#math-and-meta
1 messages · Page 353 of 1
🤔 just realized that the only 3 buildings that produce byproducts are: Blender, Refinery, Encoder
All of them are solid - fluid combo
Yes but for example, blender recipies take acid in (liquid, water + sulfur) and output just the water
as in only buildings that can produce byproducts, I forgot to mention that...
oh wait, there's converter too?
the only recipe in converter that has two outputs is the dark ion fuel hm
is this too much or too little extractors
for what?
oil
how much water do you need?
not sure yet. haven't placed anything else down yet
so it's too much then. Correct number is 0
wait until you know how much you need and then build that much 😉
(not to mention that the one pipe connecting all of them definitely cannot handle all that water)
that's definitely too much for the mk1 pipe
and for mk2 pipe, too
(I assume there is no underclock)
i could underclock them
you could also build them when you need them, where you need them, in the amount you need them 😛
first calculate the processes you are going to use, then build
I feel I'm gonna repeat myself, but don't build foundations to then try to fit refineries, build refineries and then encase it in a building 😄
are you using it for fuel, plastic/rubber, or what
Why lol
probably both
because you don't know ahead of time how much space you're gonna need?
Oh didn’t know you couldn’t make more foundations. My b
what? 🤔
Sarcasm vs condescending lol
I'd heavily consider calculating the needed resources before building. Especially if you're currently not even sure what you're building
eh? I'm not sure I follow
ah well. that alone is not that useful
if i can figure out the math for it
there are tools to help you if you don't want to do it by hand
best i can get with the tools i can use is this
i'd just need to figure out how to make it work in practice
also i could've sworn oil made power or i could be wrong
bottom right hand corner is fuel biproduct
put it in a fuel generator to make power ^_^
motors i think
it's engines for the both the extractors and refiners
keep in mind mark 1 pipes can only have 300 fluid ^_^ its a mistake i used to make
so maybe i should use like 2 extractors until i get mk2?
ya, use whatever you need to to balance things. the math is part of the fun ^^
and i am bad at math
engines are a thing and are coming soon for you ^^
youll need motors for that too. i always make the mistake of makiong to little motors
i have a good bit making
it's just im gonna have to redo the first part of the system because the beams and going in quick enough
I know this is probably the wrong channel for this but its very quick what is this symbol? efficiency?
yes
thank you
Efficiency means nothing if you don't explain how you measure it.
It's uptime, but it's not really accurate
I'm reasonably sure it should be as accurate as the throughput monitor. Which is perfectly accurate within its averaging window.
I've seen large fluctuations on miners and extractors because the 5s downtime upon idle is a lot of cycles. But on any machine with at least a few second long cycle, it should be pretty decent. Unless its uptime actually fluctuates over time
is your name US-beefalo or USB-eefalo
U-S- Beefalo for pernoctation but it is a combination of USB and Beefalo
My mates and I all have beefalo related names
Beefalo au Jus, Bumble Beefalo, Big Beefalo woamn and so on
Does anyone have a good tool for making flowcharts?
Satisfactory modeler on steam
Oh there's like a dozen different ones
What's the meta turbofuel recipe line
any of them or none of them depending on what you want exactly
Power supply to last me until I set up better cubes and aluminum that'll let me make nuclear plants
basically just best Crude : Turbofuel ratio
pre-blender
heavy oil residue to diluted packaged fuel to default turbofuel
there's not really any "meta" for any of the products in the game. Depends a lot on personal preferences of given people.
or just skip TF entirely and just burn the fuel
diluted fuel can last till nuclear pretty easily
20 GW from 600 oil and some water is pretty decent too
the TF/RF branch basically just converts other resources to power
Planning out my first couple factories. Whats everyones thoughts. For the RIP factory i might just throw it all down for spare wire off that copper node since it only needs 33 copper ore/min
Restarted in the rocky desert last night, so just trying to plan out accordingly now that i've got my head back into the game
some numbers seem too high. Especially screws which aren't really used anywhere apart from a few unlocks
Ah okay, what would you recommend? At least for the ones you think are a bit high
Its more so im trying to ustilise the nodes at my current tier with mk2 belts i guess
well it's up to you obviously how much you build. But what do you need 160 screws for?
you can underclock the node 🙂
True enough i guess
Honestly no clue, was just trying to balance the numbers a bit i guess
10 RIP/MF per min seems decent based off what ive read. Unless im totally over estimating it
build what you need now, don't try to guess the future 🙂
Fair
Got upto steel production last run, so sorta just wanting to set things up better this run
Good luck
Steel pipe i'll be doing via iron pipe alt recipe. No ifs or buts about that
Just seems way to useful
and very expensive 🙂
Is it actually?
it's A LOT of iron
True
however it's your choice really, like with every alt recipe
Does SF Tools tell you which is better if you have the alt enabled?
Just for comparison sakes
Or any of the tools really i guess
not really, because it can't know what do you mean by "better"
there's not really a "better" or "worse" recipe for anything, it's always a tradeoff
Gotcha
Tools picks the most resource-efficient option (considering weighted resource cost), which however might not be the most optimal overall
sometimes you want to optimize the building count or use resources available in one location
I do modify the resources to be what I’ve got and want it to use. ie the 240 iron ore/min and such
yeah, you can make it show a plan for anything if you constrain it (disable unwanted recipes/resources)
for the building count, it's the fastest to open the overview tab instead of the chart, toggle recipes and see how the building list changes
Gotcha gotcha
Just gotta mess around with it i guess
Cause for example. I do have the iron wire recipe enabled. But it chose to do the base wire recipe
Wait, nevermind. It didnt have enough iron to do it all via iron wire
And that's exactly why I don't set resource limits. Even if I do have a limit in mind, I play around with the recipes until I'm below
Similarly with recipes. I enable all of them at the start, then disable all the ones it tries to use and I cannot get at my current tier and see what it comes up with. It might be much better than what it would've produced if I only enabled the recipes I actually have
And if it turns out one of the recipes it used and I don't have makes a big difference, I go and get it. If I didn't enable it because I don't have it, I wouldn't know how good it is
Fair enough
I’m a ‘iron ore is a trash resource, use it everywhere’ person
Iron pipes is hideously expensive to me
Coal is very common and doesn’t have much use outside steel
Yea, sort it and was like ohh. This could be nice
It can be convenient, especially early on I guess? But if you use like solid steel recipe, iron pipes uses almost 5x the iron instead of a touch of coal
Actually, do people make a full phase 1 SE parts factory and then a new phase 2? Or do they just hand feed the assemblers to make parts
Fair, Honestly wonder if its worth slopping those assemblers off the bat if i can
Ehhh, while they are being made you have tons of exploring and building and planning to do.
Slooping is a gimmick
Even though its 2x the output for the same input? If i understand it correctly
Yeah it’s a duping mechanic. Personally I think it’s pretty silly.
Most of the new stuff from 1.0 is kinda a soft creative mode?
Duping
Essentially free build creative mode for items you’ve automated (depots)
Ore conversion
Ore conversion?
You get it later. Can convert one raw resource into a different one
Tbh, might just hand feed. Can use the nodes for more manufacturing of other stuff
Ah, quantum encoder or whatever its called?
Smart splitter overflow also works. Lets you stockpile a ton for the next phase
True true, need to get through the mam tree a bit
Mam is your best friend
Even a regular splitter will also do the job, just won’t prioritize
Lots and lots to think of and do, that is for sure
Many ways to do a thing 🙂
That there is
Huh when
Tier 9 maybe?
It’s a real gimmick though and generally more inconvenient than just importing more of what you need
Yeah, it'd be awfully niche for most players
Useful when you want to go whole hog on "absolute max <product>" but otherwise it's a bit hard to justify
If you have shitloads of power, you get nearly 10x sulfur from what you put in by slooping the convertor loop.
There are a few other things too, again if you care to spare the sloops
Okay, can someone help me figure out the production line for Screws because this is causing me no end of trouble
I'm running no alt recipes and Mk. 1 Miner
the frist thing i hunt for is the cast screw recipe for this reason lol
but ill be more helpful is how many screw do you need?
doesn't really help much other than removing a few constructors
https://www.satisfactorytools.com/1.0/production should help
60/m
use the calculator above. it helps so much
i made this abomination of a 1:5 splitter, is there an easier way to do it though lmfao
it's ususally easier to not do it at all
exact splitting is basically never necessary
and here's a correct one in case you still want one
yeah, i came up with my own algorithm to make them in shapez a while ago lmao
now i need to figure out merging 5:2 smh
should be correct (unless I messed up one of the connections lol)
turn ore to ingots to rods to screws
if you don't have enough, do it again
0.5 smelters > 1 rod constructor > 2 screw constructors (round up) gives adequate throughput at every stage.
Which would you say is more worth out of these two plans
I know i can use Pure Iron Ingot recipe but I don't think it's worth in these scenarios if I am limited by coal or limestone anyway
Solid Steel is already solid.
Good opportunity to do double-duty like setting up dedicated concrete production at the same time, from the same limestone node/water, and to utilise limestone that would go unused.
overall though you are making like 10x more stuff than you probably need, that's driving most of the cost/complexity/time - not the recipe choice
Whats the website
Model your Satisfactory builds. Set up your machines however you like, adding optional limits to the number of any of those machines and the tool will calculate how the parts will flow and how many of each machine type are getting used.
This does advanced calculations that no other Satisfactory planning tool can do, including figuring out how s…
Thanks pioneer
only the machine one when it's full and you still get 100% efficiecy
Is it possible to balance liquids this way? Various inputs (>600m3/min) into same average outputs?
not really. Just use what you have in the pipe, fluids work best when simple
and or put the right amounts in the pipes in the first place
connecting up tons of pipe systems together like that is a recipe for disaster
But I would want the pipes to be full right?
Why move 240m3/min with dozen of pipes if I can fill up a couple to 600m3/min and just leave one that's not full?
because having a bunch of merged systems can cripple your flow
if you have a few low outputs combine them at source and move them then
Have done that before. Works just fine, especially with gasses. But you might need more junctions and more connections depending how uneven the input pipes are
'works just fine' ? it's not a reliable solution, much like VIPs.
if you have a few low outputs combine them at source and move them then.
This is what I did here. I have 16 refineries (one underclocked) producing 3672 m3/min alumina solution combined. I just need 7 pipes to move that amount.
that looks not at all close to the source and you're remerging eveyrthing again
Why are you moving alunina solution????
how much total do you have moving?
Just turn it into ingots and move those
Why are you torturing yourself like this lmao
I din't mean 'Move' as to a remote location. I want to process this into ingots now. The rafineries are below.
I just didn't want to run 20 pipes for each rafinery
how much solution are you moving?
3672/min
no reason to merge all of them then?
as have been mentioned
- either process each individual pipe with whatever contents you chose to put in there
or
- clock your machines to produce equal amounts
you absolutely do no want to interconnect all your bauxit production lines
you are already making a nightmare of it by not processing the solution directly after it's made
pipes are not belts. You can't treat them like they are and expect it to work
I process my aluminium in small, separated setups that only share the bauxite supply and ingot output. Each setup is one pipe with water and one with alumina. Doing all processing in one connected setup sounds like a nightmare
But if I were to separate the production into 1/1 pipe setups like you said, the ratios don't add up then. Im using Sloppy alumina (output 240/min) and electrode scrap (180 input). For one pipe I would need 2 refineries that produce the solution (480/min) this would be enough for 2.(6) refineries producing scrap. This sounds like more of a nightmare
I ment to respond to this*
@lapis rock
they arent going through this thing for no reason
its all snapped together
that belt coming out of it kinda out and up a bit looks super sketch. but if it snaps it should work but maybe just build one out straight to see
and obv make sure it's not a smart splitter with the wrong types set
(I don't know from the pic maybe it's not)
it isnt
just build a nice straight belt off it to nowhere and see what happens
make sure the elevators snapped to output and not some random grid line. sometimes even when they snap they dont connect
ratios addd up perfectly, clock, your machines as needed
I do 3:4 setups. 3 sloppy alumina, 4 electrode scrap. No clue how much alumina is actually in each one, because I place 7 junctions on one pipe and alternate between connecting one to scrap, 1 to alumina, 1 to scrap, and so on. So it's entirely possible the total alumina is more than 600, but no pipe segments can exceed that anyway. It's the water that's more important, as that's exactly 600
for example, a self contained 780 bauxite system
you are free to keep doing what you are doing
is it technically impossible? no
will it be a night mare to try to make work? almost certainly yes
you've been told about the issues you'll face
you've been given a clear diagram example how to accomplish the thing you said can't be done because of ratios.
I'm not your mum. You are free to do as you please.
Ok. This looks good, thanks. I'll finish my nightmare since it's almost done anyway. I'll rebuild from scratch if it doesn't work.
you really really don't want to interconnect multiple bauxite nodes together.
I don't even want to ask how you're managing hte waste
in the example given it's sloppy + electrode , the top section of the image here is the clocking used
blue is fresh, red is waste
🥲
Wish me luck then
I mean, they can be side by side getting there, that's fine
just don't link up the lines once you start processing each belt
got a 600 line of bauxite? process that line entirely into scrap on it's own
For example
@heady sun like this
blue is fresh red is waste
most reliable and, honestly, simplest way to manage waste that gets returned.
and you can use it in the nuclear and dark matter chains later
doesnt this ratio only work with default alumina solution tho?
any recipe ratio
clocking is your friend
just figure out what % of the bauxite is processed with fresh water, decide on the clocking
then make a group that is processed only with waste
for example this was sloppy+electrode, used the top clocking
you would need different numbers for base recipe but it's essentially the same thing
Extrators are full, pipes are empty. I tried rebuilding the pipes, I disconnected the segment of pipes from the network
water just wont leave extractors anyone have any ideas
reconnecting the pipe?
Yea
ive done it a few times
i just rebuilt all the pipes
wtf
Lol what the fuck.
the power was disconnected, but it didnt say unpowered
that would do it
The nightmare works
couldnt i just limit the amount of water that goes into the system once the pipes are ful
i cant think enough to figure out a bunch of ratios rn
direct feeding is possible, but not reliable. Up to you
not reliable?
how much bauxite are you processing and what recipes?
back flow and clogging is really easy. Look at it wrong and it could fall over
600 bauxite/min, sloppy -> default
ok so that's the top right ratio
looks like you need 40% on fresh water, 60% on waste
so figure out the total water you need, pump 40% of it from extractors
then make a however many refineries to use the 60% waste water
knock on wood it keeps working
do these arrows matter? like do i need to put valves there to ensure it goes that direction
nope
though personally I'll try to clock the scrap refineries to be 1:1 with the solution refineries too if it's not inconvenient.
like I did here
keeping fluids as simple and direct as possible is your best bet for least aggrevation
this is for a different recipe combo so you won't be able to use it exactly
looking at your ratio though it seems like it'd be really simple to do 1:1
it's 250% clocking solution for 250% clocking on scrap. Very neat and tidy
do i even need to connect here and here
not if you clock them to feed directly into the machine in front like I did 🙂
so like this basically?
direct feeding fluids basically avoids extra piping and possible complications
if that amoutn of clocking uses all 600 bauxite? sure
I don't know how much the example ratio processes
its 500, so close enough
you'll need to increase the total processing then
an extra 20%
120% fresh and a total of 180% on the waste
nah i dont need exactly 600 i was just doing it bc that was 3 default sloppy refineries
how do i get water into the 2 wastewater refineries initially? will they just fill up over time once the freshwater refinery kicks in?
this would process all 600
it'll slowly spin up to 100% yes
should I set the under clock to 92 or the production rate to 27.5? In game if I set production rate the clock speed is 91.6667%
I'd set production rate to the desired number
27.5
Scim doesn't... do math great sometimes
tysm for the help its all online and working properly 🙏
no sweat 🙂 Remember this trick when you do nuclear stuff and dark matter residue
Or you could also do neither and if it produces 30 and you pull 27.5 from it, it'll fill up and eventually start idling every now and then to produce 27.5
And I suggest you use https://www.satisfactorytools.com/1.0/production instead of SCIM's production planner. They have a good interactive map, but their calculator is... bad
ik this is very ugly and clustered and i'll eventually figure out a way to make it better but making motors are quite slow rn
Kinda regret building up here since i don't got a lot of space to work with without building upwards
you just need pillars around the edges to support the structure
although this is more #design-and-architecture content
What’s the most effective way without belts to send 2 computers per minute from a factory producing 25? Maybe a belt splitter to a dedicated platform?
drone?
Eventually yeah
Still on phase 2
I only used a few drone routes last playthrough. This time I’ll use more when I get there
I can probably just remove the buffer at the destination and let the train “manifold” while I prep the other receiving areas
I like how SCIM diagrams the planner, can this do that?
check it out 🙂
clock a machine to make 2pm, have it feed whatever you need at that rate
what are all the ways to transport items? like you have trains, trucks, drones, conveyers etc
What I mean is the realistic view that includes belts, mergers, splitters. I briefly checked it out before I had to go to work today and didn't see something like that. However the math appears to be on point
afaik there isn't a single calculator that does this correctly. most don't bother and SCIM often does it incorrectly
if you really want to plan out every single splitter for whatever reason, use Modeler. but you'll have to add them yourself
modeler?
yup and belt
learning the basics of belting and managing logistics means you don't need to spend 10x as much time trying to plan splitters in modeler >.>
but also, you generally don't want a calculator to plan splitters for you, nor do you want to plan them manually. it all can be done on the fly in the game
wym belt?
belt is a way to transport items (like you asked)
just a conveyor belt? or is it something different
yeah
word
how does this work.. is it really 120 in, 30 out 30 out and 60 out.. or is it 40 out in each direction and it eventually fills two smelters and becomes 30/30/60?
The second one
also, as said above, I wouldn't recommend planning specific splitters
I'm confused, why not plan for them if we know we will need them
Because planning individual splitters is gonna be a nightmare for larger builds. 98 times out of 100, you can just make manifolds to feed groups of machines and not need to plan them out specifically
I am considering laying out the floors of the new mega factory save on 50m increments, with a group of 2m foundation centered on 500, 550, 600, etc, and aligned to the center of the map (approximated to the best of my ability), leaving a 48m high unobstructed area at 501-549, 551-599, etc.
This puts the final foundation at 2000, and when standing on a 1m foundation platform at 1997, you are exactly at the highest penalty-free z level in the game, with the bottom of the uppermost foundation keeping you mere centimeters away from a slow and annoying death.
If I ever need more than 50m, I will just skip an entire floor and take up two.
I'm tempted to route power like this.
Hello. I'd like to learn about the state of the art regarding blueprint layout. Do you know an algorithm that's worked well? Are you or someone you know good at designing blueprints? I'd like to hear from you.
you sort of just screw around with it until you find something that works
To clarify, I'm investigating this to make a computer program that produces blueprints.
ahh
Factoriolab is the best tool out there unless you are using custom LP engine. As for generating in-game thing, there's not really an algorithmic problem, rather an implementation problem.
yeah i have no idea about that but if someone can make it work that would be cool i think
I've recently implemented an optimizer https://coder0xff.github.io/optifactory/. I'm looking specifically for 3-dimensional placement and routing so I can add .sbp export.
The bot said my link is not allowed, again. Is my message still displaying anyway, like it was last time?
SCIM has tooling to work with saves, but iirc its not open-source.
Otherwise it's like breadth- first walking through graph and placing layers in 2d arrays with respect to belt speed limitation. Maybe you can ask SCIM author for sbp reference.
Or you are thinking of packing things into blueprint space limits?
There's https://github.com/etothepii4/satisfactory-file-parser/tree/main for reading and writing .sbp files. I'm looking specifically for 3-dimensional placement and routing, in the confines of a blueprint.
It's a packing problem. But there are limits to what looks good. For starters, no clipping is generally the minimum criteria for that, as well as things aligned to each other to create clean flow. If you want a community approved layout, your metrics will vary but they're mostly right about what looks good.
Another thing you probably want to avoid is 'extra' parts, especially of the decorative variety. If there's any detailing to be done, let the detailers do it.
I think you want some metrics as standard. Machine spacings are fairly straight forward, but where the complications arise are the logistics. Allowing room for that but also making sure that it ends up looking clean... basically essential.
Like... your blueprints should probably not mix machine types, or if they do, to a very limited degree. Smelters + constructors is probably okay since they're all small and nothing argues much. I would not also add assemblers to that. That would be a separate print. Refineries would be their own print, including their logistics, but with no other machines.
Pick a block size and try to populate it to its maximum clean density. 48x48x48 is a good place to start, since that's the blueprint size most people will end up using towards late game.
When you understand what you can do with smaller limitations, that eases the path forward for large scale implementation.
My approach to blueprints is modularity. Regardless of what's in the print, I try to make sure the materials come in from the same direction, leave the same direction, and the connections line up in ways that make sense for power, belts, intputs, outputs, etc. And in order to pull that off, I embraced logi layers. An entire floor dedicated to clean routing of pipes and belts and power.
This is basically a multi layer printed circuit board, with every 2 meters being a layer with traces (belts or pipes). Components on top and bottom of that.
Traces (belts and pipes) in this layer (group) are to use the X and Y to find their Z. That's all. The entire X and Y layer here is dedicated to them getting on Z target.
(and in the end, you of course need all 3 to match, x, y, and z)
Sorry, I'm not familiar with the axes. Is Z the vertical axis? This is great information, btw. I hadn't considered a routing layer between each machine layer. Thanks.
Z is vertical yes.
routing or logi layers are KEY to clean builds.
"Get on zee target" lol
Learn and embrace or be miserable.
You need 3 meters of empty space between two foundations to put a splitter / merger. If you need to make a logi layer for assemblers, that space is 5 meters, for two stacked. If you're making one for manufacturers that space is 9 meters. If you want to include the output in the logi layer as well, that space is now 11 meters between two foundations.
.
Factory
Foundation
Logi
Logi
Logi
Foundation
PERIODICALLY you may also want to make X / Y buses. For long distance moving of goods along a plane before going up or down.
They are not a 'factorio' type bus
Think of them more like interstate highways.
Populate them however it makes sense. Trains, belts, or even trucks if you're daring.
If were to implement there are 2 steps: 1) pack parts of production graph so that connections between them are minimal
2) pack parts into these boxes.
For 2) of course you can look up papers on optimal packing, but, it's NP complete and if you're not doing this a part of development of new parametric non NP algo, it not worth it, just pick some way of packing. The key is to use conveyour lifts, so you can use one plane for wiring. Game doesn't care how belts clip, but they care how mergers clip, so they would require separate layer. Also, belts are tend to connect better when input and output are facing same direction.
So, from top, to down, take biggest parts, pad 4m for conveyour belts. You may also look at creating pre- computed layers for fixed sizes.
If you base your blueprint block size on 48, you can split it into 2 24s, (refinery) 3 16's (assembler), or 4 12s (I don't go less than 12 tbh)
But keep in mind also that visually the best view is from the top... And you can't see through machines.
Up to you how thick you want to make it.
Are the limitations on conveyer splines published anywhere? Max rise over run? Min turn radius?
Don't cross Z with belts. use lifts. For turns, you can make a clean 90 in 3m, 3m
Belts are 2m, and coords are centered on it.
I'll include a checkbox to enable/disable foundations. What should the default setting be? Yes foundations, or no foundations?
I'd say do not include them.
Sorry if you already said, what's the vertical clearance for a conveyer (talking aesthetics not hard rules)
conveyors sit at roughly .5m from the floor and require 2m above that to not clip.
the layer size for a 1 belt logi layer is 3m, and that's so the splitter doesn't clip
for a 2 belt, it's 5m tall.
that is, if they overlap. It's likely they do.
To make a formula out of it: LogiLayerInMeters = 1 + (NumBelts * 2) +floor+ceiling
When you place a conveyor in game, it's always attached to something, and that attach origin is going to give you the coordinates that the engine uses. For a builder, to get the cleanest look without looking under the hood, we just build on grid on a foundation that is also on grid, and we use the snaps.
This results in the cleanest and most translateable / reproducable look.
What you want is to find the numbers in the engine that are used to reproduce that look, rather than forcing it at +0.5m because someone said so.
What you're going to end up with before long is an offset table that has nothing to do with memory addresses.
Almost anything that shares direction of start and end connects with rare exclusions.
@analog tulipYou may look at building (yourself, very manually) a lot of working machine groups to get a sense for both what looks good locally and at larger scale reads, and as well when you're done, building lots of SMALL blueprints that are basically the parts that your blueprint printer uses.
Like I said, turning large complicated problems into smaller bite sized ones
And honestly, logistics are the hardest consideration. Machines laid end to end are easy. Connecting those to make anything useful while keeping it neat is where the actual challenges and fun start.
So figure out how to perfect that (I can help) by overthinking it to its fundamentals, turning those into conceptual building blocks, and using those... make your in game building blocks.
The most basic and critical of these is dedicated logi pathways.
When you can standardize those, blueprint wide, factory wide, map wide... you're cooking.
Rough example... and metrics that I use... World laid out on grid using 48, 50, 96, and 100 meter standard intervals. 48 height for factory floor levels, 50 meter center to center (vertical) with 2 meter foundation centered on the landmark number (250, 500, etc), 96m X Y factory block size (4 mk3 blueprints in a square), 100m center to center, with a full 8m wide foundation border as a logistics pathway to service that 'block', free of all factory components, and dedicated solely to logistics. Above and / or below each factory level, I allow a full vertical block for logistics and observation. This gives me plenty of room to get a good read on things and take nice screenshots.
If you're even halfway clever you can tile that shit to infinity and never have issues.
I am making sulfiric acid (water and sulfur intake) ive got this conveyor load balancer going into 5 refineries. How can I make a load balancer of an uneven number (5 refineries) with pipes?
You split 6 ways (3 twice) and run ONE output to a merger which recycles back into the feed loop.
you dont do it for pipes. it balances itself
He asked for a load balancer.
for liquid
... oh. Yeah what he said. It balances itself.
pipe load balancer is not really well doable.
I figured, thats what ive been doing on my other systems. just was curious if there was a way yk
given that pipes are bidirectional and sensitive to pressure changes, if you tried to manually do one you would likely just introduce problems
If there were a way to do this, it would basically be gravity fed sections of equal length pipe all sourced from a pipe manifold that is also gravity fed, and what you would end up with is just a bigger machine buffer.
Yes, it would be backflow proof, but you can take this gravity feeding concept and apply it to a smaller scale that avoids most common liquid issues.
Like having your liquid input manifold above the machine inputs by a few meters, such that there's no way for the input manifold to backflow until it full fills each buffer... But... Again... I'd just like to point out that all this is is a bigger input buffer.
Liquids are not pushed into machines. Machines ACTIVELY SLURP things at their input interface, such that they can create a cavity of air in the pipe that causes the liquid behind it to start surging forward, sloshing, and you basically have to wait this out on most liquid setups, unless your manifold feeds liquid down into machines.
I believe the root cause of this is not just liquid mechanics, but actually that the input buffers of liquid machines are allowed to fill at pipe throughput rate rather than at machine usage rate.
On this topic, you might find this interesting 
#math-and-meta message
Aye, that is neat, and I thought from a mechanical standpoint, the concept of resonance and cancellation would be intuitive to apply so symmetry would be very desirable for that reason.
I just found that simmetry seemed to work well and was pleasantly surprised by how well it performs in testing. I didn't consider resonance or other technical details 😅
But the result does look quite consistent in its "balancing" (eg: machines all turning on at the exact same moment)
The next thing you know, the nerds will be wave form tuning their pipes so they can make a rainbow vibing synthesizer out of pipe flowindicators.
It's dangerous to know things.
That is an interesting possibility 
Bro, someone made an LLM in minecraft. you don't get to make a sandbox and then start making rules later. Gamers do what gamers do.
I do wish we had more logic tools.
I know they're not needed but they'd be incredibly fun.
Like.. Conditional power toggling beyond 'priority' would be a good starting point.
Perhaps even using the new belt scanner as a logical input.
... actually now that you mention it, some boolean logic on that belt scanner and the ability to make that toggle power based on a simple logic evaluation would be ALL WE NEED TBH.
DEVS. Hey devs. I just made you a $30 expansion pack for $30 worth of effort, good for 3000 hours of gameplay.
6 months later you can release another expansion that basically just adds the ability to re-purpose the space elevator after reaching end game for meeting a monthly throughput quota which ada arbitrarily makes up from a list of 4 items from all tech levels, scaled to a number that is balanced against your power grid load. Lore nerds speculate over why. Factory enjoyers are just glad to have a reason to get creative again.
6 months after that you announce another expansion in more or less the same way you tease everything, except the only tease we get is a picture of an entire planet, just on fire. Very cartoony. So bad you can't even tell what planet it is. And a date, 6 months in the future. An unannounced content drop a week later adding about three dozen new blueprints for consumer type commodities, all requiring the manufacturer or higher and multiple steps and sometimes each other, with the basic intention of adding more content and goals, while also solidifying the need for a full ficsonium nuclear chain due to increased power demand. Tune this to eat power and poop sink points, at basically 10x of both compared to ballistic warp drives and AI servers. Make it the new performance metric people standardize.
Yeah, this seems about right.
Then drop simulated residents. No people. Also not necessarily human. Btw no one goes outside anyway. They all stay in their pods, and all you really see is utility flux, lights turn on and off, and strange consumer goods demand trends.
But you have a new performance metric in meeting their demands, achieving a happy population, etc.
Ignore things like housing fires, traffic beyond factory logistics. It isn't sim city, but it gives a factory more purpose, a game a new mechanic, and a host of new performance metrics... all rather low investment.
Anyway, that's my pitch.
Oh, and you could look into two agricultural type factories as a part of this that are basically livestock and hydroponics, but industrialized. High yield, high cycle time, moderate energy demand.
It seems like the biggest performance killer is the amount of items moved on belts within the LOD distance where they are displayed fully
which is about a 1 kilometer sphere of the pioneer on max settings, and more like 200m on minimum.
It hurts much more than the buildings themselves do
from quick math, more CPU time is spent on updating the belt graphics in my world than on everything else combined
while building i'm playing with a much lower LOD distance, so i can't see what's on belts over 300m away, but i still have the full 1200/min graphic preserved to be able to see every single item / gap. Works a lot better. Instead of dropping immediately to 20fps and then stabilising at 80 after i turn to put my 50x1200 belts in view, it stays at ~150+ unless i go and stand closer to those belts
Since the LOD area is spherical, if you are standing in a uniformly built borg sphere, a 5x longer LOD distance would put 125x more belt items in view. On a 2d plane, 25x more.
anything over ~200m away (min settings) or ~1km away (max) isn't hurting performance very much.
It's not even about the belts flowing either, if i sink them a kilometer away there's very little FPS difference between belts flowing and belts stopped.
I need help with something and I do not know if this channel is where I'm supposed to find it. I need to load balance 1200. Items into 60.
I was curious if anyone knew what the exact setup would look like
Since you need 60 items you can just use mk1 belts on the downstream end of all your splitters... and they won't need balanced. They're self limiting to exactly your throughput need.
Just make sure each splitter outputting 60 is getting at least 180 to it.
The issue i'm running intoIs I have twelve hundred total coming in?And I need to exactly split that twelve hundred into sixty per machine
Okay. So you take belts that are limited to 60 and you split those 3 times as well, for 20 each.
then you can just run a simple manifold with mk1 belts on the side
unless you don't have a mk6 belt unlocked yet
or use smart splitter set to feed output "any", passthrough "overflow"
1200 (480, 480, remainder 240) -> 480 / 2 -> 240 / 4 -> 60 / 3-> 20
I figured it out in a little bit different way.I try to manifold system with all level.Six belts, going into level one belts, and it worked a little bit smaller capacity too system
break it into 5 chunks of 240, splitting those down to 60, then 20.
You do that by taking off 480 twice, splitting that twice, and this leaves 240. Splitting that into 2 120 belts forces the rest to mesh.
oh you said 60 per machine, not 60 machines. Yeah just skip the last step then.
ficsit man
i have 583 stuff going on a 1200 belt, any easy way to throttle the belt to a number above 583 but much lower than 780?
~~ 10 min later
I've found a nice solution with loopback via smart splitters and prio mergers to recirculate excess ingots rather than sinking them, without blocking any of the fresh input onto the belts - this fills the belts 100% and looks great, takes a bit of room though.
Sink rate is production minus consumption, but it does it from full belts rather than half empty
It actually doesn't even need a priority merger to work flawlessly in this case, the prio merger makes it more robust to different conditions though
Because the layouts SCIM gives in realistic view, while functional, are almost always the stupidest method of doing it
The planner has no concept of human design or space, just links
It’s basically like trusting a chatbot.
I once built this thing. Upon replacing the far end, the water begun rushing at max flow, without any external power (look at valve indicator!!)
Crazy perpetuum mobile. If we only got some kind of water wheels to extract energy from flowing liquids 
I put couple such pipes in my tunnels, need to check if they are still flowing forward after 500h
T.T this causes me pain to hear and think about.
Devs implemented fluid physics very well, just forgot to add friction 😁
Oh, no, there's friction. It's just that there's also a source of infinite energy that perfectly counteracts it
Can someone help me figure out how much power I need for this?
Modeler tells you lol
Not possible to tell if we dont know the miner mk you have available and whether they sit on normal/pure/impure nodes.
Mk. 1 Miner, all nodes are of Normal quality.
Oh wait hold on
Nvm I got it
Hey I got a stupid question so just bear with me. I am on the last tier and I am looking at the online calculator and then the thought hit me while I am looking at the loop for recycled rubber and plastic recipes. Do I need to produce that in the same factory or can I just give the factory a start up amount and let it work itself out?
- Yes, you can just drop some into loop and if everything is connected properly, it will just keep making more.
- I recommend using residual rubber recipe and dumping the output of that into plastic refineries. You are most likely going to have some polymer resin byproduct at some point, so just use it instead of sinking. Residual rubber better vs residual plastic because uses less resin and more water.
Right, but I am just not wanting to use water at all. I am making a recipe and if I put in the water I have to build an extra pipe into it. I know that doesn't sound like a big deal, but when you leave your factory for a few days and then come back to it sometimes that mystery pipe is a bastard to find.
Or use less water is what I mean. I just have a recipe that will take 700 water for example. And not building the residual rubber will save me that 100 water so I just need to build one pipe. It is more about the context of my problem. I know the most efficient way of doing it would be to tie it in. In this case one less pipe I think is efficient.
In that case, see point 1. make sure the output of some refineries is looped back to the input of other side of the loop to ensure there is material to work on. you can just loop it all like pretzel and funnel the excess as output.
if you're using the recycled rubber/plastic recipes you really want to use the diluted fuel recipes. Which will need water anyway
and residual rubber uses a drop in the bucket compared to the diluted fuel section
Oh ya, I can loop it, that is what I normally do, was just kind of wondering if it was possible at all to just drop and leave it.
as long as there is a single piece to prime the system, yes, but probably want a stack or two to make it quicker.
Oh definitely. I was just thinking about like 8 stacks just to get a good ball rolling in it. I also kind of feel like it saves room as well.
They are nice, but not 'mandatory' if for some reason water is far away.
Right I am just trying to make 200 batteries / min. With that being said it takes me 693 water for the recipe. But 109 of that goes to residual rubber. So instead of bringing two lines of water in I just need to bring one. save the space and if I want to I can always ship the polymer somewhere else.
I guess? space is infinite though, you can always over clock some machines to shrink stuff down, and I'd argue that the logistics of moving it back and worth would take up more room if that's the worry
Unless you just use long belts I guess
sounds more like 'cant be bothered to run second pipe through desert, will just sink resin'
Yep, it's the desert.
I suppose but I think the furthest water fro moil near any of hte deserts is like 100m
sorry, 200m
Lazines is always a valid excuse for not doing something.
not when you do more work to avoid the work >.>
huh, that 200m is actually teh fursthest any oil is to water in the game
I'm just realizing how small meters look, staring down at the grid lines of the blueprint designer.
and how many meters tall the player character is?
really? because it really seems you're almost as tall as the 4m wall
Check again. Put down a 2m foundation and you can't see over the top.
Hmm it seems like the head would be over the 2m mark at least even if you cant see over it
ah no, photo mode shows it
Yeah, there's something about the camera placement in first person which IMO makes it feel like you're a lot bigger than you really are
Probably to do with your running speed and jump height too (esp. with blade runners)
I have 8 coal generators with 120 coal being pumped through a setup of splitters entering through one end. Only the first 2 generators are actually filling with coal and the rest aren’t getting any…. Math tells me it should eventually flow through them all but it’s not lol.
Do you need to oversupply when you have that many generators to one line?
Or have a faster tier of belts
I remedied this situation by adding another 120 of coal going through the other side and each belt supplying 4 generators and it’s working as a fix.. but not optimal in my mind lol
YouTube: satisfactory manifold
if you're manifolding it, you need to wait a bit until it all fills up (or fill it manually)
if i want to transport almost 2k nitrogen gas from point A to point B, how many freight cars should i attach, will 2 of them (max 1.2k) suffice, or is there something tricky about it cuz.... fluids?
one per pipe is imo a nice rule of thumb
hmm, 2 pipe in, and 2 pipe out won't work?
no, since the train platform loading pauses while train is docked
true, but that would pause regardless if there are 2 frieght cars or 4 right?(4 in case fo 1 pipe in and 1 pipe out)
well you add a buffer obviously
i don't even unerstand why it has to pause like this, hopefully they update it somewhere in near future
ohh yeah ok
use both inputs/outputs, then merge/split pipe
yeah regarding train buffers, let's say it brings 600/min of something, and my factory consumes 600/min of that thing, so even if i start if by making the buffer / storage full, won't the buffer / storage empty out eventually?
no because you use both inputs
to the platform
i don't understand, so like if i have a 600/min pipe, i split it at the input side and connect it to the both fluid inputs, and then merge similarly at the output?
how will this help?
e.g.
ohhk, but again, how will this not eventually drain out the buffer when i'm getting exactly what i'm consuming?
why would it?
if it drains the buffer, that means you've used more than is coming in (on average)
cuz it would keep on draining for those 27 secs, and not be able to refill as incoming rate = outgoing rate ?
incoming rate is up to 1200
how?
(assuming you're talking unloading, this image is for loading)
the setup would be the same regardless right?
yeah just flipped pump
hmm ok, lemme try this
for loading: it just goes the bottom pipe, if platform is locked, it fills a buffer, so after it's unlocked, it empties from buffer to platform to top input (and still feeds with the bottom pipe)
for unloading: it feeds from bottom pipe and also fills the buffer from top pipe, if platform is locked, only buffer provides fluid
this explains the unloading part, ty
well then thats called "applied lazieness", "procrastination", or "inefficiency"
You're just severely underestimating how long it takes to fill.
The fill condition is 6x100 coal in buffer (at which point half of the remaining goes into #7 and the other half into #8, so all are fed).
If it were turned off, it would take 5 minutes to fill to that point.
If it's turned on, it will consume a fraction of that coal as it goes in, which will increase the fill time - especially as it gets towards the end, where 87.5% of the coal that you put in is being consumed by 7 generators worth of production and only the final 12.5% is effectively filling the manifold.
The fill time in this case is 29 minutes and 20 seconds.
To avoid fill time you can use one of several pre-loading techniques, or you can split equally 8-ways (which has essentially zero startup latency on all machines). That requires 7 splitters for 8 generators to split 1>2>4>8 equally.
Okay thanks for the math!!
Oh, one more thing - if you use a smart splitter and set it to send "any" to its machine and only "overflow" down the rest of the manifold, it will run fewer machines during the warmup period, sending a higher % of the input to machine buffers instead and thus warming faster.
It still takes a while, but it can cut that 29m20s to like 15m. Can be good for mid-lategame factories as it's easy to automate smart splitters to the point where they're essentially free, and you only have to configure the splitter once and then paste it.
30m is a pretty typical manifold warmup time, but it can be a few minutes or it can be 5 hours with edge cases. For a quick approximation you can count [(machine count * stack size) divided by input speed] and the manifold fill time will be roughly proportional to that. In this case this would be 8 generators x 100 coal / 120 = 6.67. If a different system gives you an answer of 60, it's gonna be around 10 times as long.
I'm interested in where you got the number 🤔 my manifold tool shows something slightly different (though I don't trust it 100%, so that's why I'm asking)
Yeah it should be the last number, because when it starts to split enough to power 8 gens it will have a net flow of +0
and it wont progress any further
The theoretical max per platform is just about 895/min. Which is just under 1.5 pipes
And that's theoretical, so yeah, 1 pipe per platform is a pretty safe assumption
It still takes a while, but it can cut that 29m20s to like 15m
17 min 17 s by my math
Also, time is usually measured in minutes, not meters 🙃
i accidentally made a manifold with a 67 hour warmup time
i hate it when that happens
floating point error detected
I need to figure out how to set this up to have a machine that runs only on byproduct water
sort out the total amount of water the bauxite needs
subtract the waste water outputed from it
run the fresh group on the remaining amount
That makes sense
example layout.
it'll depend on which recipes you're using
blue is fresh, red is waste
Thanks. I should have grabbed a screenshot of how I set it up, but it worked out nicely.
Red circles are the parts I've finished... it's cool to almost see the end in sight 😆
https://www.satisfactorytools.com/1.0/production?share=Axm5uuRZR7BLTePhMZpC
I'm building on the footprint of the 5 train stations I built to take materials for this, and it looks like I won't even use all of two floors.
sf+ :>
Average SF+ Tier 3 production line:
the only way is
down down down
oh also i got a question
how do you go about going vertical
you just go up
do you do it? if so, how?
just use a wall and go up and then you make a foundation floor
well i mean yeah duh
but just like.. how do you split it exactly?
production tiers like maybe here?
where bottom is basics and up goes more adv?
arbitrarily.
there is no fixed rule for what goes on top.
I tend to just go with floor sizes
if something doesnt fit on the bottom floor anymore it goes on the next floor
whats stopping you from expanding the floor
unless it involves a lot of liquids
nothing. its arbitrary, thats the point
i dont want a giant platform
sometimes it may be terrain that imposes a limit
if you go up high enough there is no terrain
i find that boring and ugly so i dont do that
im building by the falls on the west coast and so i dont have much terrain
and so i sectioned out roughly this to the left for that production
but i think i might go with the 2nd tier vertical
i probably would have put manufacturing on a top floor
its not a whole lot of machines and doesnt involve a lot of routing
process the ingots or whatever initially until it reduces in volume and then you can use less belts and go to the next floor
Reinforced plates might stay on the lower platform due to the high volume of parts going into it
but rotors / stators / motors kinda seem like they could easily go on the next floor
yeah thats how i split the process kinda, into ingots, and part 2 with assembling
eh 180/80 isnt really a lot
Wow somebody bothered to add sf+ recipes and items to Modeler
yeah and am kinda glad
literally the only up-to-date tool that isnt a blank spreadsheet where you do math yourself
Whats wrong about that btw?
Math isnt hard and it trains your brain
nothing its just hard to keep track of in all honesty
math isnt hard
okay solve me how many of each item i need to make 15 hmf
and you cant exactly redesign stuff on the spot without reworking your spreadsheet for at least 30 minutes
Thats not hard, thats just a long calculation.
considering byproducts that need to be used and splitting etc
I dont have that just lying around rn cause I didnt need it so far ( I always play with others, and those usually have a setup in their folders)
That one I actually do see
SF+ is a lot more byproduct heavy than regular SF
Splitting? Just manifold the raw numbers
@thick plank these are the amounts of stuff needed
and if you wanna recycle those byproducts or figure out which path to go with, flexibility is REALLY neat to have
Is that modded?
yeah sf+
yes, thats the point
vanilla would be doable
Ok, so even more complicated, but not really increasing the difficulty.
The way I usually manually Plan my factories (wich is every one I build):
I decide on one product. I just define a variable (x) as its output per Minute. Then I decide on a recepy for it, look at the first resource and how many per minute I need (as a functiom of x). I then iterate that step for every branch until I habe it all layed out, and then I pick an x so that the numbers look nice
Though never played sf+, so I dont have all the recepies for that. Though that would just mean a longer operation, the involved steps are still gonna be easy
yeah and in vanilla that process is still quite easily spreadsheet-able.
if you settle on a recipe path early on.
Doing the same when simple products already have a recipe chain thats twice as long and have multiple paths already without any alts...
gets a bit tedious
RIP.
Its really just a question if you are up to doing it all by hand
if you find it too exhausting then a different tool isnt bad to have
Idk man. Tend to experience building it takes far more time that planning. I think my full nuclear setup took something like 15 minutes max? Thats basically nothing
this is to make steel
its not just foundry -> constructor
its fckin crusher -> (blast furnace -> reformer)x2 -> foundry
AND you have byproducts
stone slag etc
hey at least mk2 belts are way cheaper
Honestly, whats confusing me is this.
Your playing an extremely complicated mod. But you dont want to deal with that complexity, instead just transferring the workload to a tool.
Why not instead play less complicated so you still can do the actual planning? Or do you not like the planning part
i like the planning
i dont like suffering :>
so i use something that makes me not want to give up
its like saying idk youre like doing physics and assume potential energy is mgh instead of using -GMm/r, while calculating G too instead of just using its value
I like planning which recipes I'm gonna use. But I don't like doing basic math over and over just to know how many machines I need
Im fine with people not liking the planning, my question was why first download a mod that makes it more difficult and then not do it. Unsless sf+ also adds new content?
I mean, tool use among Satisfactory users is extraordinarily common, regardless of the complexity of factories
Just because someone wants more challenge via a mod like SF+ doesn't mean that they also want to give up the tools they use to help plan things out
besides, most tools help a lot with the math, but not much with planning. and basic math is boring and slow to do by hand. so why not use a calculator
That kind of advance planning is, for many folks, part of the fun
but whats the purpose of making it harder if you dont actually do the zard stuff? Thats why im confused
doing basic math over and over isn't difficult. it's tedious and boring
but how does sf+ make the game more difficult?
Using calculators/solvers does indeed offload a chunk of the effort that's otherwise required to do your recipe selection and machine count math, etc.
But if you're the sort of person who likes using solvers/calculators on vanilla Satisfactory, there's no reason why you wouldn't also want to continue using those solvers/calculators when using a modded version as well
Can read about it yourself, if you like: https://ficsit.app/mod/SatisfactoryPlus
Using tools doesn't mean that you somehow magically don't have to still implement the factories ingame, or sort out your logistics, or figure out how to deal with the resource flow in-factory, or deal with setting up pipes properly, or making sure that you've got the power necessary to support the new factory, etc
Like I disagree that these tools are doing the "hard stuff" for you
They are, certainly, offloading some of the effort, and solvers specifically are doing a lot of the recipe comparison which can be quite tedious to work out by hand
But it's not like you're somehow shorting yourself on the game if you use them
Folks are playing this game to build factories. Planners don't build factories for you, they just help you figure out how you want to get them built
🤔 tangent: if you write a linear solver program to optimize your factory, does it count as you doing the hard part?
Heh, that honestly is part of the reason why I actually mostly use my own custom solver to help me plan factories, rather than relying on sftools. :D
(and imo: the best part of planning is choosing what recipes to use)
Though my own isn't actually linear-programming based (yet) so it's a lot dumber than sftools, and I admit I use sftools not infrequently as a comparison base, or to check out other alts, since my own solver's a bit clunky for that. :P
Of course this conversation was kicked off by a Modeller screenshot (not one of the solvers) which doesn't even do the recipe selection stuff for you. :D
Wasn't the most fun adding linear solver so I understand why you don't have that (yet) 🙂
augh
washer plants sorter
is it lobsided? yes
will it work? i think
takes in 3 belts, outputs 5 sorted: a,b,c,d and overflow
Someday! I just have to take the time to come to grips with it. :P
It's the kind of tool I'd love to have in my toolbelt, honestly
Feel free to dm me for help, I spent like two months trying to make it work 🙂
Heh, will do. I still don't have the headspace for that kind of thing, alas, so it'll probably be awhile. We'll see if it ever happens. :P
Is there a consensus on the superior browser-based calculator tool? I've been using Satisfactory Tools all through early access but wondering if there's anything that's agreed upon as better
tools is still the best overall imo
i use both tools and satisfactory-calculator.
since tools poos itself when you need do input waste. So i used Calculator to model out the infrastructure i need to make 10 ficsonium fuel rods per min then i borked it into manageable bits in tools.
Input waste?
hey, i have a question 🙂 in a manifold like the one in the image, does it make a difference for fill speed of the machines later down the line if the lines leading into the machines transport less units/min? 🤔 think like 20-30 machines in the manifold
it might make more machines start workign sooner, but will take longer to fill completely
so it doesnt really matter in the end and i should just accept whatever fill time to 100% the last machine ends up with? guess thats alright
How does it poo itself when you need to input waste? I admit that there's a bit of manual math you have to do to figure out how much waste you'll be generating, but as soon as you do that it'll tell you how to get to the next step w/ no problems
Or do you just mean that it doesn't have a virtual "recipe" for the rod->waste conversion?
i mean the fact you need to input waste at all. satisfactory cacualter will just tell you have many nuclear plants you need rather then fail to work
It'll fail to calculate things correctly as it often likes to do so 🤷♂️
ive not had that issue as of yet
Eh, that's hardly "pooing itself." It's just a side effect of the fact that tools only inputs actual recipes (from game data), whereas nuclear plants just kind of Do Their Thing
You just solve for rods and do a slight bit of math yourself for the next step; hardly a big deal. (Though I admit it often catches people out, since folks often assume it'll do the whole chain, NPPs and all)
If you really can't stand that Tools requires manual input, I suggest using Logistics instead of Calculator. It's a bit laggy on large plans but so is Calculator and at least, as far as I can tell, doesn't make any mistakes
i like tools to be clear. thats why i use both. i like breaking down big builds into sections so i do that in tools
(I do also agree that it'd be nice if tools solved "through" NPPs; as it is, there's some stuff you sort of can't necessarily solve for since you lose some associations between graphs)
i do math on spreadsheets too. My point is as far as i can tell all of them have there querks and strentghs so stick with whatever you like ^^
like the game there is many solutions
yeah, I remember solving for max nuclear power back in some old version before Modeler or Logistics existed and it was kind of a pain. Especially because it's not as simple as "use alts wherever possible"
i started in update 7 i wana say so i have had some luxeries always lol
meanwhile, U7 is the only version since public release that I didn't play at all
'nah no way ill need so much space'
me after doing just the steel, still needing bronze and 20 damn concrete assemblers 😨
that's why you don't make space before making factory 😄
its just the reformers are so damn big
and just steel needs 25 of them
@wind spade also wdyt
probably... "why"
doesn't answer the "why" question
again... why 😄
don't mix belts, never have to sort
what has one output?
filtrator
they're playing sf+ so a lot of vanilla advice won't be applicable
even then, why does sorting 4 items need more than 3 splitters?
when i think about how pipes work it makes sense to me that i can tie all of them together and do a junction whenever i need and the flow should work like each produces 100 i need 200 so i tie all 16 together in a line of pipe then throw a junction after 2 machines make 200 for the pull up for the need of 200 ?
if you make 100 and need 200, just do 2:1 ratios?
you can but its not worth it for higher numbers
if you can, dubvide into smaller networks
you do NOT want to troubleshoot a failing giant pipe network blob
i guess i can just cut the line after every 2 machines
how do yall do your upside down U with pipes? ive been using foundation getting higher than removing the foundation and support but now i want to go over 2 blenders
blue is water need a pipe to go up and over both connecting both output pipes
stackable supports
you can just zoop them upwards
awesome thank you
it is 2 smart splitter stacks
and 5 output belts
a,b,c,d and overflow
Sometimes when two piles of concrete are in love...
Is it okay if the pipe says 559 or 560 like its the same as 600?
i have a load balanced setup of 6 manufacturers but need to overclock one of the units. the overclocked one never hits 100%. do i need to split the overclock among all 6?
or just across the pair that are on the same split
what?
re-explain that
oh wait i get it
personly i just make a manifold at this point
ugh yeah. my blueprint is set up as a load balance though
...
ya ask someone else
i think ya split the OC
like make each of the machines oc so it all equals the same %
something like that
okay
560 is not hte same as 600, no
so there is a problem... again
yeah seems to just need to balance out each branch and it's okay
You do end up saving power (slightly) if you spread out the clock speed over all the machines.
It will use more shards if you are upclocking though
okay, trains. what are some good rules of thumb for them to maximize efficiency?
two lane paths, stations off to the side.
That simplifies life greatly for you
also depends what you define as 'efficiency'
okay, sweet. and would a 4 lane like this be good for said trains?
just making sure it can keep up with belt speeds
that'll depend on platforms and schedules
trains always take the shortest route - 4 lanes will go to waste
ah, well it looks cool, so that's not really too big of an issue i suppose. wish i knew that beforehand but oh well
I've never seen anyone have enough trains where 2 lanes didn't manage it easily
a trainline is ballpark 100k m3/min
can be a lot less with bad practices
so it's high but not functionally infinite if you're a large builder
I'm not sure how train routing around traffic with multiple lanes in each direction works, if at all
how many train cars should my trains have? like, what's the upper limit?
more than 4 carts per locomotive will hurt climbing ability
more than like 25-50 total can require overly long stations or start to cause throughput issues because of the length that trains have to drive to go from the back of the station to the front of it
okay so 4 is a good rule of thumb, anything above might cause problems, dont go into double digits
personally i'd say 8 carts with 2 locomotives is a good number, and you can increase throughput via more trains on the route (and after a point, more stations too) rather than making each train and station longer than that
okay, so a 4:1 ratio of car to locomotive, got it
honestly with what im doing i can probs get away with have 1 and 6 since my incline is maxed at 1m
You can do a lot more with low inclines. Thing is, 4:1 already achieves an 80% payload ratio - so even if you had an infinite amount of carts to 1 locomotive it would move less than +25% extra stuff. Realistically any benefit from stretching cart numbers is going to be significantly less than that.
I'm also not completely clear on how it affects the acceleration (everywhere) and uphill speed maintenance of the train on lower inclines that are still in the climbable range. Any speed loss that may be incurred from using fewer locomotives could negate the benefit of swapping locomotives for carts, even making it net negative.
There may be gains to be had there, but they're relatively small and it requires caution
can like someone help me with something in my world
like play with me
cuz i tried everything and it has been a week and i still dont know how to fix it
its with fluids
Share images in #1038092680493801533
okay
its like there are some fluids that are not just working like i have a full pipe of 600 HOR going to diluted fuel belnders that each takes 50 so that means 12 of them but for some damn reason some machines fill up and some dont
even tho the pipe is realy high up and its not headleft or flow rate issue
like the machiens are not emptying the fluids
Share images in #1038092680493801533
they're not emptying because the pipe is raised, keep it level with the outputs and raise the belt instead
Wait what?
I HAVE BEEN TRYING TO FIGIRE THIS OUT FOR A WEEK AND THAT WAS THE PROBLEM
i am gone crash out
do i need valves?
You need to not use valves
okay
From my testing, a raised pipe is better on both input and output
well i am gone try it
practically never. Ignore them and you'll be just fine
ya i heard that a lot but for some reason i feel better with them
they practically never help and usually hurt your systems
okay i will never use them then
so i just finished the piping and i am gone wait for it to start up and if it doesnt work
....i am just gone quit
well those are the outputs so not sure what you've done to fix it. The inputs is almost 100% of the time where the issues lie
Yeah, well, valves managed to improve my "600/min" pipe from 590 to 595. But McGalleon managed to make it 600 without valves so...
the input wasnt a problem it was the problem was the machiens werent emptying
and the input is working more then fine
generally machines don't output because there's back flow at the inputs
that's what stuttering does
unless you've done something like ignored headlift or trying to go over the pipe flow limit? almost always the inputs
I would expect this for inputs, but outputs?
You would expect that lowering the outputs would make it better, right? Well, in my test, it made it much worse. Raised was only slightly better than level, but still better
indeed
strange
see, this is the issue I was talking about earlier, it's not fun or challenging to stick to the one proven design
I always level feed and never have any problems with flow
big problem if i am rebuild my plant how do i start it up if i dont have any power?
Power storage, augmenters or temporary biomass
none of then will reach 6MW which i need to boot up the thing
wait what 6MG
something is not adding up?
GW
ya missclick but why is it 6GW its only some ref and blenders
power storage
then i am gone need a lot of it
7 augmenters can do that
70 sloops?
not really. Power storage can output a lot more over time
bruh i aint doing that
if you have 4gw of power storage, for example, it can output 16gw for 15min
did you test it with vertical or horizontal junctions?
Horizontal
yay more side quests
*GWh
how side quests? you can build that in a couple minutes
i dont have moudular frames automated i deleted that for some reason
yeah that's a problem in general. Probably don't delete a factory until you have it's replacements up
don't delete any factory until you have it's replacements up
sometimes pain is the best teatcher
at least you won't do it again xD
this fun 
has least mod frames aren't hard to automate. Can do it all with iron if you want
ya its bascli done already cuz i have other stuff automated
how many is that
wait what i run out of wire before frames
It's 100 wire and 10 frames each. So it's a lot of wire
how many storages do i need
Depends how long it'll take to start up. I usually do 1 h of max consumption so it'd be 6GWh for you
hofully no more more probplems after this rebuild
each power storage is 100mwh, but it can output at higher rates
this is stupidly scuff but meh let it slide
ok so i just rebuild the fuel and i am wating for it to startup
and if it still doesnt work then ya quiting
hmm this wierd now the RF blenders are working fine but somehow the fuel gens are not working
2 thermal propulsion rockets a minute take some screws...
With the right alts, they take 0
there's nothing like "right" alts 😄
you could use steel screws?
I don't think you understand the meaning of "right" in this context
not left
how do i make the fuel gens overflow faster
i split the 600 pipe into 300 pipes which goes into 72 fuel gens and its takeing a ton of time
Turn a few of the first ones off temporarily
YESSSSSSSSSSSSSSSSSSSSSSSSSSS FIRST PIPE ONLINE
I AM SOOO HAPPY
ok now do it for the rest of the 8 pipe
Im this case yes there are. If OP doesnt want screws he can choose the right ones to eliminate screws from the process. Its not like you are Socrates 😂
I guess the "not left" joke didn't hit you either 🤔
Yes but im talking about this in general since this is not the first time you do this
and it's not the first time people think there is something like "best" alt, when there isn't (in general, not in specific situation given specific requirements)
this one there was no specification
OP only posted a screenshot
and if there's enough specification, I always answer with the concrete recipe path
I guess your either not understanding what OP meant or you didn't see his messqge
please tell me what OP meant by this #math-and-meta message
"takes some screws..." that its like way too much.
If I say "I had a wonderfull day..." would you think I really had a nice day or not
"takes some screws..." that its like way too much.
see, I read it as "oh, look how many screws this takes".
It would be more logical if (s)he said "takes some screws." If (s)he was pointing to the amount
That would be proper sentence forming
they did say "take some screws" tho
Difference between "." or "..."
I think you're reading into that too much
Not really
(and until OP responds, this all is pointless conversation anyway)
More like proper sentence forming
Guess you havent learnt your lesson then.
you didn't either so yeah, pointless
You gotta be kidding.😂
I'm not, you?
Im trying to learn you to not be Socrates after someone gives good advice. Yes there may not be right recipes according to you but you dont have to make the comment when there is literally context given.
KYO responded to OP about with choosing the right alts they take 0 screws. Which he means with a selection of precise alts(aka the right alts, since we dont need to expand the words of what they mean). You saying there is no right alts is not only pointless but also wrong in the way KYO may have intended. As there are specific alts that make this process take 0 screws.
I get you saying no alts are the best but sometimes proper sentence understanding is nice before commenting something like that
again, I guess the joke about "right" alts missed you
Yes KYO may not have intended it this way but let me tell you when your sentence is pointless.
If OP meant too much screws and KYO answered by saying there are right alts your comment is out of context
If OP meant there are many screws in it and KYO says by choosing the right alts for this situation you get 0 your also out of context
If OP meant there are too much screws and KYO says about choosing the right for this situation your wrong and pointless.
If OP meant there are many scres and KYO says there are better alts to get 0 your correct but as she is making those items she has decent knowledge about alts and you still are not correct. Your partially correct.
So your doing this every time with the chance of being correct is like 12.5%
Thats called shrodingers douchebag. thats not only socially wrong but also disrepectful
oh sorry for making a joke
Greeny, your jokes are bad
it wasn't supposed to be a good joke
No its called shrodingers douchebag
If you dont know what that is search it up
You cant just change wether something is a joke after the person reacts on it
I literally put " 😄 " in as a joke
Oh beacuse if you smile its a joke
yeah, that's how I use emojis
While your saying there is no right alt the whole time it was all a joke all alnog
I use them to convey emotions
Yeah smiling =/ joking
That tends to be the sign of humour 
You were here still serious and all but after that your just switching to t was a joke
drama in discord
So when I smile I am joking, I cant just have an positive face in life
what's the point of this discussion
I was replying to your "you always say", which I assumed was a serious question
Why is it lowk interesting tho
life is short, make sure to spend as much time as possible arguing on the internet with strangers
Greeny, you want me to quote what a schroding douchebag is?
I made a joke about "right" being "not left" and people bully me for making a joke 🤷
Nobodys bullying you
Dont turn the tables now
except bullying is defined by recipient
Bullying is defined as an word itself
Schrödinger's douchebag (plural Schrödinger's douchebags)
(Canada, US, slang, derogatory, vulgar) A person who makes offensive or inflammatory remarks and characterizes these statements as either sincere or joking based on the reactions of others.
Humour isnt just jokes. Humour can also be described as fun or enjoyable. If you smile you enjoy something. A laugh is just the reaction of liking something a lot. So when he smiled, or sent the smiling emoji, he was joking. That doesnt mean every time you smile its a joke.
How was anything he said offensive or inflammatory? He made a bad joke. Thats it.
So how do I guess when hes literally always saying this and most of the times hes serious
Its called acting 😭 🙏
Infalmmatory, he always says there is no right alt
by my usage of emojis to convey meaning
no, I say there's no "best" alt
Your new and dont know what he normally does
yeah and you were arguing for like 10mins about right=best
no, I was replying to your accusation of "you always say X"
Yeah your proving my point
context gentleman, context
Ok? I can still convey my thoughts on the current situation.
You just joined, you cant know what he all does, best is to stay out bc you have zero context
don't worry, there's just a few people like that who get annoyed by things people say so much that they make it into a hour long convo. Rest of the server is pretty chill
Ok so here's a simple fix, give me some context 🧍♂️
Sir, your always saying there is no right/best alt, and it is almost everytime serious
Search up thre is no best/right alt in the discord
yeah. And when I joke, I always put a " 😄 " or similar at the end, or use strikethrough or /s.
your being a douchebag man
<@&387163995947270144>

Tbf tho, is there? Each alt has its own specific use case so there cant be a defined "best" or "right" alt. There's the best of the scenario but not overall
Lmao
yeah, exactly
yes exactly, so when a specific scenario is given there is a right alt, read back to begin of this dicussion, you will see
No clue what the original discussion was, i will NOT dig it up.
Just gonna reply to the current remark here.
there is no best alt.
Its all situational, there may be a best alt for a given situation but that doesnt mean that you can just throw out "x is the best alt"
Ok so that I can agree on. That makes sense. The best of the scenario. What is the scenario though. Because I do not want to go digging through old messages at 2am
This discussion doesn't have anything to do with efficient factory building, Ficsit tought you better than this.
Was never done, situation was given, and someone said an nice comment about that there is an option to get zero screws
original context is me making a pretty bad and apparently poorly received joke about "right" being "not left" 🤷
Whether or not removing screws is a good move is a matter of taste tbh
Mod wants the discussion being end here, if you want more info scroll up but disucssion ended
In any case:
Day 2353 of me advocating for leached copper for absolutely no reason other than "i think its neat actually"
Actually, going off what the mod said. I recently got satisfactory, I only have like 20 hours on the game and most of those are in a world with my friend. We just got a coal power plant near the middle of the map next to 3 pure coal nodes. I was wondering if there is a better spot for a coal power plant or not? I think the area we put it was the crater lakes or something like that. Crater was in the name
a slight correction - there's a best recipe path. it's never about a single recipe.
but yeah, that's most of my advocation here that Chris mentioned 😉
in the middle being... where exactly?
is there any water nearby?
if it really is crater lakes then im kinda confused... i dont remember the coal there tbh
Yeah its at the crater Lakes or whatever they are called. They are raised up on the ridges near the centre of the map. There's a massive pool of water that I have 9 water pumps going into 18 coal generators
Depending on your starting point I would say west coast or northeast coast is really good
oh right, near the waterfalls right?
Yeah
Thats actually pretty neat, I tinhk with overlcocking you can get enough untill your next power soure
We started in the Plains, in the exact same area kibitz did on his first play through
Err i have no particularily strong feeling about that location, but 3 pure nodes is quite good and you got lots of water
so Tbh i think thats already pretty good
Ahh, I think your current setup is good enough untill next recipe, or you can overclock your miners if you run out or get low on powe
if you get the next miner tier that can also carry you quite a bit
unless you already have mk 2 miners
I mean im already underclocking them. I have all the drills going at 50% cause the best belts we have rn are mk2. We have mk3 unlocked but we dont have a steel factory yet, which is what I was gonna do next time I get on the game
I have mk2 miners btw on the nodes
Yeah that does it, any more questions?
I mean my main question was is there a better spot so
If you already have mk 3 belts available then just get some steel going and then you can expand that coal power plant. should be pretty good to go
and i dont think that there is a better spot unless you wanna travel really far.
But all the other ones seem less ideal / further away from water / have worse node quality
There is a spot more east that hs 3 pures and a normal one, but for your current phase this is all you need, maybe you can check the location on the east out for massive early steel production
Dw i alr have it, that's how I found the pure nodes anyway but how much stuff did you have selected 😭 🙏
Did you have every node on the map selected or smt?
Mb this is like what I always have to check the nodes
Basicly everything but impures one
Ykw thats fair
I js only select what im looking for
you seem to be missing things in the "recipes" section 🤔 at least in coal gen (though those are not recipes really)
So if I am making a lot of ficsite would it be more efficient to use the caterium or the iron recipe? (cant use aluminum because all of that is being used elsewhere)
What do you mean by "efficient?"
(I assume you probably mean "least amount of SAM per Ficsite," but maybe not)
Resources mostly
Well, again, you have to decide what you're optimizing for
If you value Caterium more than SAM or Iron, then you'd want the Iron recipe
But if you value SAM the most then the answer's Caterium
"Most efficient" is an essentially impossible question -- you need to decide what exactly you're trying to accomplish
Recipe choices basically always have tradeoffs. You'll save on Resource X but use more Resource Y, etc.
(as an addendum, sftools (https://www.satisfactorytools.com/1.0/production) is pretty great for comparing recipe chains. Set your target Ficsite amount and then select/deselect recipes to see what the material costs will be for a given recipe chain. The graph will update as you change things)
(though the solver may end up preferring some specific recipes, so if it's "stuck" on a recipe or two that you don't want in the current graph, you may need to deselect those recipes to get it to choose another)
Good evening together. I invested more than 100 hours in the game and wanted to play with someone. "I'm from Germany and would look forward to the same language players, but I also speak English and Spanish. Does anyone want to start over and play as a team?
Do you Guys Think I should first Gather all possible Ores near my base and Set up factorys for the Most used items and then start with T7 and T8?
Cuz atm i wait quite long for some stuff, like heavy modular frames and all that
no, build factories that you need at the moment, don't build for future and don't centralise 🙂
Yeah I wil just Build some Factories for like Belts, manufactuers and all that So I do not need to Wait for them to be produced slowly
Like rn, I am making Modular Blueprints for Most Items, So I can just connect those up to craft "Higher Tier" stuff
Btw. Is SAM even usefull in the Early stages of the Game? Like I had a node mining since I had Miners
Hey folks - I was wondering, is there any good ratios calculators out there? Perhaps the kind which allows the user to specify things like recipe used and extractor tier.