#math-and-meta

1 messages ยท Page 352 of 1

unique cypress
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Y'all use the codex?

frosty owl
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(I am implying that "not choosing" and leaving the recipe is a valid strategy too; whatever eases one's mind ๐Ÿคทโ€โ™‚๏ธ)

knotty hornet
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Yes, and in exchange, I don't use any planning calculators

unique cypress
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Ah, a masochist, then jace_smile

knotty hornet
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You already know, pencil and paper ftw

frosty owl
unique cypress
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I'm not planning this shit by hand

frosty owl
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The weakness of your hand flesh disgusts me evildoggo
||Disclaimer: I am not being serious, nor really disgusted||

deft lichen
unique cypress
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The closest to doing things manually I'm willing to go is Modeler

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And only because it's the only graphing tool with easy mod support

wind spade
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it's as valid answer as any other

and it kind-of pushes the people away from "there must be one better choice" into "oh, so I can choose any, and both are valid"

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maybe because it's always been a free choice and there was almost never a recipe that was really bad (looking at alt plastic from U2 as only possible candidate)

unique cypress
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I mean biocoal and charcoal are so niche that they're basically a waste of a drive for the vast majority of players

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Automated miner before 1.0 was also pretty bad

heavy gust
wind spade
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both biocoal and charcoal (and autominer from pre-1.0) had their uses (which doesn't mean "always pick it, it's good", just "there is a valid use for these")

orchid brook
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like i did it 3 times

opal temple
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30mins in molder to come up with this. Now to put it in the game when im next on. The iron is annoying cause im just over on mk3 belts i think

crimson moat
opal temple
opal temple
crimson moat
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that needs to be spread out even more but you get the picture ๐Ÿ˜„

opal temple
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Gotcha gotcha

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Wait. Base rotor recipe?

crimson moat
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It's good

unique cypress
# crimson moat It's good

Iron-only, it's really not. Steel rotor is 0.74% more expensive, but takes 30-40% fewer machines to make

crimson moat
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this build has basically zero weight on machine count ๐Ÿ˜„ but i didn't know it was that close, ty

unique cypress
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I mean I usually don't care about machine counts at all either but I ain't gonna add extra ones for no reason

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A <1% difference isn't "no" reason but it's not enough for me to care about it that much

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Plus, if I cared about machine counts and resource efficiency, I'd use copper rotor

crimson moat
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I've got slooped copper and a spare 50,000+ iron ingots. I think you'll tend to go that way based on the recipies and resources available in the world

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if there was an "iron pasta", maybe not so much, but there isn't - so copper costs explode if you make p5 or ficsonium

unique cypress
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Well, I'll be using about 20k iron and 20k copper ore for my build so I'm chilling in that regard

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I'm more worried about the 6k caterium and 7k bauxite - I still haven't checked if I actually have that much left

crimson moat
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I'm building everything, and every recipe where i can replace anything with any amount of iron/limestone i do so, and there is still a massive copper shortage and iron/limestone excess when scaled up to world capacity.

brisk smelt
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iron is an infinite resource and copper isn't really

crimson moat
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that's what i'm saying

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copper has significant value, iron doesn't

proud lintel
unique cypress
proud lintel
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thats insane

merry sedge
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is turbo heavy fuel a better alternative for regular turbo fuel?

knotty hornet
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Well, yes and no

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If you can dilute fuel, it is definitely worse.

merry sedge
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ah okay

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thanks!

wind spade
rough flame
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Satismathtory gang, I come seeking wisdom

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Balancers or manifolds?

knotty hornet
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The classic answer

wind spade
knotty hornet
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It depends

wind spade
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(also, there's more options than just those two)

rough flame
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I see, those are just the two I know about

wind spade
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my personal opinion is that balancing is kinda pointless to do, as it gives not much advantage and takes more time and usually more space. However you can play however you want

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but you can also do what I'd call "direct input" - if a machine makes 30/min, hook it to a machine that consumes 30/min (possibly clock them or use multiple to match)

knotty hornet
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I do balancing on setups < 12 or 16 machines cuz I like the faster startup time over manifolds.

rough flame
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Yeah honestly balancing feels better for me so thatโ€™s why Iโ€™ve been doing it more often, it feels weird to manifold because the outputs are gradually lower initially for some machines

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It is good for storing finished items, though, Iโ€™m manifolding my uranium waste

knotty hornet
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Manifolding is easier when the input >> consumption

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But if the input is very close to or right at consumption, I like balancers better.

wind spade
rough flame
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I see

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Thanks for your wisdom guys

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Not gonna lie Iโ€™m absolutely just sorta winging the ratios and math on my playthrough and not putting much thought into it lol

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But this is great knowledge for improving my factories further

wind spade
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there are production calculators that you can use ๐Ÿ™‚

rough flame
wind spade
rough flame
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Thanks dude I appreciate it

ruby tulip
unique cypress
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At once, even

jagged vortex
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If you use smart splitter manifold you donโ€™t ever have to count machines and can just always over kill over build

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Thatโ€™s basically how I play factorio>fuck it put this line down with a bunch of machines itโ€™ll work it self out

opal temple
jagged vortex
opal temple
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Ah

unique cypress
crimson moat
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smart splitters won't have as much production variation on the end machines, like it will go 100/100/50/0 instead of 100/100/25/13/6/3/2/1. They won't touch the machines that aren't needed.

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and they speed manifold warming by filling buffers sequentially rather than trying to fill many at the same time.

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once you have them, why use the old splitter?

ruby tulip
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and it's basically the only building(that you'll be building a lot) that requires Ai limiters.

crimson moat
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There are a few! But 1 per splitter is really not a lot. Like how often do you actually build a manifold splitter? On my save i've built a splitter 0.3 times per minute and only a fraction of those are manifold splitters, so it's ~~0.2 AI limiters/min.

1 building at 100% clock automating them produces 5-8/min. I've never ran out and had to automate more in any playthrough, spending them as if they were infinite.

I can see it causing a bit of inventory management annoyance though before dimensional depots, taking a few extra slots

stuck ingot
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hey not really a satisfactory question but related:
what to do if satisfactory modeler goes to all questionmarks and the little red stop button in the bottom right?
Cheers

vapid gorge
stuck ingot
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oh there is one?

vapid gorge
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probably.

stuck ingot
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alr i will look for it thx

deft summit
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i think im going to make a habit of a lot of verticality in my factories

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the benefits of using conveyor lifts are just massive

vapid gorge
unique cypress
frosty owl
unique cypress
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Unless you're doing a universal one but I've never seen anyone make one in satisfactory yet

tough ginkgo
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1.5 fmf per min

crimson moat
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with priority merger you can make a simple sinkless, clogproof continuous supply of cannisters/tanks for a closed packaging loop

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without even counting containers

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as long as your storage bank is large enough to not completely empty (which may stall machines downstream), you can just completely fill it with containers and it will never clog because clogging always requires more containers than fit in the storage.

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priority merger: high priority for tanks incoming from the unpackagers. Low priority for tanks from storage

smart splitter: all to loop, overflow to storage.

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the cannisters will flow in a circle at belt rate. Whenever one comes in from the unpackagers it will insert itself via the priority merger, blocking the storage from depositing 1 tank on the belt and going through itself instantly.

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I haven't seen anyone do this before, i was using another method before which was similarly simple but relied on sinking excess cannisters after adding more than you need in order to keep the belt clear.

With priority merger, sink is no longer required so it saves space and power.

It's also even more robust in edge cases such as feeding inconsistent numbers of machines, where the unattended sink method could oversink containers (in my case, smart splitter prio to one unpackager bank, overflow to a different unpackager bank to enforce gas priority).

steel knot
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Is there an easy way to find out which machines are stuttering? I know it's not in satisfactory calculator (as far as I can tell). I'm trying to even out my power consumption a little

dusky dust
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Though the green + yellow indicators can sometimes be a bit difficult to discern

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Wish that difference in tone was a bit more pronounced

wicked crater
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Is there a specific reason for the input/output of objects at a station to stop when a train is loading or unloading? Wouldn't it be more logical to maintain stable production if the input/output didn't stop until it was truly empty? I don't know, it's something that bothers me a bit about stations.

Also, is there a way to put this suggestion to a vote?

dusky dust
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In the end, though, the answer is just: because the devs wanted it that way. Mods are really gonna be your only way to change it, if it's something you don't like

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Just kind of an intended challenge of working with trains, which otherwise have few downsides

unique cypress
dusky dust
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You can even out the "dead" time by using ISC buffers on your stations, though the dead time does mean that you can't actually achieve a full 2x Belt Throughput on a single station

crimson moat
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it does affect train throughput a lot and make them considerably more complex without good benefit IMO

dusky dust
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Eh, I'd disagree with "a lot." 27 seconds out of a whole round-trip isn't awful, and so long as you're ISC-buffering you'll never notice that unless you're trying to push all the way to 2x max belt throughput

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Though it's definitely a semi-arbitrary-feeling complication, for sure. :D

crimson moat
unique cypress
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that's throughput per platform, stack size 100, mk6 belts, and 2 trains on the route

dusky dust
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But I'll maintain that in most use cases folks are unlikely to notice because that doesn't come up that often

crimson moat
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If your goal is to use a third of the throughput that you've built, you don't really have to care much. If you're trying to run at 100% or even 50-75% you have to work around it in annoying ways which aren't consistent with the rest of the game, and make trains objectively quite a lot worse than they probably should be

dusky dust
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(Again: I'm not arguing that it's not a somewhat weird-feeling limitation, or that drones aren't a bit nicer to work with in that regard since they don't do that. I just don't think it's nearly as big a deal as y'all are making it out to be, is all. :)

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Like, it's just how the trains were programmed, and CSS wanted 'em that way

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I've never felt like I was being cheated out of anything with trains. If you need more throughput, just add another car

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It's not difficult. :)

crimson moat
dusky dust
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For me, I generally don't like running any bulk logistics delivery too close to their absolute limits anyway, so it's never bothered me

vapid gorge
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well I guess to a platform but you'd need to spam many trains

dusky dust
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If I'm running that close, I'd be adding a second car/station anyway

unique cypress
vapid gorge
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but yeah they aren't getting rid of the load time

crimson moat
vapid gorge
dusky dust
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Anyway, I'll be quiet about it; clearly it bothers y'all, and doesn't bother me. c'est la vie!

unique cypress
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well, it's not that it bothers me that it exists, it bothers me that it still does when I sincerely doubt it has to

dusky dust
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I mean, nothing in the game has to behave like it does at all

crimson moat
vapid gorge
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that a problem solving and design challenge exists in a problem solving game? truly shocking

dusky dust
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CSS just chose to code it that way. Maybe in alpha it was due to a bug or whatever, but clearly they decided that they liked how it worked, and kept it

unique cypress
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I already made myself a calculator to account for it so it's not like it matters to me that much

crimson moat
vapid gorge
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I'm pretty sure it's intentional and I find it hilarious you guys are baffled by it xD

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they've modified trains and rails enough that they've had plenty of chances to and it's not like other vehicles can't accept items while loading

dusky dust
crimson moat
vapid gorge
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if it was a code thing why 27 seconds? it makes no sense

crimson moat
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the last word that i've heard was snute saying that it was done because of a bug in alpha and they didn't really like it but it didn't work otherwise.

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which is clearly fixed now w/ drones etc

dusky dust
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The 27-second delay predates signals; if they're going to the work of dealing with signalling stuff, I can't imagine they wouldn't've changed the station behavior if they wanted it different

crimson moat
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Don't quote the trolling over blocklists plz.

vapid gorge
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and people who think manifolds aren't 100% efficient shouldn't be listened to, so ... you know

unique cypress
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I'm surprised they didn't get yeeted yet

dusky dust
wicked crater
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I think you're overlooking something important. Building train lines is already too time-consuming to have to deal with something that, I suppose, can make working with stations more intuitive and convenient. I don't think stations need much more complexity than they already have.

dusky dust
vapid gorge
dusky dust
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(Step 3: if the station doesn't support your required throughput, add another)

crimson moat
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<@&387163995947270144>

vapid gorge
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also what apox said. You can make it extremely simple if you like

basically like everything in the game. You have full power over how complicated you make your systems

dusky dust
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Like, it's just not a difficult problem to solve. I've already said I agree that it feels like a slightly-weird limitation; I wouldn't be complaining if CSS patched it away. But it is what it is, and it's not difficult to work around at all

plush garden
dark badge
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beat me to it

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was about to ask the same thing

crimson moat
# plush garden why the ping?

these guys (Cobalt and Apoc) harassing me and KYO through block again by inserting themselves into every other conversation that we've having with a third party on here, including personal attacks etc.

unique cypress
# dusky dust Did they... keep the 27-second "dead" zone for train loading/unloading? I, uh, ...

I've never seen them say they want it this way, only that they had to have it this way. so it sounds like they still have to do it this way, or they haven't bothered to fix it yet. it's not like it's a huge issue, so I wouldn't be surprised if they just didn't want to spend devtime on it.

they have plenty of signalling issues right now and they did mention they want to overhaul trains at some point so maybe that's when that's going to get fixed. or not

dusky dust
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lol, yes, mentioning that someone else exists is harassment.

dusky dust
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At some point you've (generic "you," not you specifically) gotta acknowledge that design decisions that were made in the game 5 years ago and never changed are how the game intends to be

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This isn't, like, hoverpack-turns-off-machines-while-switching-grids type weird behavior

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IMO it's very clearly intentional, whether it was originally done to cover up a bug or not

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I feel like I'm about to kick a hornet's nest again, but IMO it even goes back to our old Ficsonium argument. The game clearly has a specific niche in mind for Ficsonium. Just because people want Ficsonium to be different doesn't mean that it's not occupying its niche. This is the same thing: stations are simply meant to have that delay. (And like Ficsonium: whether that's a good decision or not is, of course, up for debate! But it's how the game is.)

unique cypress
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to me it looks more like nobody bothered to touch the code in 5 years, but both of us are just guessing based on no reliable information so ๐Ÿคทโ€โ™‚๏ธ

crimson moat
dusky dust
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Hypertube cannons were a bug which became a basically canonical game feature

unique cypress
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that's because they fixed the bug and people got mad about that so they added it back in

dusky dust
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They've had untold opportunities to change it if they want. There is no way 1.0 wouldn't've gotten rid of the delay if they didn't like how stations work right now

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They're not gonna change that now, IMO. 1.0 was their last reasonable chance to do so

crimson moat
# unique cypress that's because they fixed the bug and people got mad about that so they added it...

That's also a myth, it was never fixed and reverted. It was adopted as an official feature and intentionally recreated during early EU5 testing (internal dev build, not even pushed to alpha early access). It never actually went away in the playable versions of the game to be brought back by anything, let alone complaints.

Devs posted a video where they explained that UE5 didn't have the same physics quirk, so they intentionally modelled it as they considered it an emergent game feature. That's it, whole explanation was a couple of sentences apart.

There's praise for hypertube accelerators/cannons and emergent design from them, most recently that i've seen from Snutt after he left the company but was discussing earlier periods of development w/ LGIO videos.

unique cypress
dusky dust
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Not exactly a myth. Unreal Engine physics update did break them unintentionally, since they were never a part off CSS's tests, etc

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But then they re-implemented them in the new system

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So they were broken for awhile

crimson moat
dusky dust
unique cypress
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and they said they're considering revisiting trains at a later time

dusky dust
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That's literally them saying that they're okay with how trains currently behave

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Anyway, time will tell, I guess

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I just don't buy that the delay is even a problem in the first place, let alone to the degree that apparently some folks think it is. c'est la vie!

unique cypress
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well, it's not like they're unusable in their current state. but that doesn't mean they couldn't be better

dusky dust
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Shuttin' up: now. (We'll see if I do a better job at it than previous times when I've said that!)

vapid gorge
steel knot
crimson moat
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it's just calculated on the fly in the client(server?), in memory

sharp otter
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so steel screws are really space efficent, but at the same time there aren't really alot of quartz nodes in the world

crimson moat
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I'd reroll; if that's the reroll, it's now a "stuff i don't want so the next hard drives can't roll them" drive.

unique cypress
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yeah, that's a "leave in the library forever" drive for me

deft lichen
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an attempt was made in 1.1 but that sadly brought a truckload of bugs with it

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tracks shouldn't require foundations to look any decent

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building directly on the ground always looks terrible

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and this isn't really the case with anything else, you can have an entire factory on the ground without clipping and have it look good

vapid gorge
verbal oar
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Is there any way to improve the efficiency of the Copper/Quartz Only(with a little imported plates) computer line?

verbal oar
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Seems aligned for the most part minus stiched plates (I made a stupid factory that is producing surplus refined plates so I'm happy to just import them)

vapid gorge
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you could make hte wire from iron instead?

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cut that copper cost

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and if you're using both crystal and silica you could see if the crystal purification recipe gives yo ua better yield?
the second process also produces silica and if you need both items it outputs more than Pure Crystal and Cheap silica do

verbal oar
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Trying to restrict materials to copper/quartz as much as possible

verbal oar
vapid gorge
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and yeah crystal purification looks fun xD

dusky dust
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Still disappointed I forgot to use that anywhere on my 1.0 playthrough. Next time!

floral mica
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I was thinking about using it for an all bauxite aluminum plant

vapid gorge
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but if you need only one or hte other product, you're better off with Pure Crystal or Cheap silica

floral mica
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Alright makes sense

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You could probably get more of both if you use pure/cheap alts right?

vapid gorge
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not from the same units of of material

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it'll also depend on the ratios of each you need

floral mica
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Okay makes sense

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I'll mess around in modeler later

vapid gorge
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comparisons between processes might be faster in tools? but you do you

verbal oar
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These pure recipes are giving me such weird overclocking %s I'm losing it

vapid gorge
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learn to love decimals.

dusky dust
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Good practice for not caring about decimals, indeed. :D

verbal oar
vapid gorge
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to be fair, I also hate the pure recipes but for completely different reasons

floral mica
floral mica
vapid gorge
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keeping the decimals can help layout, reducing machine count and things. ๐Ÿ™‚ Just keep notes as to what is going on

floral mica
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I just tell myself it's worth it since it takes less power but maybe I should try to conserve space more

vapid gorge
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I mean totally up to your personal likes.
space is effectively infinite
power is effectively infinite (and easy to make)

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later with final factories I'll over clock everything as I don't like huuuuuuuuuge set ups

floral mica
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I find I struggle with detail so I just go big instead and find it looks pretty good

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I do mostly compact open air factories

vapid gorge
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yeah everyone has dif priorities ๐Ÿ˜„

fringe seal
verbal oar
cosmic zinc
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what rotor recipe should i use for my tier 3-4 factory

wind spade
knotty hornet
steel knot
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Iโ€™ll use steel rotors when setting up motors because stators and rotors then share the same inputs

ruby tulip
knotty hornet
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Steel rotors with Quickwire Stators and Cat Wire snuttsGood

steel knot
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is this the best way to use left over diluted fuel for plastic and/or rubber? i've never tried

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i usually involve resin

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so weird

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so i just kick start it with some plastic and let it run

crimson moat
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growth until fuel depletion is exponential

steel knot
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that would be fun to watch

unique cypress
unique cypress
sturdy sage
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Is it possible to get 100% efficiency with main recipes?

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(one I just donโ€™t want to scan other recipes and two. I hate doing substitutions.)

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I think using overflow splitting to different parts of the factory, and then the overflow of the overflow goes into the sink would work

ruby tulip
sturdy sage
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Throughput, maxing parts

ruby tulip
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machines, that run 100% of the time is possible with all recipes.

unique cypress
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Defaults are 4.5x less oil efficient than the alt combo

ruby tulip
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yeah. the amount of output per input will be way less, and the setup way less convenient.

sturdy sage
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for instance, my factory plan would be to compile all iron ore then using overflow splitter run the exact amount needed for the ratio of specific parts for that recipe which would be the smeltery. And then from the overflow put another overflow splitter in which it runs for the perfect amount for the foundry. Any overflow from that would then just go into the sink

The only alternate recipes Iโ€™m gonna be using is further processing fuel.

But IDK

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It makes sense once you see that layout, but I donโ€™t have an image on hand

ruby tulip
sturdy sage
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Already done and I have like a million power shards wish sommersloops were renewable though

ruby tulip
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but still some alts add a lot of convenience and/or input/output ratio.

ruby tulip
sturdy sage
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Where is the efficiency in that I get free sink points

unique cypress
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You'd get more points if you made a more complex item instead of sinking basic parts that are basically worth noting

versed violet
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Hm, I seem to have problem with radar tower. The hdd count is cut off. ๐Ÿ˜… Think thats working as intended?

sturdy sage
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Doesnโ€™t matter Iโ€™m gonna make a graph and then weigh the options

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Thanks

steel knot
sturdy sage
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How many times can you get the inventory upgrade from crash sites?

versed violet
steel knot
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Is there a train throughput plot that deals with fluids? Or how can I interpret the belt one for fluids. Iโ€™m pretty sure at mk4 it makes more sense to transport the fluid unpackaged since I have mk2 pipes but want to see what my limitations are with round trip time

oblique hollow
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max for pipes is around 900/min with 2 mk 2 pipes connected

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and theres only one stack size for fluids (because fluid)

steel knot
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Ah got it. Not 1200

vapid gorge
dense cloud
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@vapid gorge Heres the modeller thing i mentioned

vapid gorge
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is this an accurate representation of how you've laid out the actual machines?

dense cloud
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pretty close... although it just occurred to me that i have more one more rocket fuel blender than i'm supposed to so of course they wont all run, apparently i cant read. ๐Ÿคฆโ€โ™‚๏ธ maybe once i change that it will balance out properly.

vapid gorge
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you've got 2 incoming sources of turbo fuel

dense cloud
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yes i have those connected in a loop

vapid gorge
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No I was going to say - you should keep the TF made from waste compact coal feeding only a specific group of blenders, not linked up to any other turbo fuel

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if you've merged the 2 sources in any way that could easily create a constant hiccup as it relies on the incoming waste

dense cloud
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okay so i need to split each into a portion of the rocket fuel blendersi should be able to do that and i guess the extra blender will help with that since i will need to have a couple running at lower clock speed to get the numbers right

vapid gorge
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Thats what I woudl do. Since you have 690 of the other fuel, have 2 groups of blenders use like... half of each, comletely seperate.
and a 3rd group using the compacted coal TF independent.
preferably run it's own dedicated fuel gens off them as well

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when you're relying on waste product to run itself it's a Very good idea to keep it as isolated as possible

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in general, with fluids, keeping sections as isolated from other steps is a great idea, but like 100x more important with this sort of recursion

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It's not that it's impossible to merge them... but it's a tricky balancing act thats much more annoying

dense cloud
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thanks for the help i'll see if that can smooth it all out

vapid gorge
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well you can still get issues with changes in elevation in the pipe manifolds and loops and all that, but this should definitely help sort things out

dense cloud
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honestly im just hoping to get the production closer to the numbers because as it stands i am struggling to run about 8 of the furthest fuel generators, and i havent even yet built the 140 the design says i should have enough fuel for

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i should be able to build like 20 more fuel gens so thats a big deficit. If i can just get the production closer to fueling the designed amount i will be happy even if its not a completely perfect smooth production curve.

vapid gorge
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fixing the middle steps is definitely needed first ๐Ÿ™‚ you'll get there

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the good thing about learning pipes on a fuel station is you can get it running 80 to 90% pretty easily at worst. Then it's a learning experience

dense cloud
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now i just have to get the friend im playing with to stop building the most power hungry factories he can because "you made more power i have to use it up"

dense cloud
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a little, moreso i needed more motors, so he built a motor factory using only a sam node quantum converted into all the ores necessary, instead of going to the area i had planned to build it in that had all the ore nodes in a nice little circle.

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it works, it just sucks up like 10x the power necessary because of the quantum machines.

vapid gorge
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why convert it all xD it's almost always more awkward bringing in SAM than it is to just import the right material

dense cloud
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he did it because the sam was right where he was and he didnt have to run to the place i marked for the factory

vapid gorge
dense cloud
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thats hilarious.. will it work or it just will launch him next login?

vapid gorge
#

not sure honsetly? you can still interact with offline bodies like... murdering them.

#

not sure if the hyper tube entrance physics will work though.

#

you could try for science ๐Ÿ™‚

dense cloud
#

i wonder if theres any chance i could aim it so he lands where i wanted him to build the factory....

vapid gorge
#

absolutely

#

even funnier if it only triggers once he logs in

dense cloud
#

yeah true

vapid gorge
#

I'm sure some people have found conversion recipes convenient, but I've never had a situation where it wasn't just easier to build a factory next to the actual resources I need

SAM is never in a nice spot with other things I need

knotty hornet
#

I have tried it

dense cloud
#

hes more of a josh type builder so i think he enjoys things being a mess.

#

as long as it works then hes happy regardless of how it looks

sand epoch
vapid gorge
#

just drone in the material you need instead of SAM then ๐Ÿ˜›

sand epoch
#

Yup.

#

My map is covered in flying icons

tawny swan
#

Ok so I'm trying to figure out why my screws are not being replenished faster than being used. Doing a modular frame factory. We are using the train and hauling in screws from the steel factory, it's a very short train ride. The steel factory is far north west and the iron factory is just south of it. I can run from the steel factory to the iron factory before the train finishes docking. We leave at same time from steel factory. I bring this up because I think the issue is the short distance. Mk5 belts doing max into both feeds and out both feeds. But the screws are going down?

#

Saw someone talking about it above. Storage as buffer for the docking time, I do that on the offload side but I use both belts is it better to use one and more cars?

unique cypress
tawny swan
#

I built to use 1560 a minute and I see your point now being that if it takes longer than a minute it'll go down, long conveyer belt runs better than short trains?

#

Buddy I'm building with swears trains are better but once the conveyer belt is full its like it's right there wherever the belt ends up no?

unique cypress
tawny swan
#

At most 2 wagons? We are filling 4 ๐Ÿ˜…

unique cypress
#

Do you have 4 trains or 1 train with 4 wagons?

tawny swan
#

1 train 4 wagons

unique cypress
#

Then that can handle nearly 6000 screws/min

tawny swan
#

It's not a loop just back and forth

#

Yeah the plan was 6240

#

Buddy said we will need to get to 21k + screws a minute eventually ๐Ÿคท๐Ÿผโ€โ™‚๏ธ I dunno I'm just decent at math and layouts just started playing

wind spade
unique cypress
# tawny swan Yeah the plan was 6240

Well, like I said earlier, the max per platform with mk5 belts is 1494 screws/min. So with 4 platforms, that's slightly under 6k/min total. Which means you need more than 4 for 6240

wind spade
#

(well you can but most people complain about it afterwards)

tawny swan
wind spade
unique cypress
#

I put them in the "not worth bothering with" bin

#

Especially because you can completely get rid of them if you want

tawny swan
#

Gotcha, we are making 1800 steel ingots so far w/mk2 miners figured we'd get plenty screws out of that transporting seems strange but I like the idea of long belts ๐Ÿ˜‚

vapid gorge
jovial wyvern
#

What Cobalt said.

1800 steel ingots is 18 stacks of ingots. Making rods from these with the steel rod recipe gives you 7200 rods, or 36 stacks... more than the 32 stack capacity of a freight car. Turning these rods into screws gives you 28800 screws, or just under 58 stacks. It's best to transport the steel ingots and make the screws on the receiving end.

If you're using steel beams to make screws with the steel screw recipe you get 450 steel beams from your 1800 steel ingots, just over 2 stacks of beams. Those beams make 23400 screws per steel beam stack, or just under 47 stacks of screws. Make the beams from ingots, transport them, and make the screws at the receiving end.

fringe seal
#

How fast are the productions for your personal use for: AI limiter, High-speed connector, Computer

#

my calculator spitted out smth like 0.3/min for connector, idk if that is enough

dusky dust
#

Can take a look at the wiki page for High-Speed Connectors to see what requires them for building (and in what quantities)

fringe seal
#

iirc mostly mk3 poles

#

and geothermal

#

ah, also drone port and priority switch, ok

unique cypress
#

I'm making like 15/min but I'm insane

dusky bronze
#

10+ is overkill but any less than that and your storages take ages to fill

storm imp
fringe seal
#

ig I should make more

meager light
#

if I let it it all fill up before turning it on, would this work so my last few machines would get enough iron? I need a bit more iron in the factory I'm building and I'm far away from an other node and have not unlocked trains yet

dusky bronze
#

Yes but youโ€™d want to get rid of the belt connecting the storage to the second set of smelters

unique cypress
dusky bronze
#

I think thatโ€™s whatโ€™s happening anyways

dusky bronze
#

I donโ€™t really know why youโ€™d need that tho

meager light
#

since it's only "extra" from the first set of machines, filling the storage container, I was thinking overtime, it would kind of work as if it was a second miner, it's kind of hard to translate to english or even just in words what I mean, sorry

dusky bronze
#

Youโ€™re good

#

There isnโ€™t very much of a reason to collect raw resources, but if you really need the storage container it would be better to put it at the start of the manifold

unique cypress
meager light
#

it seems I am not managing to convey what I'm asking, so I guess I'll just have to test it and see if it works ๐Ÿ˜‚

ruby tulip
gray flower
#

How much ore iron and Copper and Limestone fullyy overclocked all mk3 and 1200 per minute

ruby tulip
gray flower
#

no in the Dune Desert

#

ALL mk3 miner

#

i might want to redo the Dune Desert of ALL refeinrys

ruby tulip
#

it's the easiest way to do it imo.

gray flower
#

i wasx going to say in total

crimson moat
#

so people are asking why you put it there

vapid gorge
gray flower
#

i can't find them all so i am doing them now cobalt

vapid gorge
#

In satisfactory tools you just look at the inputs tab

#

In the wiki I think you just look at the miner page

gray flower
#

27000 iron ore 10500 copper ore and 11400 limestone ore if i am correct to make all into refinery way

knotty hornet
#

That's gonna be a shitload of water

gray flower
#

idk if i should do it tbh

knotty hornet
#

Nah, you already did the math

#

You committed, this is your life now

#

You can make pipe buses that are auto-connect compatible.

dusky bronze
#

your life belongs to the pipes now

gray flower
#

11400= 7600 concrete 10500= 26250 copper ingots 27000 iron ore 50140 iron ingots

#

ITS all rough guess atm

#

can u double check my math first

#

all Dune Desert Stuff

#

plus 2 nodes in Desert cayons and 1 normal node of copper

unique vault
#

sorry to interrupt but is this an alright ratio of parts for my first computer factory? (like are there any of these that i should be getting more of and if so should i sacrifice other stuff)

wind spade
#

I mean it's really your choice how much of each you make

unique vault
#

true

dusky bronze
#

i dont think you really need the circuit boards tho

wind spade
#

for most parts, around 2-5/min is enough, depending on how much you build things that need those resources

dusky bronze
#

iirc outside of computers they're only needed for crash sites

unique vault
dusky bronze
#

nothing building related at least

unique vault
#

are there any other components that need them? im doing a more satellite-factory thing with a train network so i can ship the circuits to another factory for something else

knotty hornet
gray flower
#

idk if the Dune Desert can do it

gray flower
dusky bronze
#

in that case it would be a good idea to hold on to them

unique vault
gray flower
vapid gorge
gray flower
#

i am already working on modeling it so its a yes cobalt

vapid gorge
#

then do it?

gray flower
#

ill be working on it slowly

#

and 2 its night time

vapid gorge
#

so?

wintry jewel
#

i have bad news for everyone
(assuming all raw resources are brough to a central processing location) fused wire is the most efficient wire recipe and not iron wire as it has the highest output:input ratio

vapid gorge
#

only if you consider each input of equal value which is a hell of a claim

gray flower
vapid gorge
#

that still doesn't matter in the decision process of a project.

#

I assume you're not going to die when you go to bed

unique cypress
#

But if you truly bring everything to one place, you're gonna have way more iron than copper and caterium

gray flower
#

i am hoping they do more to the uobject limlt

unique cypress
#

I'm hoping they fix the leaks first

gray flower
#

me to

#

ik u can up it but i feel thats uhhh

unique cypress
#

The game starts lagging when you get close to the default limit. I imagine it's barely playable when you go past it

gray flower
#

i often have to save and reload my save

#

when i am working on a big project like my new Refinerys stuff

#

if i add 1567 or 1568 refeinrys total my game my be laggy

ruby tulip
#

you'll probably want to go to the south east, near the water, and prepare some good working blueprints with autoconnect.

cerulean stratus
#

I wonder
The lasagna pattern
What happens when you need to move stuff between floors?

#

Hmm I could have 3 floors

  • manifold floor
  • intermediate floor
  • Bus floor
wind spade
#

bus ๐Ÿคข

minor orchid
steel knot
#

Nice! I remember slooping and sinking all my phase 5 parts to get the last couple hundred

#

This playthrough I have sinks everywhere

gray flower
ruby tulip
steel knot
#

When you have an AI limiter factory that services several other factories by train, what are some ways to dole it out? I could have a platform for each factory, but are there other ways?

wind spade
steel knot
#

Yeah thatโ€™s what I did first playthrough. Shipped the caterium around

#

Shipping ingots makes it easier to โ€œmanifoldโ€

fringe seal
hazy hill
#

if i connect coals, i get an infinity loading. any tips how to fix it? i have a little scheme and nothing highlighted orange

hazy hill
unique cypress
#

the setting for the calculator

hazy hill
unique cypress
#

then that's probably why

#

you've got a lot going on so it takes a while for it to do full calculations

hazy hill
#

yes but it calculate all in 1sec without this connection. this connection ruin all and it need a really long time to calculate (2 hours at least).

#

but maybe i need to make all scheme so it can calculate everything nicely

#

how to start Manual calculation?

unique cypress
#

in the settings in the top right

hazy hill
#

i need to put part limits to make it work? okay

thorny shoal
#

do you think i should use a train to connect the 3 small houses to the big one or a long conveyer will be alr?

unique cypress
fringe seal
#

also consider that trains take ~28sec to dock

thorny shoal
#

mhh... in the end im gonna have to connect with a train line to main base anyway

#

but yeah

gray flower
gray flower
#

Idk about making it overclocked

cinder silo
#

๐Ÿ˜ฑ ๐Ÿฅถ

gray flower
#

first idk where to put it and 2 do i need to redo my floors

ruby tulip
ruby tulip
ruby tulip
gray flower
#

swamps iron and such is for nuclear

hazy hill
#

hmm why i cant connect them

#

oh it is different items

vapid gorge
hazy hill
orchid brook
#

ok so half on my fuel gens are working and the other not

sharp otter
#

what would be the most flat and resource rich spawning point?

wind spade
sharp otter
#

what about the desert?

wind spade
#

also you don't really need too many resources in spawn point anyway, as by coal you're supposed to expand, so starting location becomes less relevant

vapid gorge
fringe seal
vapid gorge
fringe seal
#

true

unique cypress
#

Nah, it's a "idgaf about aesthetics condition"

deft lichen
#

Sky factories are a skill issue jace_smile

ruby tulip
vapid gorge
#

it isn't at all, just gotta plan a bit

#

main issue people will build a couple factories with no thought about connections, and then be left with less than great options

grim crane
#

guys a question
What is the best Train to Distance trageld to throuput ratio?

#

Because i feel like i might have to many trains on my network for smaller routes i could slash

#

Like yes i have 5 alu trains going from the Greenlands to the desert but those are supposed to transfer tons of Alu over the map ๐Ÿ’€

dusky bronze
#

there isnt really a need for anyone to keep track of that

#

if you need more just make the train bigger or add more trains

grim crane
#

i have congestion issues ๐Ÿ’€

#

And without the better train pathing mod my Train network would collapse

dusky bronze
#

and if you end up with too many trains then find a way to expand the network

grim crane
#

my main intersection is kinda... Inside my facory

dusky bronze
grim crane
#

like uhh

#

One blueprint worth
Thats not the issue

#

the issue are my Main train hub and my main intersection

dusky bronze
#

leaving about 20 foundations before intersections makes it so that they basically dont have to slow down when they're going through

grim crane
#

My problem is more that this part has to handle like 25 trains ๐Ÿ’€

and it has now been working better and better with me adding more bypass lanes
And the Dynamic train routing mod ofc
but i wanna just reduce the amount

#

Thats why i am asking
i just dont want to have random issues again because trains stack back from the Stations

#

Because two trains to the same station somehow are there at the same time

dusky bronze
#

there are a couple train wizards here but all i can think of is adding more bypass lanes

grim crane
#

it has been running smothly now since i revamped it
so like 12 hours
but you never know

dusky bronze
#

one thing that could maybe help is to make it so that only trains that are coming from that factory have to go through that intersection

grim crane
#

Yeah so emm

dusky bronze
#

like cut it off and make sort of an intersection network around the factory

grim crane
#

This is my main factories supply hub...
this is where 90% of the trains need to go

dusky bronze
#

ahh

grim crane
#

its in the back there
what i need to fix tho is the small station on the right, its my PlutoAlu train and it has 4 of it now...
and its kinda in a stupid spot
becaue it loops in and out of the same lane

#

Also the train ist stupidly long

unique cypress
grim crane
#

Wait they can do that??

vapid gorge
grim crane
unique cypress
#

but you'll need to make sure all wagons of a train are loaded and unloaded at the same rate, otherwise you'll lose throughput instead of gaining it

grim crane
#

Id need to somehow reroute the trains completly so i can rebuild this

vapid gorge
#

2 rails, a train going A to B and back, regular intersections. Should never see any issue unless you've got hundreds of trains accross the whole map

grim crane
#

Talking about roundabouts..
I need to redo the signals here ๐Ÿ˜ญ

vapid gorge
#

I can imagine the dynamic train mod is a patch on a sinking ship at this point

#

just have a regular intersection than whatever this is

unique cypress
grim crane
unique cypress
vapid gorge
#

... why 3 here??

#

yeah SF trains are super easy. They just take the shortest route. Have a 2 lane main track, some branches going to factories as needed off it. Dynamic does not help

grim crane
unique cypress
vapid gorge
#

something like factorio where you have dynamic production and consumption ? sure. But not here

vapid gorge
grim crane
#

Most
i also have like 2 per LONg route

#

Example...

vapid gorge
#

then you'll need a wait space in front of them just in case, that's the worst of it. Often easier to just have a longer train at that point too. But you have options

#

or an extra station.

grim crane
#

oh that one has

vapid gorge
#

extra station to avoid 2 trains stopping at a particular station

#

splitting the throughput

grim crane
#

I honestly need to redo the station building
But the belting ๐Ÿ˜ญ

vapid gorge
#

all design choices ๐Ÿ™‚

grim crane
#

Mhh
im gonna just see if i can reduce the amount of trains per route first i will be honest
Idk if i need 5 trains for Bauxite

unique cypress
grim crane
#

Maybe i start here...

unique cypress
#

Yeah, might wanna calculate how many you actually need

grim crane
#

They are the second longest route here
And by far my highest througput train

#

Like by nearly double
the next highest is like a bauxite train with 2400
this one is supposed to have a througput of 4200 per minute on 6 cars ๐Ÿ’€

grim crane
unique cypress
#

make sure you set the wait time to "and 0 seconds" too

grim crane
#

Uh i need to do this manual for every train ๐Ÿ˜ญ

unique cypress
#

correct

grim crane
#

Im just gonna do that for the rly long trains ngl
i dont feel like doing that for every single one

#

thx thx

after that i will tacke that one horrible intersection

unique cypress
grim crane
#

lets not even talk about it otherwise

grim crane
#

im gonna do 2 trains for it

unique cypress
grim crane
#

Im just gonna force delete all my trains and redo it train by Train basis

unique cypress
grim crane
#

Its less?
or is this per Train

unique cypress
#

ofc with 2 trains it's less than with 5

grim crane
#

What is it for 4?

unique cypress
grim crane
#

cool

#

What do we think about this intersection btw?

Btw the spiral is only handling one train so it should not be a issue at all

vapid gorge
#

you can compact it more, bit over engineered, but don't see anything actually wrong with it

grim crane
#

K k
i dont rly need it to be more compacty here tbh
Its just a bit empty plot of land that had to be filled somehow

#

i should also mabye revamp the other intersection i speedbuild on some liquor...

#

I guess it works

vapid gorge
#

yeah doing rails w/o dynamic mod is ... really easy. You're just making life hard on yourself I think

grim crane
vapid gorge
#

that doesn't make it better xD

grim crane
#

I aint joking if i say i did these half drunk when 1.0 released

#

I could reroute the bypass lane fully for the bauxite and just do a bypass for the exit too so it does not need to go throught the "roundabout"

#

Train elevators When

vapid gorge
#

you can make them now.
station at the bottom of a cliff, station at the top, belt lifts trading items

grim crane
#

I have been thiking about doing that
but like a true elevator would look so cool

vapid gorge
#

generally just much easier to design factory locations to avoid face on cliff trains

grim crane
#

And much cleaner

grim crane
#

But it would make the tracks longer

quick gorge
#

sneaks in what are y'alls thoughts on fluid trucks?

grim crane
#

we need bigger fluid trains ๐Ÿ˜ญ
if i see one more packager i will delete this game

vapid gorge
#

don't build packagers then

grim crane
#

Than pls have bigger fluid cars for trains

unique cypress
vapid gorge
#

why? winds up being basically the same since you need another car to bring back empties

quick gorge
grim crane
quick gorge
#

Like in ma project i want to use at least one of each thing... meaning fluid trains... meaning fluid trucks ๐Ÿ’€
Fuck

vapid gorge
unique cypress
grim crane
#

Like by a LOT

vapid gorge
#

not if you're sane and bring back empties

unique cypress
quick gorge
vapid gorge
#

tha'ts gas. That's different.
you shouldn't use fluids cars for gas, not because it's less 'efficient' but because gasses really fucking hate buffers

unique cypress
#

not a lot for liquids

#

and it needs double the stations so

grim crane
#

not if i just sink it :)

vapid gorge
#

again, gross, and you don't trully care about anything being 'efficient' at that point so it's not a good train argument either then

grim crane
#

i care about my production running at 100%
if i needa use a lot of sinks in the processs
Sacrifices have to be amde

quick gorge
#

The only thing I want to see is train wagons have double quadruple the amount it can hold and apply the same logic to trucks.

grim crane
#

Nothing about these two systems is "efficent"

vapid gorge
#

then you shouldn't care about needing an extra car for fluids.

#

pick a different argument

grim crane
#

Train leanght is diffrent

vapid gorge
#

if you're shredding whatever containers you're using your argument about train length efficiency is not credible and just sounds trollish

grim crane
#

Also who sais i would not just still have the extra car
Just to better spread out the resource

grim crane
#

I just have sadly dictated a max train leanght to myself because tism and thats what i needa go with

grim crane
unique cypress
#

it's not like you're likely to need more than 6-8 wagons

grim crane
#

i try to max it out at 6
My 4 longest are at 8..
Mostly because i needed 6 for througput and 1 extra because it was painfully slow uphill

unique cypress
#

If the route is long, add more trains instead

grim crane
#

I should do a cross map train highway..
That would save so many km

quick gorge
#

I hope they actually fix fluids tho.
Fixing a problem with another problem child is.. a problem.
Happy I didnt build my reactors yet ๐Ÿ’€

grim crane
#

Just do a reactor recycle water system

Its basically just a reason to make many sexy belts for no reason at all

#

Mhhh belts

chilly mauve
#

Soo, I'm planning an oil factory that takes 6k Oil, and turns it into 900 Turbofuel and over 8k rubber/plastic each. Turns out I now have to fit over 1100 Refineries into my factory... Luckily I can fit 250 to 280 per floor, so I can actually separate process steps by floor really nicely over 5 floors ๐Ÿ˜„

grim crane
#

Ahh
the good old refinery

#

Slowly untangling this web of tracks
the two stations will now split the load of that small station betwenn the two buildings
And also free up a lot of waiting space

wintry jewel
#

fellas, i bring news
with the assistance of Gemini AI to find the most efficient recipes (with the assumption that all raw resources are brought to a central production location) it's possible to automate the 50 APMs/min for all 10 APAs and then some without using production amplification the only downside i could determine when it comes to raw resource cost is that it uses nearly all the quartz on the map
and before anyone says anything about "resource worth", stfu, i couldn't give less of a shit about that bs

dusky dust
wintry jewel
#

because i like figuring this shit out and not having a website do all the shit for me, it's why i prefer Satisfactory Modeler

unique cypress
wintry jewel
#

im not comparing hundreds of output:input ratios

dusky dust
#

I mean either way you're using external tools to compare things for you

#

The difference is that sftools doesn't boil oceans to do it, and you don't have to fact-check it

#

You could use sftools to do "localized" comparisons without having it solve the whole chain, if you didn't want to just have it spit out a fully-formed answer

wind spade
wary tulip
#

So if fluid trucks are coming,.. are they going to have a higher density of transportation as compared to the packager?

wind spade
#

you have all the info we have

wary tulip
#

So nothing but a teaser video. Alrighty.

unique cypress
cold flower
#

maybe a complicated train question.
If I were to have a lot of trains going around the map on the same track network.
Would it increase throughput if there was a second layer of two tracks that the trains could change to and from, or would that just confuse the train logic.

wind spade
#

not really, since trains always pick shortest route

you'd have to really carefully design the tracks so that trains would actually use both of them roughly equally. Not worth at all

cold flower
#

hm ok, was just thinking of how to best plan out a large network, as I'm trying to understand how the train logic works etc

wind spade
#

I wouldn't "plan a network"

if you need trains to go from A to B, build a rail from A to B.
if you later need trains that can reuse part of that rail, feel free to reuse it
build the network by not building in ahead of time, but rather letting it evolve over time

in the end you'll have rails exactly as you need them, rather than having a network that's possibly not optimised for your desired throughput and such

thorny shoal
#

first automated supercomputer ๐Ÿ’ช

#

that has been one hell of a ride

knotty hornet
hushed kettle
latent flare
#

Just wondering, is 2400 plastic and rubber enough for the rest of the game

unique cypress
latent flare
wind spade
vapid gorge
vapid gorge
wind spade
dawn beacon
#

Can someone explain the conveyor speeds and mining lol.

If I have 4 mines producing 240 ore per minute that goes into 24 smelters, will t4 belts that move 480 per minute be able to handle that?

#

Itโ€™s basic ik, but my wires are crossing thinking about it๐Ÿ˜‚

versed violet
dawn beacon
#

I understand math

#

I guess my question comes from a form of

#

If one machine is backlogged, does conveyor efficiency increase meaning you can extend more than 12 smelters

#

Does that make sense?

versed violet
#

belt can transport at most what the label says. You need enough capacity to supply all the machines connected or they will begin to stop. regarding manifold fill times, just keep everything off until the buffers are filled then turn it on and all should go smoothly.

wind spade
unique cypress
vapid gorge
crimson moat
#

i figured out another use for fertile uranium

#

non-fissile uranium requires silica, which requires quartz. With Fertile it's possible to make plutonium with no quartz, so 1 fewer resource.

#

and as for why you'd make plutonium with those kinds of recipies.. it achieves 240 GW with 48 waste per min, while doing that with only uranium, no matter the recipe, would generate 960 waste per min (20x).

That means that 1000 ISC's will store the waste for 8333 hours instead of 416 hours.

versed violet
crimson moat
#

currently looking at simplicity - few production steps, few different types of resources used

#

because i realised that max uranium efficiency nuclear is so much harder than using the "inefficient" recipies, to the point where it really doesn't make sense to recommend the uranium-efficient ones to somebody for their first projects.

By spending more uranium which is easily harvested, and more of some resources that you're already using, you can cut out so many resources and production steps

crimson moat
#

It is still laughably complex lol

crimson moat
#

this can be simplified a bit (duplicate nodes like control rods)

#

Input:
267 baux
615 caterium
391 coal
244 copper
1556 iron
1512 limestone
576 nitrogen
816 sulfur
1200 uranium
27,167 water

Output:
240 GW
48 plutonium waste

Does NOT consume:
oil resources (plastic, rubber, coke etc)
quartz
SAM

can trade e.g. some iron or caterium for copper if convenient.

#

If importing aluminum, you don't have to import coal to the plant too - just send some extra aluminum ingots and make aluminum beams instead of steel.

versed violet
#

could drop the pure ingot recipes for simplicity too. too much space and power for not much benefit

crimson moat
#

If possible, yes. Just depends on where you can actually build this, that needs a close look at the game map and nodes ๐Ÿ˜„

#

it's possible that like 2x of some resources are sitting there and you can easily tap them, but also it could be that using non-pure on something forces you to do an extra import from 1.5km away or use a less optimal location for other resources

versed violet
#

Only going to matter for caterium (and then you can just pad with copper via fused wire). Pad copper with iron using copper alloy and for iron just basic recipe, because iron is so plenty you are going to hit another node with your building before you finish the factory.

crimson moat
#

Limestone too, but wet concrete is easy to do

versed violet
#

if water available, wet concrete has a big output compared to constructors

crimson moat
#

As a bonus, few alts are needed (compared to "efficient nuclear") and there isn't really anything critical in there, although pure aluminum ingot and fertile uranium are needed to delete quartz (and not having fertile uranium would require a new plan)

#

otherwise it's optional stuff that might make your life a bit easier without fundamentally changing what you are doing

versed violet
#

enacsed pipe, iron pipe, iron wire, solid steel and wet concrete are likely to be in everyone arsenal because how useful they are.

#

pure recipes - depends on user. I find the power/size tradeoff not worth it, until I max all the nodes on the map at least.

crimson moat
#

Yeah i would generally agree, it can be really useful for avoiding an extra import sometimes though

#

like if you have 600 caterium but you'd need 700 if you used regular smelting, and you're already building on/at water. Some refineries are a lot easier than going to get another caterium node.

versed violet
#

Converter exists ๐Ÿ˜

crimson moat
#

not in p4, and not without adding SAM ๐Ÿ˜„ which itself is usually an import

versed violet
#

importing is not that big problem at tier where nuclear is unlocked - player is kinda expected to have figured out bulk transport by then. Always problem with numbers not quite lining up tho.

crimson moat
#

Best minimised

#

this area with mk.3 miners and mk.5 belts is more than sufficient for 240 gw

#

looks like the place

#

Might do this early p4. Underwater waste storage ๐Ÿ˜›

#

It also does have quartz

eternal lagoon
#

This balancing will be fun

vapid gorge
#

easy. Just use manifolds

unique cypress
eternal lagoon
eternal lagoon
#

I have 12 belts at 600/min and I need to get that to be 45 belts at 160 a min, and giant arry of belts is nice

orchid brook
#

can i have a 600 pipe of rocket fuel split up in a junction, one going to 44 fuel gens and one going to 100 fuel gens?

unique cypress
orchid brook
#

idk cuz i am already mostly done and problems just keep poping up and idk what to do

vapid gorge
orchid brook
#

i have time so i am just gone let it overflow

#

if it doesnt then i will just re-build the thing

wind spade
cosmic quarry
#

<@&387163995947270144>

vapid gorge
orchid brook
#

i have to add/rebuild stuff

oblique hollow
#

You could have tried valves

orchid brook
#

like i wanna a solve it without changing the thing

oblique hollow
#

2 Valves, each one set to exactly what the 44 gens / 100 gens slneed

#

Its not that much if a change compared to what you have

#

Literally just 2 valves and then a test period of like 30 minutes

orchid brook
orchid brook
agile bobcat
#

planning out a maxxed nuclear power plant, and while I am familiar with satisfactory - I have not done tier 9 yet and am unfamiliar with the amount of SAM they give you

is this possible, purely in terms of is there enough resources in the world

vapid gorge
#

I assume the planner would tell you if it's not possible?

agile bobcat
#

I don't know if that does

vapid gorge
#

yeah it's... not a planner. More of a layout machine

agile bobcat
#

ah

vapid gorge
#

very manual

agile bobcat
#

Then I haven't come across that planner tool

vapid gorge
agile bobcat
#

thank you

vapid gorge
#

takes a little bit of practice but you can spit out plans in 2 seconds

#

alter total resources available, that sort of thing

#

but if you look at all the tabs and things you can check or uncheck, inputs you can manually put in if you really want, it's pretty self explanatory

agile bobcat
#

i also put in 1 rod a minute and it said i couldnt do that either, so i must be missing something

vapid gorge
#

you need to probalby put in alt recipes + the actual waste from the plutonium

#

as the waste being made isn't technically a recipe

agile bobcat
#

ah it worked

vapid gorge
#

it looks like you need 1 plutnoium waste per ficsonium so easy conversion

#

ah and 2 ficsonium per rod
I don't bother with the stuff personally

agile bobcat
vapid gorge
#

I don't make it xD
I'll either sink the plu rods, or burn them in Drones/trucks

agile bobcat
#

ah

vapid gorge
#

plutonium rods were introduced later into the game so that people could get into the nuclear system with an option for zero permanent waste

which was a really good idea.

#

I didn't do nuclear because I didnt like the waste

unique cypress
agile bobcat
#

this makes ficonium sound like a bit of a gimmick

vapid gorge
#

But then people bitched about plutnium waste

#

even though there was nothing forcing them to burn it...

vapid gorge
agile bobcat
vapid gorge
agile bobcat
#

that is a shame to hear

unique cypress
agile bobcat
#

I guess my plutonium fuel rods could just fuel drones or something

vapid gorge
#

eh, it was put there for people who couldn't stop themselves from burning the p rods. Maybe for an extra alien twist.
It's not a great energy trade and uses a ton of resources

agile bobcat
#

i also want to have my other factories

vapid gorge
#

yup ๐Ÿ˜„

agile bobcat
#

and this would use ALL the sam in the world

#

so i couldnt do anything else

#

wonder if theres a way i could add more sam to my world

vapid gorge
#

mods

#

slooping

unique cypress
agile bobcat
#

this game has been very well thought out so far in terms of resource usage

#

but this seems like a bit of a misstep

vapid gorge
#

nah like I mentioned, it's a gimmick thing for people who do things they don't have to and be sad about it

agile bobcat
#

uranium being the bottle neck is pretty logical, but introducing this later on and also having it be crucial for tier 9 is odd

vapid gorge
#

You also don't need to use all the uranium on the map. Nothing in the game has as goal that dictates anything like that

agile bobcat
#

no thats the goal i had for myself

unique cypress
vapid gorge
#

part of the problem solving process, sort out possible methods and designs with what tools you've got

agile bobcat
#

this is my current plan

unique cypress
# agile bobcat what else?

Matrices are really expensive in SAM too and Ionized fuel is just straight up bad for power, while rocket fuel is way too OP

agile bobcat
#

yeah i saw that about ionized fuel

#

rocket fuel seems nice

dusky bronze
#

its REALLY good

unique cypress
vapid gorge
#

you then decide how to use ionized fuel - just because it's not a great option for power generation doesn't make it bad.

#

basically the gold standard jetpack fuel, and fastest drone fuel

dusky bronze
#

its hands down the best jetpack fuel

vapid gorge
#

tied with plutonium rods

agile bobcat
#

Haven't used drones before

#

thats gonna be fun

vapid gorge
#

drones are basically slow teleporters

#

2 buildings either end, fuel it. Done

dusky bronze
#

or a train alternative

unique cypress
#

Not really. Anything I would use drones for, I wouldn't use trains and vice versa

vapid gorge
#

more that drones essentially need no infrastructure as long as you have fuel made.

plug and play

#

point and shoot

agile bobcat
#

still low key dont get the point of trucks trains or drones

dusky bronze
#

by train alternative i mean you cant have nearly as much throughput but they can go anywhere

agile bobcat
#

theyre very cool, but in theory could just belt everything everywhere

dusky bronze
#

yes but thats boring and insanely expensive on large scales

#

plus as of now having lots of belts nukes performance

unique cypress
#

And just inconvenient for large amounts

#

I'd rather run 2 rails than 20 belts

agile bobcat
#

i see

dusky bronze
#

why would i spend the entire day making a belt highway when i can just connect a couple stations to the global rail network and then be able to get basically any amount of resources i want anywhere on the map

agile bobcat
#

hmm

#

That does sound very handy, I should try and use more trains

dusky bronze
#

and after a certain point you basically need trains

#

nuclear and rocket fuel on large scales would be difficult without them

#

as well as the sheer amount of stuff you need for phase 5

agile bobcat
#

I tried to do the math, and a 1200 belt of something on a train would fill the luggage hold after only 6 minutes or something

vapid gorge
#

belts? shit man, many multiple belts spanning across the map and you need to make an edit?

#

rip

agile bobcat
#

Idk why i assumed only one train could do one thing

dusky bronze
vapid gorge
#

drones are point and click but you need a lot for high throughput

agile bobcat
#

trucks seem terrible ๐Ÿ˜‚

vapid gorge
#

nah, just need to learn and design for them

#

same as the rest.

Cept for maybe drones

agile bobcat
#

hmm

vapid gorge
#

drones have a loooong landing and take off sequence though so if you use them for short distances most of the travel time is going up and down

agile bobcat
#

interesting

#

I reckon i need to spend a bunch of time on some infrastructure, mine sounds rather weak now

dusky bronze
#

yes

vapid gorge
#

imo the game starts once you've unlocked everything and you do your own projects from the ground up

#

so you can just redo your infrastructure for that when yo uget there

dusky bronze
#

but infrastructure with trains is a one time thing whereas with belts you need to build a new highway every time you need something

agile bobcat
#

to get to tier 9, and then get going on that stuff

#

since ive already ported in all the resources for it and i just need to fill out my big mega factory

vapid gorge
#

mega factories are an option. I wouldn't build one unless I had planned every single step before hand

#

and even then... eh.

dusky bronze
#

anything can and will happen

vapid gorge
#

anywho, sleep time for me as it's 130am

wind spade
agile bobcat
agile bobcat
wind spade
agile bobcat
wind spade
#

or not use all uranium (as that's usually overkill)

agile bobcat
wind spade
#

well then you're gonna have these "issues"

agile bobcat
bleak cove
#

does somebody has an idea how to make building load balancers a bit simpler

unique cypress
#

they aren't that hard to build

bleak cove
#

but hard to figure out sometimes

wind spade
unique cypress
bleak cove
unique cypress
wind spade
#
--S--S--S--S--S
  |  |  |  |  |
bleak cove
bold plaza
#

Hi fellas, I have completed phase 1, should I turn all of my plate for reinforced doors or would I need iron plates for other stuff ?

unique cypress
ruby tulip
#

but reinforced iron plates will be needet the entire time till the end.

bold plaza
ruby tulip
bold plaza
ruby tulip
bold plaza
unique cypress
#

lmao yeah

bold plaza
# unique cypress lmao yeah

Ok then thanks, I've been farming biofuel for ages now ๐Ÿ˜„ for me it's the worst part of the game tbh

ruby tulip
bold plaza
#

Thanks y'all

ruby tulip
#

and coal power is automated, you dont have to do anything for it to run.

bold plaza
#

Man I just finished an elaborate system to distribute a ton of biofuel to the burners and now it's gonna be useless ๐Ÿ˜„

ruby tulip
bold plaza
ruby tulip
unique cypress
#

then you should probably replace them with 32 coal gens

unique cypress
#

I'm just saying that if you already have 32 bio gens, those 32 coal gens won't be wasted

unique cypress
#

you can start with 16 and go to 32 later

dusky bronze
upbeat summit
#

any go around to the issue of trains stopping the output when docking?

#

this should be a perfect 780/min line, but it fluctuates a lot due to that docking

vapid gorge
#

reverse the other side

upbeat summit
#

hmm yeah , ok i'm dumb to not realise that this is why most yt vids had that setup

vapid gorge
#

most of the time a platform will be lucky to be able to move 1 full belt. Depends on distance and stack size

golden dove
vapid gorge
#

Youโ€™d have very short routes sustaining 1.5 belts

Especially with mk6 belts

golden dove
#

There's obviously a saturation point for the number of trains that you have on the route in between, but if I'm pushing three belts continuous in, I should be able to get three belts continuous out.

#

My last megafactory was based on 2-wagon trains supporting a maximum of three Mk5 belts each and it ran continuosly.

#

I needed 94 trains on the map to sustain that, but that is also because I chose to do some very dumb things

#

If you're a circle enjoyer, you would (probably) have liked that one

unique cypress
# upbeat summit any go around to the issue of trains stopping the output when docking?

No. The platform's inputs and outputs stop moving items for 27 seconds whenever a wagon gets unloaded.

That means you get no items for 27 seconds and 780 otherwise. Averaged out, that's always less than 780.

But, platforms have 2 inputs and outputs, so if you only want one 780 belt in/out of the platform, you just need to use both ports. You'll still get 0/min for 27 seconds, but 1560/min afterwards. And that can average out to 780.

So you just need to place an ISC right next to the platform, connect both belts between them, and then only one belt on the other side of the ISC.

But if you're expecting to get 780 out of both platform connections, then that's impossible and you'll need more platforms

viscid marsh
#

I usually just use a higher teir belt to compensate for the outage period.

unique cypress
golden dove
golden dove
tawny swan
#

I don't have it yet but hunting, diluted fuel or heavy turbo fuel end goal is rocket fuel.

#

I have heavy turbo fuel

#

Tool pure aluminum ingot over diluted fuel ๐Ÿคท๐Ÿผโ€โ™‚๏ธ

unique cypress
tawny swan
#

We are using turbo fuel currently seemed better than no alt recipes

#

I guess my question is should I just wait for diluted or make heavy turbo fuel for rocket fuel in the meantime

vapid gorge
#

you can just stick to diluted all the way to the tend if you want. Or to nuclear. Turbo heavy is ... not great

#

at least for power production

tawny swan
#

So that's the issue I don't have diluted yet

unique cypress
tawny swan
#

Alright

unique cypress
# tawny swan Alright

If you're happy with whatever output you can get with turbo heavy, then by all means, build a power plant using it. But tearing it down when you get diluted fuel is pointless. If you're gonna do that, might as well get diluted and build using it without wasting time on something else

tawny swan
#

That makes sense. Also drones, can I move batteries with other things or does it get weirdor should I move batteries around with a seperate drone system?

unique cypress
tawny swan
thorny root
#

Is this considered meta

#

(starter base for injection into a new save, accompanied by full grid geothermal tap)

#

I guess that is a bad angle huh...

#

Oh nvm this chat is just dead.

analog tulip
#

I'm looking for data that shows which recipes are unlocked at each milestone

thorny root
#

You might not find a resource with the data grouped like that. You might have to make your own.

#

... why would that link not be allowed

unique cypress
#

because it's from a wiki that hasn't been updated in years

analog tulip
unique cypress
analog tulip
#

I must be stupid though, because I don't see a Docs.json in my game installation

unique cypress
#

or was it en_us.json?

analog tulip
#

en-US.json yes there it is

thorny root
#
Official Satisfactory Wiki

Hard Drives are special items obtained mostly from Crash Sites used to unlock alternate recipes (see below). One hard drive can be received during the FICSMAS Seasonal Event as a random award when opening one of the Advent Calendar doors.

#

actually seems to have the info you need

analog tulip
#

thanks

wind spade
analog tulip
#

It's all good. I've already got my code that generates a lookup from milestone to recipes.

unique cypress
# analog tulip thanks

like I said earlier, some info on the wiki regarding unlocks is incorrect. some is outdated, some is incorrectly parsed

fringe seal
#

portal, in starter base?

#

ngl, I kinda like the design though

mystic hollow
#

is this big enough for a decent sized oil refinery?

dusky bronze
#

if it isnt you can always build more

mystic hollow
#

idk how i'll lay the refiners since they need 2 imputs

#

i think that is too big

#

i need to grab more concrete now

upbeat summit
mystic hollow
#

no i have like a few thousand made

#

i just couldn't fit most of it

#

in my inventory

azure gust
#

I know this has probably been gone over many times, but i'm trying to verify something [before I build it]. I have an input line full saturated at 1200/min, connected to a industrial storage which is connected [with 2 belts] to a single freight platform. Total max throughput is 1200/min, but the train platform can get theoretically 2400/min until it's full. Est time to fill the train is ~1.785 min [stack size 100]. Presume the train unloading location has a similar pad setup, so it can unload the platform into storage at 2400/min until empty. Train throughput should be saturated [i.e. 1200/min] as long as the round trip time is between roughly 0:55 and 3:33, right? Or am I mathing wrong and the train line output will never hit 1200/min?

ruby tulip
unique cypress
azure gust
#

hmm, I think my maths must be partially wrong at least, 0:55 RTD doesn't make any sense if the TTF is 1.785 min

#

or maybe I'm just not braining very well today

ruby tulip
azure gust
#

I'd want to get it where the storage is empty when the train arrives, though

fringe seal
#

though, tbf, 70% of that space is for fuel gens

mystic hollow
#

im just scared i'll break the system from byproducts if i make it very big

unique cypress
#

Then handle the byproducts property and it won't