepies for the same item
Jesus standard plutonium recepies are the WORST
i mean maybe they are more efficent
but what
Probably because 2.5 uranium rods per Plutonium rod is not a standard ratio achievable with any single recipe chain
Its slowly getting more and more stupid xd
That's with fertile uranium
I had it active before
I just removed the other recepies
33.33333333333333
Is a nice amount xd
Might only use like 30 of them
Oh jesus π
That would actually be the most efficent option lowkeyyyyy
AH yes very cool
oh its limited by the Quart oscliators π
Mhh
Btw wtf do you mean "byproduct"
I mean..
825gw from the Plutonium
And 412.500 GW from the Ficsonium
while not even 50% of the waste used
This seems totally fine
It has to produce oscillators to make DMR because you're not giving it enough SAM to do it otherwise
incredibly wasteful and should only be done as a last resort
Its using 10k sam already π
yeah ficsonium seems overkill
Plus 800gw more power and less waste at the end seems fine honestly
330 waste instead of 1250 every minute is just a lot nicer
but the amount of particle accelerators is stupidly costly on power...
is plutonium even worth it omg?
I apologize if this is in the wrong channel... I have a question.
In factorio you need to use belt balancers to manage lines. In satisfactory I built a few belt balancers... but can belt balancers be fully omitted in favor of smart splitters with overflow settings?
mostly
underclock to 20-25%
Love you omg
Thats like what
14%? power usage
ok yeah 25% is the sweat spot it seems
20% it actually consumes more power xd
Whats the best way for making plastic and rubber, I got 1920 Oil to use for the plastic and rubber
thats a lot of oil
They always use less power with lower clock, and it's not that much of a drop, but it is a big drop.
I mean yes
but at some point you will use more power because you need way to many of them
nope
ye 2 mins
new power = base power multiplied by
[clock multiplier ^ 1.32192809489]
whatever it is
Cool thanks..
the increase/decrease is the same across the curve on variable power machines, so it will use e.g. half of max, and also half of min when it cycles down there
k
encoders and particle accelerators are the best underclocking candidates, since few machines consume massive power with them
I have some accelerators slooped and fully overclocked rn π
like 2
or 4
I dont remember
if you wanna make that many rods you will have to plan out extremely carefully
just FYI, the uranium the fertile alt uses is generally much better spent on making more uranium rods instead. then you also need much less ficsonium
Yeah, aeryn already said it, but the exact formula is P*C^Ξ±
Where
P = original power consumption
C = clock speed as a decimal (0 to 2.5)
Ξ± = log_2 (2.5)
Yep. Best to figure that stuff out before spending hundreds of hours implementing a bad plan
I took a day to research and it wasn't enough π
i mean i did complety scrap the idea of ficsonium
yeah that is what a lot of people do when they see the numbers lol
Not me!!!!
Im insane!!!
π
i just unlucked rubber, but i am searching for a good spot to make the factory where water and crude oil are not 5km away from each other, my start wass in the desert, any suggestions
Hi, im new to the game and i want to ask if anyone can help to make my constructors and Assemblers 100percent efficient
almost anywhere where there's oil, there's also water
i wass thinking here... but the water right next to it is not deep enough for a water extractor, but the place it self is very good, 5 crude oil spots.... and the other waterspots are like 5km away
and huge mountains in between
that's the one spot that's the reason why I said almost
oww ok...
there's water there, but only like 2-3 extractors
oh where? like i tried to plece there but it wsnt deep enough
I have 2 extractors there
wtf...
someone on reddit said you can fit 3 but I didn't figure out how
also, up north there's a few more lakes. and they're up the cliff so you don't need pumps
ok nice
also maybe silly question but how do you guys take care of roads and mountains like do you guys go over or around?
depends
for water there, i'd run pipes down the cliff
question - i have like 50+ ficsit coupons, should i just buy my way to miner mk3? instead of producing all the parts?
i feel like getting mk3 later would then cause me to re structure many things, right now i'm using nodes like crazy and maybe that could decreased the amount of nodes that i req
build as if you had mk3 miners, then when you get them just swap the mk2s for mk3s
hmmm
currently doing this lmao
gonna do something else till i get 100 sc i guess
why? build a single manufacturer, OC and Sloop it, and not only do you get them 2x cheaper, you can do that with multiple items at once
that's how I got the T8 unlocks
true, brb
what website/app is used to make this?
Satisfactory Modeler
please don't use it it's a shitty app that makes your life just harder
it doesn't work properly its not optimized
Yeah, Modeller's got plenty of fans; I assume it does what it tries to do pretty well. Clearly there was a niche for it among players, or it wouldn't be so popular. :)
For me itβs following instructions (tools) vs making your own instructions and then following them (modeller)
One is quicker and the other gives you a much better understanding of the factory
By that description, I'd prefer modeler. I do it on pencil and paper myself, but I keep losing my notes -_-
I guess I'll have to try it and see if I like it.
Yeah, sftools and modeller are fundamentally different apps. sftools is a solver/calculator, whereas modeller's a planner/er, modeller. :)
One advantage of modeler is that it has very easy custom recipe support
Idk about custom machines tho
So does Optimizer if you want something more Tools-like
Even better if you ignore that it's just a Python script using jsons as inputs and outputs
Does this look good for a rocket fuel plant on the gold coast?
I've found it to be more efficient than using the Blue Crater.
definie 'efficient' ?
people just seem to throw that word around at anything they like
It uses the amount of resources i am willing to use on this project with a projected output i am happy with.
Imo the popularity is hugely influenced by the fact that searching for Satisfactory comes up with the game and Modeler
A lot of people seem unaware that other planners exist
i will take suggestions if there is a better way to do it
how does the location change that?
mostly logistics
you could also call it convenience
Since you're already using coal, consider one of the alt recipes for iron plates that uses steel. Or alternatively plastic, given the huge unused poly resin byproduct
ok i got steel over there
Are you intentionally using both rocket fuel recipes?
One is resource efficient, the other quick and dirty
alts are more than often the former
Nitro RF is quick and dirty
hmm nvm lmao
so normal RF recipe is better but like how much
In that case either see what switching to nitro RF fully will do, or use the coated iron plate alt to use the poly resin at least partially
I just want to have a big RF plant im not to sure on the production chain
swap the recipe out in Tools and look at the results
If you disable a recipe, you force it to use the other one
taking out the NitroRF recipe seems to make me use more resources for 100 less RF
is that good trade for the 'byproducts' ?only you can decide
The current configuration will be the most resource efficient given your enabled recipes, that's what Tools optimizes for
It has the same no byproducts as all the compacted coal gets put back in the turbofuel
But resource efficiency is just one factor
so up to you on the results. Use both and its probably more complicated but you get more RF. Do you want that?
Nitro RF is less resource efficient but much simpler to build
My other question is if i use that much sulfur/other resources will there still be enough resources left for a maxed nuclear powerplant
make a max nuclear power plant plan and find out
also, do one or the other. You don't need both
sounds like you like to think small
You physically wouldn't be able to use all that power
your computer will catch fire first
if you just want lots of power for no other reason than having it? sure.
yes but you'll be low on sulphur after
50 rods/min doesn't take too much sulfur
its perfectly doable, with 2-3k to spare
250% pa has entered the chat
I think I understand what you are saying. Sounds like a lot of planning...all the way down to the base resource like iron, copper. That Satisfactory Planner on Steam might help perhaps. Thanks for the suggestion.
https://www.satisfactorytools.com/1.0/production for figuring out what recipies you want to use
it aint mega if you dont plan out every little bit
it aint mega unless it's from the mega region in france, otherwise it's just sparkling big(tm)
Any suggestions on an item to start with? As the end goal
It ain't mega unless it's kilo-kilo-
when do big things i usually start with a forge/basics area and then work towards the end goal
you can list all of the stuff in your current phase which you want to automate, and go from there
as for what to make as the end goal i think nuclear, rocket fuel, plastic/rubber, and space elevator parts are usually the big megafactory culprits
also aluminum
my rule of thumb is that if you only have to do it once you might as well go all in on it
So say I want to make 500 battery per min....I just start at what I need for 500 per min than go down the list of whats needed
60 ballistic warp drives/min
torture
Perfectly reasonable
the coupons tho
Thanks for the link @Aeryn....looks helpful, confusing too lol
I recommend satisfactory modeler
^^
An app on steam
modeler and tools are 2 very different things, i prefer modeler for big things
You do the math yourself but can pick and choose alts and mess with splitters logistics
*and logistics
So you've got to work out how many parts I need for 500batt per/min, than how many machines for those parts, than how much resources for those parts
start from the bottom or the top
If you start at the top it will do a lot of the math
which means you need to get resources from all over the map perhaps, which means you''ll then need logistics
And if you set a limit at the bottom it'll balance itself
it does the math and stuff automatically, you just have to plan out how many you want, how many resources you want it to use, etc
That parts always the part I struggle with personally
tools is a little more friendly for setting the end goal and working backwards but you cant really do outposts or plan out logistics with it
and then getting it all to a central point and maing sure that your central point is large enough
For me it's setting up train lines
worst part about megafactories is like the first 10 hours setting up trains/drones
Exactly
Im doing a big smeltery in northern forest
And decided I'd just do belts since it's so much easier
But belts can't honk :(
ive got a phase 5 random stuff factory in the works rn and i need 8000 coal and 12000 limestone
lowkey dont know where im gonna get the room for more train stations in this area
hmm, very good. Thanks for the input ya'll. I'll have to prepare my brain mentally now lol
Good luck
just start at the bottom and work your way up
Trains are worth it I think
they can be overwhelming but so long as you take it step by step it should be fairly chill
absolutely
certainly simple thats for sure.
If you start at the top you will get overwhelmed
But they have their own problems with distance
Just slap on more trains
nothing that cant be solved by lowering the throughput per cart or adding more trains
oh yeah thats true
A 2 track network is easy to add more distance and more trains
For low throughput drones
So mostly drones for output, trains for input I think
Haven't used drones before tbh
drones are really nice if you need a small amount of something/dont want to set up a train
i wouldnt really go higher than 600/min for one item on drones unless you want to put down like 2-6 ports for it
hmm interesting, never thought about output for drones...kind of makes sense especially later end game with items that are far more complex and thus are produced less
For things like project parts
they're only produced less if you want them to be
60 nuclear pasta a minute is the ultimate end goal
30k copper ore my beloved
That's a lotta copper
Light work
2/3 of whats on the map
Just Boop it
although at that point only having 1/3 of the world's copper to work with probably wont be much of a problem because you'll have all the other copper stuff set up and for almost everything else you can just use iron recipes
You just gotta run 60 slooped accelerators π
Kibitz did 60 pasta/min already, go bigger
day 7 of overhauling my factory
i am working on my power production and this is what i have so far
i have 4 normal nodes all with m1 miners on them
any suggestions for things like the water extractors or something else???
I assume this is coal power. You can power 7 power plants (6 at 100% and 1 at 66,67%) with one water pipe since that's your bottleneck. play around that
that's how I build at least. usually there's enough coal to feed all of them
what if i just make 30 power plants and hope it works?
idk, I like my shit to be efficient
same
well, 4 normal nodes with MK. 1 miners is 240 coal total or 16 power plants. I'd probably just do 7+7+3 to make it easier
if I wanted to use up those nodes fully
now that I see that 4+4 generator setup, that's pretty genius
Why would you use that as a limiting factor if you can use 2 pipes
use the second pipe for a new set of 7 (that's assuming your water is actually far away and you can't do these #math-and-meta message)
If the water is far away then the problem is that the water is far away
A full belt can support much more generators and doesn't need head lift to overcome terrain
So you should always build this setup right beside water
And there are plenty of locations with both coal and water in proximity
heeey that looks exactly the factory I made..
Maybe hmmm 
it looks bad
I tried organizing it but it keeps getting worse
Iβm having to move my entire factory into a new place so letβs just prayge I use the app correctly
Looks good to me though
Update on my overhaul:
i finished piping everything up, If im not mistaken the headlift provided by the extractors will be able to get it up the first ramp and the pumps finish the rest of the way to the coal generators
and because i dont have valves i needed to improvise for my reserve water and just cut off the pipe. When i need extra water i will connect it back to the system
but overall how does this look yall??
underclock the extractors if you have extra water. no reason to do buffers
also why are you having 3 pipes when you anyway connect it to one pipe?
incase there isnt enough water for the 10 generators
and i havent got anything running yet but ill keep yall updated
still need to figure out the conveyor belts
Each coal generator at 100% requires 45/min water. That means that all ten of those require 450/min water. You've got all the extractors funnelling into a single pipe segment there, and mk1 pipes can only support 300/min
i see
How can I make this work?
I just dont know how.. Either i have a water issue or a aluminia issue
Water extractors
I'm talking about the water recycling
Do different fuel sources impact the speed of vehicles?
I have learnt that they impact the speed of drones, so the question arises for trucks etc
No, the only difference in vehicles is how long the fuel lasts
Either don't (arguably easier + you can make useful by-products like a metric heccton of wet concrete), or supply the missing water with extractors, preferably keeping the recycled and freshwater systems separated for consistency
I see, thank you. I reckon this was tested by someone?
Tested or found somewhere in-game. The exact numbers are on the gg wiki page for fuels
Yeah, I dunno how "official" of a test has been done for it, but the fuels definitely don't impact driving speed
As always, can test for yourself if you like! :)
It's handy to have a second Advanced-Game-Settings-enabled savegame where you can run tests like that if you like
Are you using the electrode alu crap recipe or the regular alu scrap one?
In case you use the electrode one, I might help you with a nice setup
@visual ocean
For the Water recyling numerical problem with the electrode recipe, this is my setup (BIG):
Step 1:
28+12 = 40 Sloppy Alumnia Refineries clocked at 75%. 28 of them need 4200 Water input. The other 12 are filled with water extractors.
Their output is 180 Alu Solution each.
Step 2:
40 Electrode Alu Scrap Refineries clocked at 100%. They produce exactly 4200 Water which is recycled into 28/40 step 1 refineries
Their input is 180 Alu solution each which matches the 75% sloppy refineries from step 1, so you can put those two different types of refineries behind each other π
In case you don't run the electrode recipe, the numbers are far easier to work with anyway. But you miss out on extra aluminium =)
yeah, i already have the petroleum coke all ready and set
Nice, if you go big enough you can use the setup I posted.
Otherwise you might want to sink the overflowing water (with limestone to concrete or something) and just call it a day π
I didnt even think about doing it all around the aluminia solution, but that might open a few doors
Btw, all beauxite on the map is enough for 2 of those setups (i think there is like 300 left over or something)
What setup? Where is it?
I'm using 1500 bauxite, but i can get my hands on 2400 more
how much bauxite are you using on those setups?
Thats a lot of bauxite. So in total i can have 3,9k. But i have 3 in the swamp that i can probably ship
Total is I think 12 300 on the map (I checked last at 1.0)
Most of it is in the middle of the map on the plateus and red forrest from left to right, it's like a beauxite belt
I might just remake the whole thing then
Drones fly different speeds with different fuel types
Not sure if that was added to the convo.
Yeah it was in my question but thank you anyway for trying to help π
you are using the pure aluminium ingot recipe right?
They do impact, yeah
465 000 MW is good for final part of the game ?
This sums it up: https://www.reddit.com/r/SatisfactoryGame/comments/1fndgco/i_tested_all_the_drone_port_fuels_so_you_dont/
So I'm sticking to batteries. Rocket Fuel for power.
For my first setup like this I use the one with silica since it yields more.
But I don't have enough Silica for a potential second one... so whenever I build it again I will use the pure one.
I really hate working with Silica :D
I'm just using 10k that I have from the quartz purification that I needed
If you don't plan to use the distilled silica thingy, just go pure tbh... it's really painful building hundreds of assemblers for the limestone-silica thing
I'm going to miss on 2k ingots but damn that quartz need is crazy
i could use converters to ease it but still
Yeah it's so crazy that you can't use the regular silica recipe at all basically
That's where setting up a distillation/purification facility is super useful.
It can be tedious to manage the fluids though
if i attach 2 engines to a train, do i need to have 2 stations as well?
No
You can use empty platforms to fill out space
the train will align the leading engine to the station platform
@tame kettle Here are the screenshots.
So in essence, i have a train station down the line from here. It picks up coal and then loops back to this location and then doubles back to my factory using the rail on the right. I just added a rail to the left which is supposed to deliver oil to the same station thats taking coal. This will require two trains. Id like to have them stop at this intersection if theres already a train in that loop. However the path and block signs yell at me about looping back to each other. Is there a specific way i need to set them up to make this work?
where are you signals placed in relation to the loop currently?
This would be a better spot to have them stop, but again, it doesnt like the loop π
Im gonna try to screen record my explaination because its hard to explain lol
youd want to lay it out like this
-# (forgot a signal)
Okay so ill want 4 path signals and then 2 block signals?
4 block signals, 3 path signals
alright, lemme give that a shot.
theoretically your signalling system should stop shitting itself as long as you put one of the two signals shown on the far side to end the signal block before it merges back into the junction, but the path signals will hopefully prevent a deadlock from forming
youd want to put your station within this signal block
and ideally as well that block should be at minimum the same length as the longest train you expect to be using the loop
I forgot about photo mode lol. I just grabbed some more computers, heading back up there now to try it out.
So heres a better photo of what i got goin on. Id like the trains to stop here if theres another train occupying the loop in front of it. Would you mind drawing out where i should polace the block and path signals for that to work?
well in that case, this is all you need
Got it to work, i couldnt use path signs sadly but i managed to use only block signs to create the segments and control it
silly mistake on my part, that should fix it
turns out... the manufacturing of power shards is a process that can result in positive dark matter residue.....
The whole map nuclear power (with ficsonium) might be the creation of a stupid number of power shards....
also, after looking at the math and building some absolute wack factory templates in the Modeler, im convinced the nuclear power plant needs to be 5000mw not 2500mw... maybe more tbh.
Whole map nuclear makes about 1TW of output (with waste) or about 600MWH without waste, whereas rocket fuel/ionized fuel can eclipse 2TW without waste, and this deeply disturbs me.
You need 10x the fuel gens to create stupidly ugly fields, versus far fewer gens.
And itβs not like youβll use all that power
no one ever needs the power.... that was never the point
the fields are as ugly/beautiful as the player makes them, if its efficient its approved.
It's not just shards. Superposition Oscillators and AI Expansion Servers can be net positive on DMR as well
More specifically, you can get 1.19 TW from 2100 uranium by burning Uranium and Plutonium rods and storing the waste, 630 GW if you sink the Plutonium (or don't make it at all), or 1.47 TW if you go all the way to Ficsonium
huh... Im getting 984375MW or 984.375GW, how do you squeeze out the last 0.2TW?
2100Uranium -> 31.5 Uranium Fuel Rods -> 23.625 Plutonium Fuel Rods to make 0.984TW
- 295GW is what I get IF you can convert entirely to 118 Ficsonium Fuel rods
50.4 uranium rods and 22.4 plutonium
how do we get 50.4????
Infused cell and fuel unit alts
imma have to look into this a bit more.... maybe I have an alt wrong somewhere
Oh and do not use fertile uranium for the non-fissile uranium. That just eats up uranium that is better spent on more uranium rods
yep no I see your methods.
Then why are you caring about nuclear gens? Itβs Efficiebt so you shouldnβt care
When I initially mapped it out I was using Plutonium Pellets and non-fissile, I had walked myself into thinking that was the better chain, definitly wrong on my part
I have read both your comments back a handful of times and I still cant tell what your point is, can you clarify that for me.
I care about nuclear because quite frankly, they suck compared to the alternative, their complexity and limited resources used to have massive upside, but with rocket and ionized fuels, and the sad sad output of ficsonium has made nuclear very meh, and I would love to see that changed for the better.
Well, ionized fuel sucks too lol
At least for power production
yeah I mean thats fair.
I guess it would be worth looking into if its actually a net positive once you pay for all the machines
Superposition Oscilators definitly a better way to go for creating DMR, I see the potential of AI Expansion as it creates a TON of DMR but it also eats SAM which isnt ideal due to its lower availability
If you look at it in isolation, it is. But if you add the opportunity cost of not burning the rocket fuel it takes as an ingredient, it's not. At least not without some serious power boost from augmenters
right. I forgot those where a Thing,
My real goal here was to push 3TW but with Augmenters I'm sure it can go to 5/6TW
Do you think its possible to make 10TW?
The theoretical max is 15 TW, or 19 if you're fine with storing about 800-900 plutonium waste/min
Fueling the augmenters becomes the priority I guess....
That's with all resources on the map dedicated to making power though
Not completely. Neither of those use all 10. One uses 8, the other 9 (I don't remember which one was which)
All of them are fed Matrices though
I guess if your already fueling the augmentors with Matricies your DMR production will be plentiful
rather then feeding shards to the ionized fuel you use it to make matrices and any extra's can go to ionized fuels.
if you make 10 augmenters using the 106 sloops you get a bonus of 5000mw and a 300% bonus, resulting in 400% power production, makes 15/19TW seem very doable.
@compact pendant there's no "better" or "worse" in general, just pick whichever you like more. Also I'd recommend to ask in channels where we can write π
And if you don't like either of them, you can rescan the hard drive once
Right is best I think
again, there's no "best" π
how do you compare the 2? they do 2 completely different things
I look at how I would use both. One requires two ores. Which in early or mid game is ineffecient for some like me. Right makes a recipe easier which is in favor if you ask me
? both require 2 items
make 2 different things
if you don't need silica it's completely useless right?
right one makes it more complex π
Yeah. Indeed. But if you dont need silica you wouldnt ask it. I think left one is too easy and user is actually having that in mind
I'd take silica. Who tf wants to save iron by paying limestone. With a worse total resource ratio to boot
We dont have enough information to make a true complete statement. You can argue both ways and both id agree with
people who have low amount of iron and excess limestone on location π
For thar occasion I agree. Yes silica is useless but user doesnt decline it
True. But iron is more common. And excess limestone? In that game period. Not really
on location
there's so much limestone xD
Every seed is different. I have almost none but impure ones. That arent even close
also "We dont have enough information to make a true complete statement" then why say random things?
might as well say Dogs are the best recipe in that situation
people so often look at whole map and are like "how can you run out of iron", not considering that local resources are a thing and sometimes people just don't want to move tons of iron across the map just because someone else thinks that trading limestone for iron is bad
Because hearing others opinion can help
"X is best" hardly helps
If you explain what each recipe gives and does, it's actually helpful
otherwise it's just popularity contest, so basically useless
True. But what info do we have of excess limestone.
not when its random crap based on no info
I gave arguments lol π
If no info is supllied its hard to judge
we don't have any info, so we don't give any definite answer, we told them to choose based on their preferences, or wait until they tell us more info
opinions without backing them up are worthless. And you contradicted yourself a couple times
then don't judge
Then we werent asked to judge right
we weren't. We were asked which is "best", to which the answer is "there's no best"
It goes both ways. There is no true solution. But you can choose what you think is best for them
but you have no idea what is best for them
Yeah which is best is judging both sides
you can't really "judge" recipes for someone else in any reasonable way
god I hope for your sake you're a troll
their preferences are most likely different than your preferences
I understand the situation. There is no best. But I think at every solution with no info they know there isnt a best. And if they ask us to pick one we can argue for preferences
I dont think you understand what im trying to say
Im not a troll
they literally asked which is best
stop feeding teh trolls greeny. There's no point
(or "better")
Yeah and if someone says is Nike better than Puma you will say neither is best?
I will say "depends"
Im trying to say the same thing
(which is basically equal to "neither")
there may be "best" or "better" for certain situation, but there's no absolute "best" or "better"
Im also giving my own opinion on what I find best if I was on that ocassaion. The occasion may overlap with theirs and thar could help
so the question is weird
It is. So why blame me for trying to give an answrr
you said "right is best", without any clarification
Can you recite what I said. Because thats not what I said
Yes. I think
"I think" doesn't provide ANY clarification
.
yeah, you said the right one makes the recipe easier, which is very much untrue, it literally makes the process more complex by adding another ingredient
for me. I. I am. I am saying everytime for me
I'm not doubting that
And if for him and for me overlap. Great that is awesome he can try and do the same
I'm saying that you first just gave an opinion without clarification and then when asked about one, you provided one that's wrong
Fair point and im sorry I did
I think people who ask these kinds of questions should get a single "1st" or "2nd" answer. If they don't wanna think about it, I ain't here to make them do that either
Yes and not providing any info results into escelation which this time luckily didnt end up to hard. Thanks to @wind spade staying calm and helping me
which would be a fair point, but then other people would look at it and think that they should also share the images there and that there indeed is a "better" or "worse"
(and then we'd have to deal with people who come here and say that they've been told to use something they don't like)
It should be very obvious that for 2 different recipes for 2 completely unrelated items there is no answer to "which one is better". It doesn't even depend on anything because they don't even make the same item. You're never in a situation in which you'd be choosing between using A or B in your factory. They're completely independent choices
Yep
I had an answer like that back in the old "pick from 3" days
wasn't really updated for 1.0, I could do that I guess
which already happens
yeah but I'm at least trying to reduce it π
oh absolutely
it's like elections, one voice probably doesn't do much, but at least I can say that I tried my best
Sorry to necro this, but are we gonna ignore this person mentioning "seeds" in a game where resource nodes are not randomly generated?
there's no seeds, the map is same for everyone
(Technically I think some resource deposits (the ones you can make disappear by manually chipping away at 'em) are randomized. Though I have no clue if there's an actual "seed" or if the game just populates them as you go)
That i do know, deposits are different, but like you said, I also do not know how they populate those.
625 dark matter while mk 2 pipe only 600?
Gotta stay in the limits.
You cam also OC the giant flashlight Photonic matter production for 3000 or so. Pointless.
don't OC it all the way then
but why not
because then you have more than 600?
Because you can't remove more than 600/min out of the encoder anyway?
it'll be running at 96% uptime anyway
It appears you answered your own question
but it is stupid
Would you prefer that the vanilla recipe was slowed down, for no other reason so that someone could overclock it to 250%?
Could do that via mods, if you like. :)
Should vanilla recipe rates also take sloops into account?
they should for per cycle counts. not being able to run your machines at 100% is kinda weird
it is game design
just because it's game design doesn't mean it's good game design
there's multiple recipes not capable of making 250% clock doubled product
it's just a limitation you have to work around
I am completely new to the game. I thought there were different seeds or atleast seeds exist bc somebody who thaught me the game said it. I am sorry for saying anything wrong and I thank you for correcting me. I am sorry
turbo ammo
really, anything whose base output rate is > 240/min will max out mk6 belts
Yeah, I have a hard time thinking of it as a problem, personally
Like the only "solution" is "make the recipe slower"
Exactly
There have to be some limits, and engineering is all about working around those limits to get something to work anyway.
I do think that there's a good case to be made for output buffers to be (heh) buffed to account for faster outputs, though
There's some recipes where you can run into output-buffer problems due to the chunks produced with each cycle
Ah, yeah, like if a recipe produces more than 25 of a fluid, it will pause until the buffer clears a bit.
Btw correct me again if im wrong another time. I actually like it bc making mistakes helps
Oh I will
Already like you pal :).
we'll see how long that lasts
Is there a good guide on water flow anywhere? I'm very confused why my flow is inconsistent when math-wise it seems like everything should add up
this should help https://www.reddit.com/r/SatisfactoryGame/comments/obqjrd/ficsit_pipeline_plumbing_manual_first_edition/
download the manual
the person who made it is also in this server
I have also found valves and pumps to be your best friend. And to fully fill pipes before turning on receiving end machines.
So I had a container of Assembly Director Systems that I found that were useless after completing the space elevator and sunk them and hit 427 million SP a minute. Is there a cap? I mean theoretically you can just get unlimited storage containers and fill them all with top tier items and then connect those belts to individual awesome sinks and then just power them all at the same time to really hit a stupid high peak number but is there a programmed limit anyone has tried?
there's a limit on the display, but otherwise no
I wonder if maybe there is a limit. 2147483647/min is the max the display can show (because for whatever reason it uses a 32 bit signed int), but what if you got more than that within a single game tick? Would it overflow? Depends how it's tallied up I guess
At 30 t/s, you'd only need 1.5 million BWDs/min lmao
1300 sinks fed by 1300 mk6 belts perfectly in sync so the BWDs all enter the sink at the exact same time
Mm, yeah, definitely depends on how the game's ingesting items in the code
we could set up some sort of trigger to instantaneously unclog thousands of belts π
π
actually, just having a single power line to a farm of sinks aught to do it?
they don't ingest without power
and merging 2 grids so that they all get power happens instantaneously with a game freeze (or just enabling "No power" probably works)
Is that how I can get it to subtract points?
could put 2000 sinks in a manifold, put a splitter as close to each sink as possible, then feed enough BWD's to saturate the input belts only. Apply power, now ingesting 2000x1200/min BWD's for some game ticks.
you know the item count, so you know the sink point total that it should have and you can see if it's dropped any or not
it just might take like an hour to build
Isn't that 6,948,801,600,000 points per min? Lol
Whatβs your actual issue
You are probably trying to move too much stuff in too few pipes.
Flow ratings are a maximum, not a guarantee. Things like poor use of junctions cut into flow rates.
Bruh lol
The most rewarding solutions are the ones you reach on your own! :D
indeed it is
why why why why why
So i wanted to expand my rocket fuel plant later when i get phase 5 stuff and that means i souldnt finish the build like leave it as a work in progress buttttttt i didnt and now future me will be mad AF butttttt again future me is the problem here it aint me rn so yeppie
i hate myself
guys im planning out phase 4 factory, what alt recipes are must have, im using:
- wet concrete
- heavy encased frame
- electrode circuit board
- molded steel pipe
- adhered iron plate
should I change anything or what other recipes are a must have
im trying to be resource efficient
None are, without knowing your own preferences ^^
Is your whole objective ore efficiency? (ie: recipes saving ore)
If so, in what order of ores? Some recipes just trade one resource for different amount of others...
hmm
I like adhered plates cuz it gives a use for the rubber that is effectively byproduct of my power production
Imo, recipes just balance 3 things:
- Items used for input (what kind, thus how convenient the inputs may be to collect)
- Output per machine (so how "compact" a setup with that recipe can be)
- Input efficiency (similar output to other recipes, but very different amount of input used)
Then just ask SFTools and whatever it suggests is the most resource efficient (assuming the more of a resource is available, the less valuable it is)
I like molded pipes cuz it saves steel and concrete is easy, especially with Wet or Rubber.
hmm ok
Electrode CB is slow, but requires nothing but crude, so that is nice
I like that recipe as an example of "situationally cool"
Heavy encased cuts out screws, but is slower per cycle
Flexible always looks cool to me for some reason
(also, it's quite fast)
It requires a lot of oil tho
Slower than flexible, faster than default
Yes, but still, only oil
It has its place, I'm sure. I've personally never used it
(Which is not uncommon to find all alone, with other nodes a bit far away from it)
Looking at you, oil coast...
I don't see any value in using only oil for CBs when whatever I need them for cannot be made with only oil. Might as well use caterium or quartz for both CBs and comps, not just for the latter
Exactly
You can output CB from an oil-only place, without adding any other node.
So you can output Plubber AND circuit boars from an oil-only outpost
These are all things to take into consideration when deciding what recipes are "good"
Also always remember that "good" is completely objective
I have never felt that this is ever worth it. Might as well make CBs where I'm using them. They're simple and they take ingredients I'm already making
Maybe just make em and sink em? π
there's no "must have" recipe, same as there isn't any "never touch" recipe
they give you options, it's up to you whether you like the options or not. Depends on your preferences, self-imposed challenges, local resources, etc etc.
Oil-to-sink factory lol
223.7 points/mΒ³ of oil
i have a 780 belt and i want to remove the 80, how?
splitter -> machine that needs 80
i am gone sink it
another option is to not merge the 80 into the 780
You need to extract 4 per 39 off the belt, which is doable but annoying
i have 16 blenders each takes 100 sulpher and i have a 780 belts and i just need 700 so do i just leave the 80 and just sink the extra at the end of the line
if you need 700, make only 700
why are you making 780 if you only need 700?
If you don't want to do some input modification, I'd do it by making two 54-splitters, (1 -> 3 -> 9 -> 27 -> 54) and then feeding the right amount of outputs from each back in to achieve on each of them:
4 going to the sink
35 going to the blenders
15 back into the splitters
Complex, but that's how you do n-splitting
(Except for 2^m * 3^n)
Anyway, this is why you don't talk to a perfectionist! Greeny saved you a bunch of splitters and a headache there
Smart splitter -> machines that use 700, overflow to sink
the opposite side of 'none of them are must have' is 'all of them are must have' π they all give you options π
highly recommend scouring all the recipes possible. If you feel pressed to make a choice between them right now? pick something that might affect your next project
i need 2,500 cable and 1,000 wire soooo yeppie
That's really not a lot
that is like 1k coppor ingot
wait its not that is 500 coppor ore
another thing i can make 10 turbo motors with just 80 quartz and 600 iron ore and 120 alummunium ingot which is not that alot tbh
See here i placed a wonky rail (not straight) and the next rail i just fixed it. I didn't use the straight rail trick. You could not do this in 1.0, it was impossible.
In 1.1, you can set the direction of the rail independantly so a little mousewheel wiggle will fix it 100%.
And for the other build method, see https://youtu.be/Yq1UnsjD82c?t=617
you can see immediately how that problem would never exist, and that you can't accidentally make an unconnected rail.
This update is already incredible!
π Guide to signs: https://youtu.be/aRfgA8sIFbg
Like what you see? Subscribe and ring that bell for more tips videos, factory tours, and other gaming content.
@wanton raptor
in 1.0, there was at least 1 less point on the spline, so if your rail started bending right then it would ONLY bend right, and making it longer would increase the turn angle.
But in 1.1 you can have it bend right, bend back left, and then end at an arbitrary angle and distance.
It was torturously bad in 1.0
ty for the replies. in the video author has a blueprint with a straight railway segment in it, then does "autoconnect to that", so is always connecting to a straight segment.
No part of any of it has to be straight, yet you can always line it up to any straight angle with only a single rail which doesn't have to connect to anything any more
great! thanks again for the info.
dont understand why this pipeline pump is not reciving any water?
likely too high up
go to the last pipe section that is completely full, put a pump on it
yeah it seems to work now i appreciate it!
I was reviewing the factory I'm working on and uh I think I have made a mistake in starting this
At least I have infinite shards
It's not too late to re-plan this. Good luck!
Unlearning this habit is gonna be hard 
There aren't many ways to make over 230 pulse nobelisks per minute
And before you ask why: Yes
What about oscillator alt?
Planner didn't use it. So either not available with inputs or this is more efficient with the inputs
or this is more efficient with the inputs
caveat: tools' definition of resource efficiency is questionable and unadjustable
it just gives pretty good answers most of the time
It's not questionable, it just aims to use minimal percentage of planet's resources per minute (if you let it).
It's not exactly that. If there's 6000 iron and 3000 copper for example, then it will value 600 iron or 300 copper as the same.
But it does not take into account the relative demand on resources unless you have your entire world in a single Tools tab.
Um, will changing the max amount of resource fix that?
any planner will need to have some method of weighing recipes/resources
that's why you plan and check only the recipes you want to suit the area you're building in.
swap recipes in and out untilyou have a good fit
Will it manipulate the weights? I'm not sure if they're hardcoded as max map amounts or flexible to what you have set as available, but changing the available resources will have other effects that make manipulating it in that manner have limited usefulness even if it worked
It's easier to take the auto calculation as a baseline and evaluate other recipies step-by-step. You can duplicate the tab and swap to another recipe for example.
Can't paste the image, check out the "Items, Input" tab, it has default max amounts there.
well if you use maximise and have different resources available the plan will change yes
it'll plan around fewer or more resources
maximise isn't a good way to plan things out in general.
But yeah, if your optimisation criteria is "minimal amount of buildings used", gotta do some of planning yourself (at least by comparing the amount of buildings the planner tells you for different scenarios). Not sure if someone already made that planner.
Even for building something like i am doing where you just care about resource efficiency, if you work out each production step or factory independently then the resource weights will have you spending 30% of one resource and 150% of another.
It would rather use 15% of B instead of 16% of A, but when it makes that choice 10 times independantly, you end up with it asking you to spend 150% of resource B without having touched A at all. That's quite an undesirable outcome that you have to guard against.
Example, please.
Since quite a few alts tend to use stuff abundant at least in some places: water, iron. And it's fine.
Tools chooses to use Copper Rotor, expending copper instead of iron.
On my total world plan, copper is somewhere around 120% utilisation (it must be slooped or the build cannot be finished) while iron is below 70%, despite funnelling everything into using as much iron as possible (e.g. iron pipe, iron wire, iron-only rotors in massive quantities). Without my manual intervention, building all of this stuff in seperate tabs would try to use far more copper and far less iron because the weights are quite wrong in this instance.
It's simply the case that 10% of the map's copper has a much higher general value than 10% of the map's iron when you're building what i am (Everything, with a particular emphasis on project parts). It's more likely that you'll have to draw more of it, more often, and that you can't sub it out.
It's just that way because of the recipe pool in the game. To weight 1% copper the same as 1% iron implies that they will be used equally as often by recipies, but that's not actually true. It's an alright simple generalisation, but in reality some resources are demanded more often or in greater numbers than others by the other recipies in the game. Without considering how the other recipies in the pool bias resource demand, any weighting calculation will be much less accurate.
Say you want to build recipies 1 through 10. Recipe 1 can be built with 9% of the copper or 10% of the iron. Recipies 2-10 can only be built with copper. Tools will pick copper for recipe 1 unless it literally cannot do so (recipe disabled / 0 resources left). Even if you put it all in one tab which consumes 100% of the world's copper, it will still spend as much copper as possible on Recipe 1, and only fill out the remaining production with iron when it has no other choice. If you then decide afterwards that you want to spend any more copper, you're stuck in a corner and have no choice but to tear down that last factory and swap recipies because it ate every last pixel of headroom.
A player looking at all 10 of those recipies can see that Copper is going to be in short supply and choose to spend Iron for recipe #1 instead, knowing that in the future they're likely to face copper starvation while having plentiful iron.
Custom weights could get the initial calculation much closer as well. For example, we could have a bunch of people upload their endgame save files and literally parse how much of each resource they are using, and then use that data to modify weights to improve some metric (like how many times they could build their world over before hitting 100% of any resource). Those weights could then predict which recipies are least likely to cause lopsided resource depletion in the future, even when calculated independantly (in their own tabs, not knowing what the future holds).
Ok, i'll try some stuff when i get home to see how it goes. Or if you made a planner for your world, please share the link.
(btw gonna be back in a while)
dm'd
dude the rocky desert is stacked like i could fit most of m phase 5 project in there
like the only things i have to get from outside are rubber, plactic and aluminium
nothing a train stop to the southwest can't fix ;D
wait hold up i just realised i only need the dune desert and the rocky desert and i could fit my entire plan in there
well never thought i say this but dang the deserts are coming in clutch
i am thinking on even making the project bigger
Custom weights are fine but I wouldn't consider people saves a good source of info. Modifying weights can already provide all the relevant info for tools and player has the option to set them as desired
Not as a law, but i'm sure that there would be powerful trends to help inform weights. Bias is an issue.
You can use curated world plans and scale them up til a resource hits 100%, modify weights so that it conserves more of the depleted resource then recalculate, scale up more, repeat, look for common trends. Should offer a good improvement.
The problem is that people making full world plans are very much in minority. I'd say that custom weights solve the issue just as well and don't introduce any bias
Could anyone explain how i find the percentage for underclocking? I have 1 limestone going to 3 smelters at 120 pm, so i do 120/3, but then how do i get the percentage of what i need to underclock at?
do you mean 1 limestone per min to 3 constructors ?
because the base recipe, iirc, is 45 limestone pm per constructor
you'd need to run 3 machines at 1/ (45+45+45) %
that is correct, i have 120 pm coming off my miner
so go 120/45 , what do you get?
so you need 266.66666% clockign split up between however many machines you like
you could do it with 2 machines or more
if you want to do 3 machines you'd go 120/3 = 40 per machine, so 40/45 , into the clock section. It also accepts equations
make sense?
I'm probably planning this wrong but oh well. Does anyone have recommendations for a production chain for oil if I'm bringing in 1200 per min, and also want to use some as power? probably gonna build it all together
depends what alt recipes you have
if you want to make maximal use of oil you'd need
heavy oil residue alt
diluted fuel
recycled plastic
recycled rubber
(and residual rubber! Not an alt, but important as part of the chain)
that's not an alt though iirc?
Yeah, just clarified. Coffee hasn't kicked in yet, should probably just be lurking right now. :P
Im lame and i play with alt recipes on so they shouldnt be an issue
do you have blenders yet?
not yet
I highly recommend making 3 seperate systems. It'll make your life a lot easier
i will then, thanks i never knew that resource existed!
satisfactory tools? imo the best planner out there
it does take a little practice and know how to use well, but great user interface and functionality
well worth the effort
oh and since you didn't give any numbers I just did 600 oil for fuel and 300 oil for each of h te plastic/rubber.
feel free to change up the ratios in hte Inputs tab
oh thats about what I was thinking, would it be worth making turbofuel for power?
'worth' is totally up to you
every step of fuel past fuel , eg Turbo, rocket , ect, is basically exchanging other resources for more oil
because you can always just make more diluted fuel
Turbofuel's a bit niche. IMO it can be worth it if you happen to be building in a spot which has all three of oil+coal+sulfur right there, but IMO don't seek out all those resources
there are very few spots that have all the resource on location. Maybe just 1 I think?
But yeah, the usual one it gets pitted against is Diluted Fuel (packaged or otherwise). That's just a recipe (combined with the Heavy Oil Residue alt recipe) which lets you make a lot more fuel from the same amount of oil
(There's nothing stopping you from using both Diluted and Turbo, but IMO that's just way too many refineries)
There's 2 that I know of: blue crater, and then a little ways up/down/whateverstream from Titan Forest (can be approached from crater lakes)
I'm at spire coast so I'm guessing that carting compacted coal from the dune desert isnt worth it?
The near-Titan-forest one has the nodes a little bit more spread out, I think, and one of them is way up on a cliff, but I think it's just a few hundred meters so long as you build centrally
... I did it once there? I used LONG belts to bring in coal and sulfur from the dune deserts xD
ugly but worked
But yeah, in general you'll see folks recommending finding the Diluted (Packaged) Fuel alt instead of Turbofuel. Your game, though! I've done "silly" Turbofuel in the past
So long as you're having fun, it's fine. :)
is diluted packaged fuel just fuel in term,s of energy productio?
The main upside to Turbo is that you don't have to engage with hard drive RNG to find the Diluted+HOR recipes. If you've been "keeping up" with hard drive scavenging/scanning then that's less of a problem
Yeah, you get just ordinary fuel out of it; just a lot more than you can get with the vanilla recipes
so would it be more worth making that than reg fuel?
If you do go for Diluted Packaged Fuel, here's one unasked for tip: You can make a "closed loop" 2x Packager + 1x Refinery system even in the vanilla 4x4 Blueprinter. You can even include Empty Packages inside the input buffer of the building, so it becomes a one-click-placement kind of thing
One example of such:
if you don't mind moving the resources to you? you'll get more power out of it.
Up to you if it's worth it π
I mainly did it because I wanted to make a bit for my jet pack becaues iodized rocket fuel for my pack was going to be a ways off
What else do I need to bring to my factory for it?
for turbo fuel? coal and suflur at this point
for diluted fuel
Diluted fuel just needs Oil + Water
that's why diluted fuel is so convenient
So you'd want to build somewhere that's got both of those nearby; you typically don't want to transport fluids a long distance unless you've got no other choice
im at the spire coast so I should be good on both
I was planning on making the factory out in the water because then i can build it up and make it fancy
so i'll have to deal with transporting the oil but i'm ok with that
iirc all that oil is basically on teh water so you could probalby plan it in such a way that you do very little transport
ahh i just realized that since im in phase 3, i cant get access to diluted yet.
Remember that the full Diluted Fuel chain also requires the Heavy Oil Residue alt; there's two recipes you need to find
Nah, you can, you just need the Diluted Packaged Fuel version instead, which just uses refinery
oh there it is
It's the same resource ratios. See what I said above about packaging + blueprints: #math-and-meta message
so that blueprint takes in both fuel and water pipes and outputs the diluted fuel pipe?
(Diluted Packaged Fuel is technically a little more power-hungry than the non-Packaged version, since Packaged produces 60/min but non-package produces 100/min, so you need more of them. The difference is quite slight, though)
Takes in HOR + Water and outputs Fuel, close. :)
ahh ok
You'd need to pre-seed each loop with maybe about 20 Empty Packages (could do a whole stack if you want, but ~20ish should be more than sufficient)
(Which, again, you can include right inside the blueprint in the Packaged Water packager, which is super handy)
and you end up needing one of each of these setups into each fuel generator?
Each loop can feed multiple gens, actually, but I'll let you math that out a bit. :)
heavily depends on how you clock your machines. You could make it so each package loop feeds one I suppose?
You can, of course, combine the fuel output from a bunch of them and send it down the line to a fuel gen array. Personally I've become very fond of building in little "modules" nowadays, so I tend to just have each supply exactly the number of fuel gens it supports
if you want ot keep it simple I'd probably make sections of like 300 fuel. You have to worry about the piping less
how much more power would it end up making over 600 oil into regular fuel?
a LOT.
Sounds like a great job for https://www.satisfactorytools.com/1.0/production :D
diluted fuel with the Heavy oil alt greatly expands how much fuel you make over hte base recipe
ill go figure out how to use it
Comparing recipe chains in there is A+; every change you make will redo the calculations and update the graphs if need be
creat a new tab and compare π
In case you did want some pointers, btw:
- Go to the "input" tab, change the amount of Crude Oil to something like 30
- Head back to the "production" tab, change the resource to Fuel and the dropdown to "maximize"
- Clone the tab (green button to the far right)
- On the new tab, go select some alt recipes (Diluted Packaged Fuel, HOR)
- Compare!
(can also just change the recipes on the original tab, of course, and the graph will update in realtime, but this way you've got two tabs to compare)
Can similarly have another tab which is looking at what's possible with Turbofuel (though keep in mind that consumption rates are different for Fuel vs. Turbofuel, so the numbers in the planner won't be directly comparable)
In some cases, when comparing recipes, the solver might continue to use the recipe it first chose, even when you choose new ones; you can always disable a recipe in there too, to force it to not be used. In this case (looking at Diluted efficiency), the solver will definitely use Diluted if it can, though. :)
UPD. Tried some stuff in plan you suggested, in my opinion, the planner tries it's best considering crazy amounts of intermediate products that were ordered (say, 2400 concrete/min, every intermediate SPElevator part besides final ones, and other stuff). First time i see such plan as well.
My opinion: i'd order only final products, switching mode to maximize and switching recipes if i need. In these conditions, there's no real under-utilisation of more abundant resources.
don't forget the important step of changing the "maximize" back to "items/min" with the maximized amount
where sould i make my phase 3 parts factory
near resources it needs
Anywhere you wanna transport stuff to, but i really support Greeny's suggestion.
ok thnaks
Enjoy building!
thx:)
Heh, yeah, I remembered I should maybe have mentioned that but was well AFK at the time. :)
My opinion: i'd order only final products, switching mode to maximize and switching recipes if i need.
All of this is already done, plus a bunch of recipe curation. I did not and do not use maximize mode though, i maximised manually.
If you build it one product at a time as you go through the game without forcing it to use other recipies, it tries to use 200% of the world copper.
If you constrain via resource limits then there is no change of behavior until it hits 100% copper with other resources heavily underused. After that happens, it starts doing a mixture of:
A: Using non-copper recipies, even ones which save less copper than recipies that it could have used before - because there is simply no copper left, it no longer has a choice any more.
B: Telling you to dismantle your previous factories and rebuild them on recipies which use less copper whenever you non-negotiably need more copper.
What i've suggested with adjustable weights would allow you to tune the recipe selection so that it's much less likely to do those two bad things, even when lacking knowledge of the future and of the rest of the world.
On a global scale, it's only applicable for huge builds - but it would help locally too, as the same problem exists there.
That's the worst case scenario for stressing weights: build something, then build something else in another tab, then build something else in another tab until some resource runs out - then check how lopsided the consumption was. Unfortunately that's also kind of how a lot of people use or want to use Tools, as they build one thing at a time without knowing what or how much they're going to build next.
Some resources are generally more demanded than others though, so we can make fairly good general predictions of what will probably happen with X or Y weights even if people play a bit differently and make different amounts of different stuff.
guys ive been upgrading my factory and optimizing it ive notice that my iron bar production says it is outputting 30 per minute and the plate producer says it takes 30 per minite but their is a pileup before the plate Constructer. What would be the best way to optimize this or what sould i do difrently?
identify the issue first
is it piling up because the constructors outputs are clogged?
or because they aren't using enough per min?
well which machine is idling
it was my constructer but it seems to have been a isue with the outflow rate
if you want continuous flow do some basic math for output and input rates.
unlock Clocking in the MAM to more accurately make systems
Weird, I do HOR -> packaged diluted fuel (haven't unlocked Blenders yet, so can't do regular diluted fuel) -> turbofuel (haven't unlocked rocket fuel yet).
Oh sure, can definitely do 'em together like that
Though IMO that often feels kind of excessive at that stage of the game. If I'm gonna spend my life putting down endless fuel gens, I'd rather wait until I do have RF. :D
Yeah, it feels a bit silly to put down one oil extractor on a pure node overclocked to 250 %, and then only use like 30 % of it. π€£
turbofuel is basically just converting sulfur and coal to oil, not significant benefit unless oil is running out
I'd go diluted -> nuclear
what could cause the power fuse to blow? my max consumption is under the production but it still blows
Hoverpack?
if your power is unstable it could have dipped under what you're using
I think I might've found it, one of the conveyors were still a mk2..
that'll do it
How many rcu should I make a min for drone building I'm thinking 25 or 30 a min and then just dd them?
most items are only needed in like 5-10/min amounts
Fair just they take 20 for the drone and port and I'm thinking of using quite a few
Cuz once I have them unlocked I have plans for them
Like mainly computers and hmf
Okay I'll prolly do 15 just for the extra points and just incase
Yeah, you can manage to squeeze out some alt recipes that use RCU, in that case you could go for 30
Beware the oscillator manufacturer count
Crystal oscillators need a ridiculous amount of them
Only 1.5 per
Once I get heat sinks I can scale up production for I think super computers
Nah 15 should be fine
How do you guys calculate how many stations/freight cars are needed to move like 2100/min with a stack of 100?
depends on distance
or rather, time
Outside of train loading/unloading and closed loops, buffers are basically completely useless
Ah amazing, I saw a video where they said it works better like this ;-;
a common misconception, don't trust people on youtube π
While does the pipe that connects the start with the end actually help?
Or another false myth?
looping the pipe often helps, if done correctly
I don't know that yet, it's something I am going to test out.
Let's say the trip would take 5 minutes.
Would it be something like 2100x10mins=21000.
Then 21000/3200 (max cart storage)?
Or am i missing something here?
Yeah, with a round trip time of 10 minutes, you'd need at least 7 wagons on the route
The trains also need to be at least 2 wagons each, because you can't unload 2100/min with a single platform (at least not with stack size 100)
But that shouldn't be an issue because I don't think anyone's insane enough to run 7 1-1 trains lol
I'm basically going to be transfering 2100 ore from one spot to another and then another 2400 from another.
I'm just worried that I can't unload fast enough or that the trains load just a bit.
Splitting the pipe to feed in multiple places which are apart from each other does help. Ends are consistently the worst performing spots. The best spot if you have a single input/output is the middle.
No scenario that i've seen requires more than 2 perfectly placed and built inputs, although 2 badly placed ones may fail in extreme cases.
Well, the theoretical max throughput per platform is 1793/min with stack size 100 and mk6 belts (1278.6 with mk5 and 845.5 with mk4). And with the right setup 99-100% of it is actually achievable
That's the formula btw. s is stack size, b is belt speed (in items/min)
What is correctly
Like per train car?
Per platform, not per car
It's how much you can load/unload in/out of a single platform
I see
I think my factory will be fine then
Haven't connected my aluminum plant yet cuz im figuring out storage and training it out
So unsure if the trains will keep up but I did 8 cars
So I think I'll be fine
My main issue is training stuff out I think I want it too follow the same track in parallel too the ones that bring in the ore but I worry about causing traffic jams or issues
Which makes me think too do a roundabout but idk when too use them tbh I assume it's prolly the better idea
something like this is a very reliable loop #1420860495585611986 message
I see ty
When i have autosave or other stutter, my miners are dropping an ore now
they don't put it on the belt correctly
leaves a very obvious hole on saturated belts:
"11111110111111111"
im trying to make a automated power supply station with coal generators however when i split my resources they are spliting with 1/3 and 2/3 distributions this is what it looks like so far does anybody know why the convayer belts wouldnt be sliting at 50/50 when going into a splitter?
Screenshot?
this is what it looks like. I ran a sample into the machines to see how the distribution worked and the left side all got around 60 while the right side all got around 30
so uh, oil, is there anything to make with them other than plastic, rubber and power (and a bit for weapons/ jetpack fuel)?, are oil based diamond any good if you plan to use as many plastic/rubber alternates as possible, and make all your power out of nuclear energy?
(perhaps to the exception of stuff like coated cables because dealing with fluids is annoying)
do the math for the efficiency and then pick based on that.
check the wiki if you want.
Oil products are really just different fuels, plastic, rubber and coke
i'm just not sure how much i'll need oil compared to other ressources that can be turned into diamonds
nor how much you need diamonds
then go beyond diamonds
check what NEEDS diamonds
no sense in making 20000/min diamonds if you have zero use for them
if you dont have a use then you should just make a small amount
hmmm
yeah it doesn't seem like i'm gonna use that much, but uuuh, another question, dark matter, what's the strat? use the SAM recipe when you aren't producing it as a byproduct and rerouting byproducts as you need the sam for other stuff and as you have free dark matter?
honestly: up to you
if you wanna delve into getting Dark Matter Residue from byproducts or if you wanna burn the SAM for it
especially since i plan to make the biggest nuclear power plant possible (without sloops)
heh, better ping @unique cypress then
Im not a fan of biggest nuke setup possible in all honesty, so im not the person to ask tips for that on
oh ik it's not efficient
and that i'm ever using that much power
but i feel like that's one achievable large goal
imma need more details.
most power output or most highest tier fuel rod?
net or gross?
no sloops period or just in the nuclear stuff?
waste storage allowed or not?
sinking plutonium allowed or not?
both
no sloops in the nuclear line, might use for secondary stuff if there's a few machines that use a stupid quantity of ressources
you can't have both most power and most plutonium/ficsonium. most power maxes uranium first
also, uranium conversion allowed or is the 2100 natural uranium a cap?
power, eeeh i'd say net but only considering the main line, basically the only consideration is fertile uranium or not
only 2100
yeah, most power with no waste left unrecycled
ok, so:
max without any sloops: https://www.satisfactorytools.com/1.0/production?share=a2k2TUnEwGEPZMKUsfvJ
max with sloops in Reanimated SAM, Ficsite Ingots and/or Trigons: https://www.satisfactorytools.com/1.0/production?share=qceFM9GmxaDBxSaiMzhx
waaait, plutonium fuel unit is new right?
no, it's been a thing since plutonium was a thing
iron pipe? huh? why?
It's SFTools. it optimizes for lowest weighed resource usage. in that case, iron pipe is favorable
you can switch recipes as you like
hmmm
like, using most of the lowest weighed, or balancing with weight?
the resource is more valuable the less of it is on the map
less total available, not left
coal's that rare?
no it's not, hmm weird
no, it's iron that's much cheaper. there's 2x more of it than coal
yeah taht's like, 168 in iron equivalent + the limestone
holy shit
damn, just realised that was using all the ficsite producable in the game
and uuuh, sorry to annoy you again (and thanks for what you did, but what would be the best wasteless uranium power plant (not using ficsonium rods ig, because using all the ficsite in the game is sad
or could i just, sink the plutonium rods while i need the ficsonium for the space elevator?
you can't sink cells?
aw :/
well thanks for your time :D
damn, that's gonna be expensive
the hell do you need 30k+ plastic/rubber lol
i've noticed oil by itself barely has any use for me, and i don't wanna deal with liquids, so besides using it for diamonds, my only use would be plastic and rubber, and it's a "fun little project"
and i'd prolly save a smidge for weapons and utilites
smokeless powder, rocket fuel for my jetpack, etc...
what would i use the oil for tho
nah tbh i might drive it down, i'll never convert it all to rubber or plastic
I need some help with a 6 to 5 balancer. I normally use satifactory calculator for this but they onlycover 2 and 3s (i cant merge the 6 inputs into 3 since they are full lines)
6 1:5 balancers, then 5 6:1, crossed so that every input is connected to every output
I'm going to try and wrap my brain around that
you can also... not merge them all, and instead clock the machines to be 1:1
These are bauxite lines. but they come from different spot and need to be split into 5 1200 lines so it's fed to the machines perfecly
I have 4500 from trains and 1500 already there
you can group the machines so that the group uses exactly what is on the belt
You can use smart splitters to inject ore onto not-full belts until they are full
if you feed belt 1 with belt 2 with belt 3 with belt 4 with belt 5 with belt 6 with belt 7 etc then regardless of the initial ore distribution, you will get 5x1200 on belts 1+2+3+4+5 at the end with leftover on belt 6 (in this case, no leftover at all).
Smart splitter: Left any (merge this into the next belt), Center overflow.
Ore will move left if it can (condensing it onto fewer belts) or go onwards if it can't.
you can make it even less complicated if some belts are 1200 already as they don't have to be connected. You can do this with arbitrary inputs and outputs.
i call it a waterfall merger but some dudes might have beaten me to calling it a condenser π
It's called a compressor, actually βοΈπ€
now is a compressor something that feeds machines as a load balancer or manifold?
π€
what's in the chrome pipes? nitrogen?
yeah
noice
