#math-and-meta
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Thank you~
anyone german player here who starts a new game
sorry
1st assembler on the left is rotor 2nd on is for stator and the 2 other assembler on the right side is connected to another assembler to make a motor. But I'm only making 4 motor per minute which im guessing is slow and bad but this was just a design I thought about since I need a factory for myself. Is there more space efficient and where I can create more motors per minute?
The area I'm planning on creating this factory is here
I don't really know how to fully show this but I'm also using alternate recipes for simplicity. Pipes are made out of steel as well as screws
use more resources
and machines
I also just realized on the far left side I might need to add 1 or 2 constructor unless I wanna use tons of power shards
on the far left side constructor are for rods
wdym exactly?
I'm still somewhat new to the game so bare with me
" But I'm only making 4 motor per minute which im guessing is slow and bad"
nothing slow and bad about it if you've made the system to make 4 motors pm
if you need more you'll need more raw resources and machines
is 4 motors pm pretty good then?
if that's what you need?
it's a sand box game. Learn, play, do what you want ๐
the milestones are basically just a well laid out tutorial for you to learn the basics
There's no real "good" or "bad" here. Think more like "does this meet my current needs?" Do you find yourself running out of motors often? If so, make more.
I don't need the motors right now Im still in Phase 2 for the space elevator just completed all the tiers in the hub
So motors are not needed
I see I see.
first one is input secound one output
i keep goddamn overflowing and no i dont give a fuck bout spaghettii
even tho i should be at a net negative
unlesds they updated math and i didnt know
are you trying to feed the waste water back into the fresh?
yes
Why? it literally told me to on the calculator
and i really dont have anything else to do with that water
that just shows you to reuse the water
i tweaked it a bit so that might be a problem
Does the factory seem efficient and optimal though? Could I change something? Could I have a better layout? Any comments?
wdym 'skipped'?
so i dont have to make silica
so you're using a different recipe?
No.
i just use multiple alumina solution refineries
6 to be exact with x2 on each
ok but what are you doing with the extra solution you aren't turning into anything?
im truingn it into scraps which go into a sink
I mean I guess that's a choice
it's a choice
and it clogged again
so what you want to do:
make some of the solution refineries run only on fresh
some run only on waste
blue is fresh
red is waste
figure out the total amount of water all the solution needs
minus the waste
= the refineries running on fresh
you'll need to clock them right
?
how much total bauxite are you processing to scrap
620 i think wait
480 and 240
do you have mk5 belts?
ok process them into two groups, it'll make your life much easier
?
make a plan for 480
make a plan for 240
oh
with each of those two groups, process their own waste water in their system.
don't merge them
it's not impossible to merge them but it's annoying even if you're experienced. Which you're not.
im not merging
With fluids especially, keeping them in small isolated sections is yoru best bet
ok but are the fluids merging?
i need to wait
cause it sounds it
nope im pretty sure its still climbing slowly
ok i think i got it
so im overproducing silica solution
then the first ones stop
and well thats were it goes to shit
id need to overclock the scrap ones
then sink the overflow
cuz i cant be bothered to make that more efficient
personally it really looks like you need a complete rework of hte system, but gl with it
idk man i usually place stuff and it works
and if it doesnt i pray
Also I have a question. How do I do this?
I need a certain amount to go to a specific assembler per minute as u can see in the picture
fluids don't work that way , especially when you're doing with byproducts
exactly like you've done it
K I for real start laughing as soon as I saw that cuz wtf
huh.
i said jumpscare warning
are those 2 machiens making the 60 parts per min the other 2 machines need?
yes
then it'll work fine
how wouldn't it?
what happens when the first machine fills up since you're over feeding it?
are there 720+ conveyors?
mk5
Oh so thats just how it'll go ok ok
sorry I overcomplicated that in my head
it's called an 'overflow manifold' , or just manifold
it relies on machiens filling up and overflowing ๐
all you need is
- enough parts per min for the system
- a fast enough belt
Yeah I have those as well I just dont know why that didnt go to my head properly
it happens ๐
sometimes you fall down a void of your own make
well any comments abt the whole factory itself here?
if I should change it or literally anything
if it works, it works?
layout comes down to personal choice
fair enough
are you happen with it?
do you want it more compact? Less compact? using multiple floors'?
mostly these are all things you'll figure out as you play
My style changed a couple times fully
I eventually might change to multiple floors but thats in the future
fair ๐
I will say I might fail my chem test since I've been playing this game
It literally is addicting.
oooh yeah I've been down that road. Study first. Game will always be here
And I'm not saying this because I'm a teacher ๐
oh crap. what kind of teacher?
general sci, but maths chem physics as needed.
You got some good notes?
more or less
well if you're just trying to polish up, reviewing the questions given to you to study and any practicals would be good
prolly could be better
practicals?
never heard the term
if you're having specific understanding issues - probably google definitions or find some youtube channels that cover it? that is if the books and work sheets given aren't helping
maybe you call them labs?
pretty much what I was plan on doing
yeah, lab work stuff usually have questions directly related to content youre expected to replicate on tests
sounds like you just need to log off and look at it then ๐
check if the teacher has posted extra work sheets on line or practice tests? each school/teacher does things a bit differently
but.
go. shoo.
the more you work now, the easier tertiary education is.
Even if you plan on never using any of this its good brain training
yeah ur right I got a review from yesterday which summarize and has the same layout of what the test would have on wednesday but I literally have not touched it
You have everything you need at your fingers! No excuses now ๐
but satisfactory is also good brain training ๐
in some ways.
Yes. Good problem solving, spatial management, logic with trouble shooting.
But variety in recognizing different types of problems is extremely useful
Same thing I tell math students, even if you never ever use any of it later in life your brain will have been trained to look for important information and how to break it down
Yes'sir
Thanks for the help and encouragement.
AND SORRY MODS IK THIS IS NOT THE PLACE TO TALK ABT THIS STUFF JUST GOT OUT OF TOPIC A LITTLE!
no stress ๐ it's essentially my job and what I do anyway.
and the mods are fairly chill ๐
do the basic numbers
how much do 3x coal gens need
how much does 1x water extractor produce
also do the same for the coal. You don't need 1 belt for each coal generator
i produce 300m3 water per minute and each coal thing needs 150m3 per minute
you've also over clocked everything so who the hell knows what is going on.
don't bother over clocking your coal gens. It doesn't give you more power per coal
all it does is save you space.
if you over clock a miner? sure that will give you more ore. But otherwise, its just space
!wikisearch CG
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
some beginner friendly coal set ups.
uses 1xmk2 belt of coal, 3 extractors
no over clocking needed. Build on foundations
is this a good way to make an organised factory?
(on the left is where my old spaghetti mess was)
please use more foundations
you can save a lot a space with your belt work? but nothing technically wrong with it
and also you can place miners on foundations so long as they're not above ~2m above the node
oh
eh, foundations under miners is totaly optional
ive sort it out so the conveyer belts carry exactly what the smelter makes and the crafter needs
i think
i set it up a while ago and stopped playing satisfactoy for a few months and came back today
smelter makes 40, 40/3x2 = 26.666 so its basically good
@civic jewel keep your waste and fresh waters split like this
Ohh thats a much better way to do it. Thank you!
just takes a little bit of math and clocking
I highly recommend you process bauxite in their own sections, don't mix up the pipes from other bauxite lines together. Makes it much harder
I only hage the 1 bauxite vein right now. Its pure but 1800m away from where I process it
I plan on grabbing 2-3 more soon though
Producing 4 rotors, 5 stators and 4 motors. Total power consumption (in the future)
Doesn't produce much but it works ๐
@jolly summit
Interesting
hey guys, would you say this bauxite and sulfur nodes are in belt distance? or should i go with trains?
ignore the factory in the middle lol
I'd probably process the bauxite on location and move the sulfur with a drone or something? it's in an awkward spot.
but it really depends what you're trying to do
batteries. i dont have drones set up because i have no batteries
you can use fuel for drones
yeah but then i need a fuel line
sounds easier than batteries
you don't make fuel anywhere? if you do you can drone it in ๐
I'd probably pipe a bit of oil to the bauxite and maybe truck a sulfur node to you. You'd need some sort of fuel though
unfortunately there are no spots with bauxite and sulfur near each other
but is it really worth it to add another fuel source just for this?
I would consider that "near" enough
I mean batteries aren't really used for anything other than drones. so if you use something else for drones, you can skip batteries entirely
can't you use them with jetpack?
batteries? no lol
ah alright
anyways i wanted batteries to power drones for the warehouse
thats why
i have a lot of time now, waiting for phase 4 elevator parts
what now?
https://youtu.be/cuSlYLebSAE?si=vzWtJ_uYQz8otZ7U
found my answer
In this video Bitz will show you the primary fix for you fluid issues, no crazy mathematic manual needed or School Degree needed!
โค๏ธ: Bitzpedia - http://bit.ly/3YcBDDm
โญ: Become A Member: https://www.youtube.com/@ItsBitz/join
00:00:00 Intro
00:02:05 In Depth Guide
00:33:54 Quick Guide
--------------------------------------------------...
I wonder how much of it is wrong 
and i am already doing most of this stuff
I AM DONE WTF IS WRONG I GAVE IT ALMOST 5H TO START UP AND ITS NOT WORKING
i turend some of the fuel gens off at the start then watied for the last few to fill up and they did and after a while the emptyed again i tried rebuilding the fuel setup and that didnt work and i placed the HOR on the same lvl
wait that should be 400
wait should this be filling up ? that is the output
they're right nextdoor
for personal use prolly more like 10
for drone fuel, i only need one fuel source and then one fuel destination per item drone port, right? so i could do one drone for fuel source -> fuel receiving A, then another for fuel receiving A -> fuel receiving B etc?
as opposed to dedicated fuel supply ports for every factory
dumb question- what happens if i have a pipe say carrying liq X and another carrying liq Y, and merge them 
does the game push any 1 of those in the result pipe randomly or there is no liq at all ?
in my experience you get a notification saying you can't build here. you cannot mix fluids.... something to that effect
^^
@frosty owl lovely to hear and confirm sushi reactors can work!
Yeah, the idea really stuck with me, so I kinda ended up wanting to include it in my future plan ๐
( #screenshots message )
I just really like the idea of using one balancer to feed generators even if the different Fuels have vastly different throughputs (eg: in my plan, just "half" a Generator should be fed Ficsonium, yet it'll be split between ALL 16 generators; ie: each generator will run on Ficsonium 1/32 of the time)
well, well, well, if it isn't the consequences of my own actions
the throughput between the two drone pads (circled) are so exact that adding the station (boxed) puts the throughput in the negative
and changing the fuel (turbo) to ion fuel puts it back in the positive
I had no idea that it would turned out to be like this, but the pair is literally the worst pair I could have chosen
the other 2 pairs deliver packaged turbofuel (< 100/min needed) and packaged nitric acid (200/min needed)
I need 525 sulfur/min
at this point, rotating the entire building in the scim editor is the least effortful way to fix this
why the drones have to hug the ground, if only they would beeline to the pad
is there a way i can see my coordinates? specifically my y coordinate
I believe the ingame map shows you coordinates as you move the pointer around? Not super exact but might be enough
you can also use showdebug in the console
isn't there some showFPS debug command that does that?
Otherwise the console command showdebug or (I forget which, though it seems the former. :) will print an overlay which includes coordinates (though those will be in centimeters, I believe)show debug
how do I open the console?
Default key on US keyboards is backtick/tilde (below Esc, to the left of the numbers)
got it, ty all
Or rather, I seem to think that's the default regardless of keyboard, just that some non-US keyboards don't actually have the key -- I think in some regions you need to tweak an INI file to change the default
I've always been bothered at how that key's always called the "tilde" key even though backtick is more appropriate
oh wait, now how do i close it?
Same key. :)
when I press the tilde it just opens up the command promp
I think it's a three-cycle? Once for "short" console, once for full, (or maybe the other way around) and then once more to dismiss entirely?
(It's been awhile, apologies if I'm spouting nonsense)
i see, idk it was a cycle
doesn't seem to be? it's convoluted and has elevation changes within it
this is not a particularly good vid
yeah I haven't really seen any "good" SF videos in relation to fluids ๐
mostly he seems to have spotted the fact that junctions on pipes can be wonky sometimes but seems to attribute it to having extra volume of liquid space to fill?
the thing that is wrong is the dev's philosophy about fluids
the only way currently is a mod, pipe tuner
or you can just learn a few basics. And have reliable piping.
that is having to learn workarounds for a faulty system
ah the ol' 'pipes don't work how I want them to work, so I'm mad now and gonna call them broken'. Classic
you can call me whatever, they are selling an incredibly obtuse and frustrating system as an interesting game mechanic
everyone has their share of pipeline nightmare stories, idk what to call that if it is not broken
almost as if they are expecting the players to walk into their trap.
To be fair, there are people who build 600/min systems and have them work just fine without running into those problems
Though I certainly wouldn't say no if some of the rough edges were smoothed over on the current system. I agree that to many folks it's a frustrating and obtuse situation
using a few basic points of knowledge
I still don't quite know which way the most recent video troll will go. It's possible they've been working on stuff for 1.2!
I had a system lag seemingly solely from its length
I expect they're just going to turn pipes into covered belts. They woudln't troll something like just fluid trucks
That was my original thought but honestly that would be an epic troll if it really just was the fluid trucks. :D
I mean, I wish, but no.
And it was just the video thumbnail...
Like I say: just because it can be made to work doesn't mean it's a good system
But yeah, I'm still landing on that they have been working on stuff, so it'll be interesting to see what comes with 1.2
this is a game where a vibrant tropical paradise coexists with 
I don't put it past them to troll us over and over
Of course the other way to "fix" most pipe problems is to just build your pipes with something like 590/min in mind instead
Even simpler than most of the other fixes we generally suggest. :)
even 590s tend to need loops. And they'll suffer from everything else, like split elevations within the manifold
Anyway, I remain cautiously optimisticish about v1.2. We'll see! As I say, I don't actually mind the current pipes since I know how to work with 'em, but it'd be nice if players don't run into quite so many walls when pushing up the flow rates towards 600/min
I do hope they keep the essential pipeness about 'em, in re: turning-into-belts. I too don't want them to just turn into covered belts
Time will tell!
they could turn them into power cables? ๐
pipe tuner already solves the pipes, no need to be sarcastic
what are the essential pipeness things in your opinion?
no directionality, imo
Heh, I will dodge the question slightly because I admit I don't really have anything but vibes in mind. :D And also I've been putting off getting groceries, and I've gotta get over there before they close.
skitters off ๐ป
the one thing mcgal talked about was a setting in pipe tuner which sounded like it effectively stopped any possibility of back flow.
which, if while technically being bidirectional, but never do, just makes them belts right?
Why is there backflow, anyway? It is not like it is perfect elastic collision when two fluid masses collide
or ig why is backflow that strong
As far as I understand, fluids seem to act as if they're always under the effect of some sort of "agitator". Fluid never rests and always tries to move in some direction; some movements/oscillations get greatly amplified and this results in "visible" and non-intuitive sloshing
It'd be cool if fluids had a viscosity that could dampen sloshing. Like, crude and HOR would be more viscous, water and fuel would be less.
But that's just another parameter that could cause more issues than it solves.
Probably stupidly overkill for my first steel factory aye?
Nah, that's solid. Though you could save some steel if you use Encased Industrial Pipe recipe instead, cuz pipes are cheaper than beams
Not even close to overkill lol
Also, if you have a shitload of limestone, you could do molded recipes for both beams and pipes, and save even more steel
That is already the plan
I do have 2 pure nodes next to 2 impure coal and 2 pure iron nodes
The coal looks like the main limiter then.
I can't read, don't mind me
Need mk2 miners though and mk3 belts to make this setup work though
So hand crafting the parts to do those milestones
Have yet to do a modular frame and rotor factory
Yeah, or just start it with lower mark and have it run slow for a bit till it makes what you need.
they already do. it's just 1 for all fluids lol
Modular frame factories are hella fun to make, taking it all the way up to PCCs and pasta
I mean different viscosities ๐ ๐ญ
Might do a factory that can do 10/min, 190 iron ore per min
You using stitched plates or nah?
I personally like the bolted recipes for both, cuz at this stage, beams aren't too hard to make and steel screws are cracked.
I don't really care about the extra cost, I save space on machines by getting double the rate.
I've yet to get steel screws
In good time
Was actually looking at steeled rotor, to see if its worthwhile or not over normal or copper rotor
It's nice cuz then motors are only pipes and wire.
And if you already have molded pipes, you can make those in abundance
Hm, might need to find another iron/coal node close by somewhere then
What zone are you in?
Guess this area. it is a little bit away
I'm in the rocky desert
Current area im occupying
Those coal nodes are pretty solid
Doing the steel factory up there with the impure ones, cause might as well
@quick gorge BTW, feeding sushi to power generators might just be the "easiest" kind if sushi there is 
The Generators are effectively the only machines that
- Always run if they have Fuel + Water, without needing any sinking
- Can process different kinds of items automatically changing the recipe
This implies that no matter what mix of Fuels one has on a belt, they don't need to bother unmixing it (or even balancing it) before feeding to a group of generators so long as the generators can consume all that Fuel, without worrying about clogs or adding Sinks... 
Plus, you could use that copper for regular wire recipe instead, better conversion and fewer machines required.
Just need to bring in a separate resource, but that's hardly an issue since it's already there
Wondering if its worth setting up tractors or not
Or just blade bhop around to them as needed
Could just upload shit to the depot
They are pretty fun, and the upgrade to trucks makes them even better
All your belt-building mats and other criticals should be uploaded ASAP
Concrete, rods, sheets, etc.
Once i have the steel factory online, i can pump out depots really
Yerrrpp
I'm a modded MC player, more specifically one of the hardest modpacks for MC. Gregtech new horizon. Saw the Digital storage mod the other day for SF. Looks hectic
Want to do at least 1 vanilla run before i add some mods in
I just removed Refined Power from my save cuz eh
Most of the mods now are just architectural and QoL
Also, Grappling Hook
That is really nice for early game mobility.
Cartograph, for one
That way you don't need to use SCIM for showing maps of your factory
Infinite Zoop, for two
Have you actually checked that you save space? Because compared to steeled frame + stitched plate, I'm pretty sure you don't. The extra cost means extra machines for processing, you know? Just earlier in the chain
I'm actually not sure, considering the resource chains I use because it is a smaller part of a larger factory, so I'm not really factoring in the machines that make the ingots, cuz they supply like 7 different buildings.
I just feed the building ingots and I get what I want
Cuz also, my PCC factory is aluminum-based, and i use the Instant Scrap recipe and the quartz purification/silica distillation, and the iron comes from leaching cuz it feed two other buildings, and and and...
Either way, i use so many refineries, optimizing for space is a fruitless endeavor
This should be good over in that area to the east
nice
although, you don't really need to keep stators, they are only used for making other parts
Any cleaner way of doing this top row of belts?
True, but could use them as sink parts?
put a temporary floor of foundations, put belts on that
Ohhh, good fucken idea. Obvious fucken answer as well
Much better, thanks
Match the heights
heaps of times, the solution to a thing is to build other objects to line them up properly. Even if only temporarily
and tons of solutions to things seem really obvious afterwards xD
I didn't know about splitting fresh and waste byproduct water until someone showed me
They do (albeit underpowered). It could be different for different types yeah, but huge headache to manage each fluid type then and communicate the differences and management strats. Realistically it'd need a larger fluid rework with characteristics like friction being a lot more dominant (and pumps creating flow, to overcome it). I don't expect that, it would be very hard work for a game ๐
How do you get converyors to go straight properly when it goes up a ramp?
Mine seem to dip in a bit
Hey, my name is Meza and this is Super Quick Satisfactory Tutorial about another new, GAME CHANGER method of building conveyor belts that are straight on ramps.
If you have any suggestions on what I should make a tutorial of, drop a comment on youtube or here: https://meza773141.typeform.com/to/B0Xiq37t
โช๏ธ GAME CHANGER FUNCTIONAL FOUNDATIO...
Legend
youtube has a lot of little tricks recorded
Hm, not working. I'll look another time. Time to get off anyways
@jolly summit @minor silo
First part is max flight speed across megafactory. After 30s it's hands off.
this is with belt distance set to second lowest notch to preserve performance (items on belts over ~200m away aren't visible)
I see. I have the conveyor quality on ultra
I'll try running CapFrameX
These are all my graphics settings
Can you set conveyer render distance to medium and frequency unlimited
and lumen off if you have it on
I think Medium might be part of the issue. It massively raises FPS in general so it's actually a way better experience building stuff with that setting, but it might worsen that traversal stutter due to loading belts in and out more often.
sent you my file because it has way more stuff in it
Here's what mine looks like on this base
I guess you mean Zatie not me lol. Anyway that frametime grab was a 2 min ride in the train.
sent to you both ๐ and Zatie was able to repro traversal stutter
@opaque oak Pic here.
I move forward ~1km. Stop for a while, then turn around 180 degrees and move back ~1km. It stutters just as much on the way back.
you can see while it's stationary, performance is consistent. While moving, there are frequent stutters of moderate severity (equivelant to several frames missing)
And the point was that if you head back immediately, then for short distance there shouldn't be any of those if it is the level streaming.
The stutter starts within about 1 second of heading back, so that is immediately. The time where it's stable has no movement (just camera turn in the middle, hence the FPS change)
does it stutters sumilar on empty map for you?
Nah, only with a lot of stuff. More stuff, worse stutters
It is a problem that you can't entirely avoid in game dev, only mitigate as best as possible
well, try megafactory build being the client in network game - you'll see stutters for real )
it's not something that i really noticed a lot until i was doing that x3 (but on my scale it is present singleplayer, just worse with multi)
I'd like to contribute to this concept. After your original post I made a 3 fuel coal generator setup. You do need to "balance" the inputs, in my case throughput rates so that compacted coal provided for half the time and coal and petroleum coke each for a quarter. The distribution also needs to be balanced otherwise you get an arbitrary mix to each generator, might be more than required, might be less - certainly when I didn't allow the programmable splitters to do a proper item distribution, I got a backup to one of the generators.
i dont know how impressive this is but i just made a 100% efficent turbo motor factory - first anything like this ive built :)
I'm gonna be a bit nitpicky, but this factory can't ever be 100% efficient due to requiring repeating decimals
It can be 100% efficient 99.9999% of the time 
0.001% rounding window of efficency*
Eh, number is a bit random, but it can be calculated based on the error in rounding
The question is: can any factory run at exactly 100% uptime? Like how accurate is the engine? How good is it at keeping time?
my definition is "assuming no bugs or lags or anything like that, the factory is theoretically 100% efficient"
otherwise there's tons of gray area when talking about it, which is hard to account for when building (and can potentially behave differently on different PCs)
Oh wow, I did not expect anyone to follow up on something that niche ๐
To clarify, by "balancing the inputs" I meant using a balancer instead of a manifold for the input of the generators. It is assumed that the items are provided in exact amounts/min already (either via balancing or clocking machines), matching what the generators (in total) take.
As you observed, if one doesn't balance the input the generators will get uneven amounts of fuel (eg: one may get all Coal, the other all Compacted Coal which burns slower), but once some generators back up, the whole system should balance out (in prior example: some Compacted Coal would trickle to the Generator getting only Coal, making both run at full efficiency).
After all, the total input in the system equals a set amount of (fuel) energy per second, matching exactly what the generators can consume: there is no room for items to back indefinetly
Imo, if it can run fine for anything >10k hours, it's practically 100% efficient 
Nobody is gonna spend 10k hours in a single savefile is the thought behind that
Theoretically, if you type in 100/3 into the clock speed window, the result is exactly 33 1/3, not whatever the floating point representation of that is.
And, at least results of calculations seem to be stored without rounding, as just a float. Typing in 33.3333 and 100/3 gives different results when viewed via SCIM, despite both showing up as 33.3333 in the clock speed window, while typing in 33.333333333333 gives the same result as 33.3333. So it'd seem manual inputs are truncated to 4 decimal places, but results of calculations are not.
But I still don't know how the cycle time is calculated exactly, as that's probably the only thing that actually matters
well computers mostly can't represent repeating decimals, I don't think there's a float representation of exactly 1/3, so it would still (in my head) count as not 100% efficient
Oops fixed the image. Planning out drones after not using them to full efficiency on my first playthrough. Is this diagram the most efficient way to run a fuel route along supply/receiving ports?
And for fuel stations, n-1 drones where n = fuel stations
Maybe add a final drone connecting the last fuel stop with the first one? And in this example does the SC destination need its own fuel depot?
wait im just thinking about this and what do yo umean it cant be 100% efficent? just because its split continous varibles dosent mean that its not 100% efficent, factories make a finite amount of things that CANNOT be split so even if youre running split .999s then an equal amount will always be made OVER time amking it 100%
100% efficiency is "machine running 100% of time"
If you have repeating decimals, the machine is either slightly overclocked (and will ocassionally stop) or slightly underclocked (and not make enough for next step)
i have several factories with split varibles running 100% of the time, can you send the factories that youre having trouble with? you must of done something wrong
like look at this
OP has repeating decimals in number of machines
(And the ingame efficiency meter is unreliable)
Because it's a running average over fixed period of time
and that means for it to be at 100% then there are NO delays
So if the period is e.g. 5 minutes and the machine stops for a second every 10 minutes, the meter will be wrong half the time, claiming it's 100% efficiency
but then that would mean another meter would be showing 99% efficency somewhere in the factory right
No
is there a mod that can confirm or deny this
there's logic that can confirm this
unrelated but i FUCKING love the overflow / smart splitter
imagine a single machine. It needs 100/min, but only gets 99.9999/min. Statistically, it has 99.9999% efficiency
logically, it will stop at some point, once in many minutes, for a second or so. When it stops, the efficiency of the machine is lower, because it didn't run. But because it stopped for a second, it will have much lower efficiency (depending on what the timeframe to measure efficiency is - f.e. if it's one minute, the efficiency will be 98.3333%, if it's 10 minutes it will be 99.8333%, etc.). But once the machine runs again, it can show 100% efficiency, because in the last X minutes it was always running
that's why the meter is unreliable, it only shows efficiency of past X seconds/minutes
(though there have also been some unconfirmed reports of it straight up giving wrong values, off by several %)
and for similar reason, the OP's factory can't be 100% efficient, because they have machines that need to be clocked to repeating decimals (which is impossible). So the machine needs to be slightly overclocked or slightly underclocked, which makes it either need too much (and be the case I mentioned above) or make too little (and the next machine doesn't get enough, again falling back to the previous case)
Actually, simple answer: yes, just always round up for outputs and sink overflows 
BTW, have you observed the "unbalanced" system after a while? Seeing wether it stabilizes or not should confirm either of our hypothesis ^^
(You could use a normal splitter too)
Noob question, here: If the constructor calls for (2) of something as an input, at a rate of 20/min, does that actually mean 40/min, or is it disregarding the quantity of the input and listing the rate for the individual resource?
it needs 2 per cycle, or 20 per minute
OK, so the rate is always per unit (i.e. ingot) even if the constructor shows a x2 for the ingot as input?
it takes 2 for something every 6 seconds. an average of 20 per minute
Thanks, now I don't have to tear down my factory, again
you never have to ๐
I mean, at least for the next hour or so.
huh? you can split a pipe full of water acc to it's origin source?
split as in keep separated
you have a group of machines consuming only fresh water and another group only consuming recycled water
Will this train station setup work? Cant get my head around how to get the pathing right. I want multiple trains to be able to enter the yellow line and path their way to their station (green rectangles) which then act as blocks.
it'd be better if you put the cyan station above the yellow line. trains might try to drive through it if the path around it is longer
thats what i figured. But should work otherwise right since the "detours" for each station is longer than the main line?
yeah, as long as the path through the station is longer, only trains that want to stop at it will go there
I'm using 7 coal generators, just because that would mean 50/min compacted coal and supplying half the mix is 25/min.
A quarter of the mix using coal works out as 26.25/min and the remaining quarter of petroleum coke is 43.75/min.
The "load balanced" distribution just works.
The same coal/coke feeds to the same generators distributed as a "manifold" don't (screenshot before start of run). I've done two separate runs and the result is the same.
I don't do any "pre-fill" and because mixed items prevent the input buffers from completely filling, production seems to stabilise fairly quickly across all the generators.
However, after a short time (10-15 munutes) the feed to the last generator is visibly backing up at its splitter input and seems to increase as time goes on. The second to last generator also starts to idle intermittently.
Could be some maths involved here and the ratios I'm using, but I suspect that because the input is mixed there are variable consecutive amounts of the same item being feed to the generators and these are buffered immediately. If this less than the average, you get an "over" overflow with the excess ending up at the last generator. If it's more than the average then you get a reduced throughput upstream. This would typically affect the last two machines, but the last generator has the excess to use up so only the second to last generator is being starved.
I imagine if I waited long enough the backup would go all the way to the source outputs.
@obsidian breach train stations add a +100m penalty for trains not driving to that station, so assuming the track just goes right around the station, it shouldn't be a problem (at least I never ran into it without having to do precautions)
the manifold design is easily tileable, and the downside of prefilling is easily solved just by turning off 2 generators and letting it run for a while
not saying it's necessarily better, but just my philosophy of "balancers are seldom necessary"
when i back everything up, then turn on my fuel generators, they work for a little bit. eventually, the last 4 generators on each side (the middle 8 of this screen shot) get suffocated from fuel. do i need to pump the fuel up into fluid containers then flow them down into the generator line or what is wrong here?
usually it's recommended to do vertical loops
hmm into the generators?
This is a mixed item feed; coal, compacted coal and petroleum coke to all the coal generators. If any input buffer contains one type of them, any other type will be blocked at the input until all the buffer content is used, so turning off a generator in this situation isn't going to fill it.
As @frosty owl posted, this is something niche, and from earlier posts, testing the concept before applying the same idea to nuclear reactors with their different fuels.
For that case i would definitely set up the belts to give an equal amount of each fuel to each generator (not just an equal amount of fuel items, and definitely not a manifold)
you can even put a buffer before the gen but shouldn't be neccesary
That will work, but you could add more signals along the yellow to allow more trains on it at the same time. For example i might put a signal before every merge in this diagram.
Is sloppy alumina to electrode scrap to pure aluminum ingot the way to go?
It's a way.
The thing is: when the system doesn't have a balanced input (ie: manifold/sushifold or balancer without programmable splitters, same effect in this case), I'd expect some of the Generators to back up on some kinds on Fuel.
After they (and the belts between them and the splitters feeding them) are full, the overflow should go to other generators (which should be starving every now and then) and eventually balance out without backing up further than the first splitter/merger of the input system 
I'll be running a test too (with 6 generators, just to make things visually simpler)
Pure ingot simplifies and makes it easier to build anywhere, but with exp i would centralise aluminum a bit (rather than having to build it 5 seperate times) and throw in cheap silica for yield.
Yeah my first playthrough was the way I mentioned above. Might try to get more aluminum per bauxite this time around
There's plenty of bauxite, but adding cheap silica can be an easy yield multiplier
since there will be quartz and limestone between your bauxite nodes ๐
you can also mix at arbitrary ratios to just use whatever silica is easily available, and pure the rest. It's +33.33% improvement in scrap to ingot ratio while you have silica.
well effort to output is always up to you
personally I'll never use all the aluminium from sloppy+electrode in any case.
and imo it's always easier to just bring in more bauxite instead of mountains of silica for a small output boost.
but everyone is different
@summer flare In the end I went for 8 Generators as that's the most "classic" number of Coal Generators to use ๐
I set the amounts of Fuels so that they had quite random numbers/proportions between one another. The Generators' input is a manifold with normal Splitters.
The result: it acts very similar to a normal manifold, but:
- Rather than having 2 machines at the end with no items backing up, only one machine will end up with no/few items backing up while all others should have a full belt of items behind them
- It takes MUCH LESS to fill most of the manifold compared to a single-item manifold as the machines don't need a full stack before items start backing up on belts
- It can take MUCH MORE to fill the very last two machines (my setup had yet to reach full equilibrium on this part, but I'm confident it would eventually as the input is just enough for all generators, no less) as the Splitter feeding them can end up giving a tiny bit more Fuel to one Generator than the other, leading to a very long time before one of the two has its input belt backing up completely... (one of the two just goes idle very rarely, the more rarely it does so, the longer it'll take for the system to fill up)
it's popular, for a reason (greatly simplifies the line)
Personally I end up using a variety of production chains for aluminum, over the course of a playthrough, depending on what happens to be convenient for the bauxite node(s) in question. If there is oil available, I do tend to use sloppy+electrode, but for me it's far from a requirement
Really just depends on what local nodes exist plus what kind of bauxite-to-ingot ratio I'm willing to live with, personally
cant seem to find out why the fluid in these black pipes arent evenly distributing fuel, 4 of the pipes are coming from 2 refinerys that are producing 40 fuel each and i split the 2 pipes into 4 pipes and 2 pipes seem to be getting signifgantly less fuel/flow than the other 2 and i just CANNOT figure out why
the top 2 pipes are no worry because they are connected to something else
Would need to see from overhead how youโre feeding them
Could also be a headlift issue
they are being fed from the bottom also are connected to a tower
attempted to fix it but the headflow stops at that segment and dont really know what the issue is๐ญ
Dont think pipe splitters split evenly period
so Iโm just at a lost cause then is what Iโm hearing and I should produce more fuel to compensate
You never have to produce more than you're consuming
ohh i love when its working
would need overhead images of how it's actually being fed to the machines
also why so low a flow in so many pipes? could you not have combined them?
@somber crag ^ it's really up to you which one you pick. See e.g. #math-and-meta message
Also if you want to discuss things like this, don't post in channels where we can't reply
as in into the generators? also mainly so many pipes cause i thought pipes split fluid into equal flows and ive never had an issue with flow rate until this point in the game so didnt account for running into something like this happening, i also figured out the issue ig curved pipes just kinda cause issue?? cause i switched to straight pipes instead with the same setup and it just kinda magically fixed itself
also the 6 pipes pipes coming from the fuel factory being 50% an aesthetic choice and 50% an assumption that it would just kinda work i guess๐ญ^^ 2 of them also being completly seprete fuel pipes that are gonna be used for HOR into more fuel
ohh that, yup, glad that i read about this in that fluids manual
ah wait, were those all one pipe before and you split them up like that?
An image from the fuel sources would help because 2 of those pipes straight up empty
And that problem definitely comes from the source
Those 2 pipes arenโt being used yet those are separate
from the pipes Iโm talkin abt
I would put pumps near the sources because thats a safer way to read head lift
Rather than relying on the refinery 10m lift
which is practically invisible
Itโs 2 pipes split into 4 from a single line manifold
yeah I'd just keep it one pipe in this instance, with no elevation changes or branches
So just closer to where the fuel is being produced
Yeah like right next to the producing machines
Not even any higher than ground level
Iโll try both cause that also might just get rid of all the problems
simple pipes are happy pipes
Simpler networks are easier to troubleshoot
And if you keep networks seperate if its possible that also makes it simpler and easier
You can fix one and then focus on the next
was planning all of my 2th phase production i got 6 full mark 3 belts filled with the iron ingot (1620/m in total) so i was trying to distribute all of it and then i met my problem.. 240 usage for the iron rods and i didnt find any ways of fixing that so i thought maybe someone knows how i can distribute my iron in a better way?
what's the problem?
iron rods are taking 240 instead of 270
it says 270 on the plan?
i only use 240 when i need to use all of what i got with the peak efficiency
oh I was looking at the other constructor with 270
so i somehow need to use either 270 or 540 i guess
Because that's how many you need for the reinforced plates and modular frames?
Like it's not gonna use more for no reason
that's how much the next step needs? whats the issue?
not sure what the problem is, if you need 240, feed it 240
yeah i was trying to make different usage but then its too much for 1 mark 3 belt but not enough for 2
mk3 moves 270 though?
You know you don't need to fill belts, right?
A mk3 will carry 240 just as well as it carries 270
i know but i have 6 full mk3 belts
i want to use everything i got without wasting anything
you're not...
there's no waste, resources are infinite. Just underclock the miner and use the rest later
yes
in what way?
Shouldn't've made 6 full belts of ingots then
i already got this thing that is producing 1620 of the iron ingot per minute
and theres 6 mk3 belts as you can see
wait, your numbers seem wrong, arey ou using any alts?
i need to distribute everything what i got so i produce as much as i can of such products as rotors frames etc
you can just underclock it to produce what you need
That doesn't use even close to 6
don't start with ores, start at final product and work backwards to how much ore you need for your project
yeah thats why its unfinished
ah nm right numbers
didnt distribute all still but i saw a problem
that im consuming only 240 somewhere instead of 270
Then send that 30 somewhere else?
... then make more? I guess? you're not wasting anythign if you're making what you want to
well i was thinking of that but thought that i can avoid that bc i already have my smelters ready
sounds good but where thats the problem
To the part that's not finished yet
a sink for points? you're really creating a fake problem here
ehh... ill try to make new calculations with some new smelters i guess... 
so you want to use 1620 ingots pm?
thats a waste bc my little friends made me able to buy everything i need from the awesome shop
exactly
here you could do something like this if you really want https://www.satisfactorytools.com/1.0/production?share=0uf5cRjiba5nmk38O24F
Like if your goal is to use 6 full belts that doesn't mean you need 6 production lines that use a full belt each.
One of them can use .75 if you have another that can use that .25 extra that the other one didn't
well i mean this is quite problematic... i have 6 belts
reinforced iron plates use 3 belts - perfect
rotors use 1 belt - perfect
modelar frames use 1 belt and additional 180/m so i have 90/m that i cant use anywhere
did you click on the link I shared?
stop thinking about belts
think about items/min
Yeah, this isn't shapez XD
the only place where belts are a limiting factor are miner/extractor outputs
everywhere else, you can just use multiple belts and aren't limited by the throughput limits of a single belt
Well, and single machine input. But you can just replace them with several lower clocked ones
yeah but isnt it the same
it uses all 1620 ore - what is the issue?
i mean how can i make it distribute everything for me
indeed, there is always a workaround, except for extractors
you clock the machines
it uses 1530
A balancer XD
Hoping it's not too late to re-tackle the original issue: would it be acceptable to just increase the Rods production to 270/min and having an additional factory output of 30 Iron Rods/min? 
distributing the parts is what YOU ๐ซต have to solve lol
otherwise there's really no game
clock machines, use manifolds and balancers
no distribute the ore between the 3 products
show me where the 1530 hurt you
you could also use this, which also uses all 1620https://www.satisfactorytools.com/1.0/production?share=FmWc8Hr8cI14WsAQy7GB
I'd do this instead of what cobalt sent https://www.satisfactorytools.com/1.0/production?share=8xjqhXvAJTE8u0YMVkkj
Much easier numbers and slightly more useful amounts
now the resources per minute hurt me ๐ฅ looks like the only exit that i have is too make some completely new smelters and make new calculations
yes you have a new plan, why are you surprised by this.
and decimals can't hurt you. They are something to get used to
so be it...
i better get some other problems than see THESE usages per minute in my calculations 
i dont like how my smelters look anyway so ill build new ones
just clock your machines as needed

i was saying that about this idea
for example the screws here
mean you need 4781.3% clocking spread however you like
well thanks for that now i for sure know that theres only 1 way for me
I mean, there's many ways to use those 1600 ore.
Infinitely many, even
many ways for people only one for me
Try scaling these problems to smaller versions that involve 2-3 machines instead of entire factories and see how they work. Youโre still learning how parts of the game work and it only gets more complex, so start with the simplest version of the problem possible
@little widget (In case you missed it)
Not really used to actually paying attention to alternate recipes, I have 4 hardrives, the first is copper rotor or cast screws, what should I take?
don't post in multiple channels, also see the message I replied with in #satisfactory
I put it in here, because you referred me to here
no, I linked a message that's in this channel. Click the link and it takes you there - the message answers your question
it's a good general reply to 'what recipe to take'
There's no meta for this game. It's most dependent on your particular situation and personal preferences. So really up to you.
This is my first time making a load balancer and itโs confusing as hell. Iโve 2x outputs of 40 and 4x outputs of 25 for a total of 180 P/M and I want to get it nicely into 6 belts of 30 each. Any tips?
depends what belts you have
I mean a 6:6 would be able to do it regardless, but it can be done simpler if you have fast enough belts
hi i am trying to make this. i wanna ask will my power plant be clogged and stop working if i provide more than the exact amount of fuel to convert into turbo fuel? who should i be worried about in this plan? any suggestions
if you sink the resin (or use it on something that doesn't clog), there isn't anything else here that can get clogged, unless you do something dumb with the canisters
canisters?
the ones involved in diluted packaged fuel
i am a new player and first time using fuel so i am a little troubled
if you put in too many into a loop, it can clog
you should do loops that have 1 packager, 1 refinery and 1 unpackager, and usually ~20 canisters per such loop is fine
Ah i see what u mean because the number of refineries is the same as packager and unpackager
where can i build this ? i already have the aluminum
Z=300
Lets say i connect a mk1 pipe to a lot of machines mu the pipe is mk1 so only carry 300 but the machines are already filled with fluid and the place fluid comes from is also consistent with the demand if i wait a while to let the pipes and everything fill and then start everything will the pipes supply fluid to all the machines necessary?
in theory if you dont use more than 300 you will be fine but in practice there is problems with pipes and fluids in general. i dont recommend using full pipes try to use less than 300
i see i see thats why next update is said to fix fluids lol!
with a mk 1 pipe it should be fine because their velocity is so much lower
300/min is prefectly usable
the concern that 300/min doesnt work is - in all honesty - on shaky ground at best
in practice, what CAN mess it up is if you did some very questionable pipe jobs
things that can mess up even mk 1s are things that universally affect pipes badly, such as building a tower that fills floors from bottom to top.
Or feeding your machines with a pipe supply manifold from below (where each pipe connection goes up to a machine individually)
For your situation, merge one 40 and two 25 belts together for one belt of 90, then split three ways for three 30s. Do the same with the other 40 and 25s for another three.
I'd want stitched plates and iron wire
maybe the inventory too
All of them are good
Does water behave differently than conveyers in terms of flow rate? I.E. does the flow rate equally divide itself between the number of outlets, or do I need to coordinate the splits in pipes to equally distribute flow rate downstream? Sorry if that doesn't make sense.
yes, water behaves differently, kinda like real water
you never need to do equal splits, not with belts, not with pipes (and it's hard/impossible to do with pipes)
in pipes, fluid can flow in both directions, so you can't really say "it divides between outputs", because there's nothing like "output" ๐
Wait, you don't have to with belts? It just equally divides the source output between the number of outlets?
if one machine needs 40 and another 60 and you split 50/50 between each
the machine consuming 40 will eventually become oversupplied, back up, and be unable to accept more than 40
meaning the 60 machine will start receiving 60
this is the idea behind manifolds
!wikisearch manifold
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...
pipeline junctions don't do even splits, they are neither splitters or mergers
Ugh, so I've been filling my factories with splitters trying to get the exact right number of ingots to each constructor for no reason at all.
well the one (and only) advantage your approach has is that the machines will run instantly at 100% capacity, while with the manifold approach, it may take a few minutes to fill the early machines so that enough material overflows to the later ones. But in the end they both work the same, just manifolds are way easier to build, though take a bit of time to warm up
I'm assuming this community has a meme with the Architect from the Matrix saying the bit about "We've destroyed the matrix "x" times; we've become exceedingly good at it?
replacing matrix with muh factory . . .
ever rebuilt a factory because it was offset?
once you finish the game (a couple times) you learn how to avoid having to rebuild
step 1 is: stop rebuilding
My facilities are about to get a lot smaller, that's nice.
Thanks for the information
it seems like early game
cast screws are extra helpful then
I'm always a sucker for the double manifold
My ocd wonโt let me stop rebuilding
Build new instead
where should i build my coal power if i started around grassy fields
i have the big power tower things so i can transfer the power quite a while
to the northwest theres a big pit with a bunch of coal and water
its basically right in between the grassy fields and the cliffs towards the west
this is the crater lake?
crater lake is off to the east
this is pretty much just a pit with water and coal
one of the coal nodes will need explosives to get to but its not too much trouble
i dont have those yet
yeah you can come back and upgrade the power plant once you get them going
all the sam nodes are so annoying
theres one underneath the arch in that biome
ive only found ones in caves which i need explosives
just watch out for the spider
the arch below that red circle?
big arch that the moth flies under
bottom right of the biome
near where the coal and limestone and sulphur is on the map
Halfway through my 15/m rocket propulsion system factory for tickets. I took a couple month hiatus so Iโm slowly remembering where I left off and itโs so hard
what's the best recipe to make non-fissile uranium? idk if I should prioritize the amount of uranium power plants or plutonium power plants. additional information, I don't need the ammount of power im going to be producing, I just want to make the most of my uranium
decide how much power you want mostly.
Personally I don't bother with using p rods for power. Don't like permanent waste and ficsonium is dumb
if you're burning both, iirc, using the base plutonium recipes gets you more power?
I'm probably sinking it and then if I feel like it I will expand it how knows
just use the base recipes then
even just hte base recipes for uranium rods will get you tons of power
on another note, is plutonium pellet worth doing or should I skip to instant plutonium cells
again - if you're just trying to get lots of power with uranium rods, "just use the base recipes then"
I was trully shock by this when I did my first power plant with 150 uranium
the more p rods you make hte fewer u rods you make
really depends what you're used to
full uranium rod production will get you 630gw iirc
yeah but I assumed it doesn't matter since I only dealing with nuclear waste
sure but if you're just sinking the p rods, base recipes are cheap and nice
and you can use them in trucks and drones
they don't make plutonium waste if used as fuel or make the world radioactive?
nope!
and from memory 1 p rod per min is worth about 250 batteries pm as drone fuel?
and it's tied for hte fastest flight speed
Fertile uranium is generally just bad. It does give you more Plutonium, but the extra power you get from burning it is less than the power than you would've gotten by making uranium rods out of the uranium it uses
'bad' here depends on your goals and is subjective. If your goal is 'more plutonium rods' , it's great.
kyo tends to make subjective opinions sound objective. Which they are not
not bad honestly, I thought I was going to have killer drones in my world if I used nuclear power for them
I realize this wont be useful for most people, but I made a calculator spreadsheet for phase 4 parts (and technically useable for parts below)
The reason most people wont find it useful is it only works with the specific recipes I chose to be most fitting for me. But if youre interested anyways, here it is.
https://1drv.ms/x/c/6DED5D5900B33F41/ETyYqkOsrdNBjzxXpDv5mjYBGyme_SSC25W1ubrazbcCyA?e=f1ZC3M
Also open to any opinions on why the recipes I chose might not be the best choioce.
I built an 8 coal gen plant, but somehow its capacity is only 585 lmao
Anyone know why? The production lines in the power poles are completely flat
Underclocked one accidentally?
oh they are still radioactive xD but won't make waste
lacking water?
They're 75 MW each so 585 is impossible
honestly look if the inputs are comming into the machines correctly, you don't know how many times my coal factories have been ruined for a missing or underlevel belt
are they all connected to the same pipe?
delightful
Ok no i fixed it
The pipe junction was just being annoying
When do i get explosives?
when you unlock them in the mam
Oh i didnโt know they were mam
Which tree
sulfur. The MAM building is yoru best friend and has all the goodies for you.
a lot of peple have issues not reading the flow limit on pipes
if you did a 100% clean nuclear does anyone know how much energy that nets? and the raw resource count it would take?
just uranium rods? 600gw or so
afaik you can't turn max plutonium waste into ficsonium
use a planning tool if you like
how come?
not enough resources
what istn there enought of?
SAM
what do you need sam for?
ficsonium
for that you need waste and dark matter no?
no, SAM is an ore you mine. It can be turned into darm matter residue
you dont need to use sam tho
feel free to try to figure out how to make ficsonium rods w/o SAM https://satisfactory.wiki.gg/wiki/Ficsonium_Fuel_Rod
I wish you luck
Ficsonium Fuel Rods are a very late-game fuel produced by reprocessing Plutonium Waste. They emit the most radiation per item out of any radioactive item in the game.
Burning Fisconium Fuel Rods in Nuclear Power Plants produces no waste.
Alternatively, they can be used as vehicle fuel.
You need it for Ficsite
whats the best you can do?
Best what?
for power
use rocket fuel I guess. There's more material per power unit on the map for it
also the trains got sorted :) it was game math error with mergers causing a bug or so
Does the flow rate statistic really matter. I just hit tier 3 and Iโm trying to get coal generators working but Iโm so confused by it all and nothing online seems to help that much
mostly just pay attention to what is happening to your machines
most common newbie error is not looking at maximum flow rate of pipes
more info and overhead images of your issue would be needed
Iโm just confused because when I watch the flow rate of my pipes where Iโm running 3 water extractors and 4 coal generators I know the maximum would be 300 but I see it fluctuate anywhere from 60-220
ok but how much water are your 4 generators using pm?
you're trying to cram 360 water pm down a pipe that can only move 300 water pm, to a system that needs 180 water pm.
and you're expecting stable flow?
Not really Iโm just wondering how this works and if I messed it up or super messed it up
fluids work off average flows. Don't worry about it. Worry about if your system is working in a stable way
Ok thanks
also work out the actual numbers you need. At least for your power systems. You don't want to crash your world
There it is, why am i loosing my energy in nothing? As everything is turned off
did you run out of fuel briefly?
your power grid only shuts down if you consume more than you produce and thats either because you built too much or your generators ran out of fuel
turning them off will also crash the grid, but it should be fixed by just turning them back on again
Yeah, but why am i consuming 1,2MW for nothing?
i think its probably the hub
iirc it has a power consumption somewhere around that mark
Machines doing nothing consume 0.1 MW each
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
yh js now
some convenient beginner layouts
thx
alr bet
do the math on how much each gen needs too. I can't see how many you got but 600 is proably way over what you need
i got 6 gens rn
6x45 is?
yh tbh i js though maybe if i add more water pumps then that will fix it
didint pay attention to the pipe thing
first time working w them
no stress. Just get used to doing basic maths at least for your power systems. If that goes down everything falls over
if a factory is less than 100%... not a huge deal when you're going up the tiers
bet thx im bout to go revamp this thing
the examples of generators in the diagram uses 8 gens because 120 coal pm is just 1xmk2 belt and it needs exactly 3x water extractors
my advice is just keep making groups of those. Simple and reliable
no stres ๐ also build on foundations if you're not ๐
i am dw
sadly dont got mk 2 yet
if you've unlocked coal power you should have mk2 belts
a good tip is over clock miners if you have access to it. It's very useful
so technicly if i have 2 pipes with 2 and a half water pumps and 6 gen would it work on both side
well 6x gens need 6x45 water pm, 270. You could do that in 1 pipe if you want
oh yeah sure but then you could just do 2 groups instead
in genera with fluids, keep systems as simple as possible
and don't link up more machines than you need to
alr js cus technicly this would "max" out the pipe
and use the full value i think
if im not dumb
you would still only be using 270 on each pipe in your situation
so not 'maxing out' anything
yh but i cant js add one more
1 more what?
coal gen
I mean you could under clock and add another? '
i forgot thats a thing
but you seem to need some basic practice with things
that's why 3 extractors to 8 generators keeps it simple ๐
don't have to mess with different number coal or water or sections
both pretty good, which one?
I'd never want more screws
And iron pipe is pretty useful if you don't care about the high iron cost. It pairs well with steeled frame and steel rotor
iron pipe def.
As with all recipes, the choice is yours, depending on your preferencea. Every recipe could be good in some scenario.
And as for screws, don't trust the hate, they are fine ๐
yh nah ik been playing for years, just both are alright choices, but pipes was better
I mean that's up to you to decide, don't need to ask us ๐
Yh nah was just seeing what people have gone with and their thoughts, get ideas from others yk ๐ ๐
screw hate is a skill issue, screw avoidance is a rational choice
Screw avoidance is fine if it has reasons that aren't "don't want screws"
I'd rescan
went with iron pipes, saves me coal for mk 3 and mk 4 belts
there's more than enough coal on the map ๐
ref light up like this when i am a certain distance away from then (no power given rn), any reason or just a cool thing they do
also, forgot about this, and did the same loading setup for unloading as well, should i change, or it could be ignored?
The setup wants to be on both sides
On a serious note though, why do people despise screws? I mean, I'm not absolutely clueless because I recently started playing again (shortly played during 0.3) and I noticed an absurd amount requirement for screws during the early game. Does this issue become way worse down the line in later phases?
like for unloading the buffer was suposed to be connected to the lower op right?, i connected it to the upper one ๐
I avoid them because with a single exception of copper rotor, I think all the other recipes that use screws are just complete dogshit
Multiple possible reasons:
- they were really bad in U2 and before (no longer valid)
- people try to put them on single belt, ultimately fail, and blame screws instead of their choices
- people see other people say screws are bad, and they repeat it without thinking
- people optimise for certain properties, which makes some recipes bad (though then they do not hate screws, so also not valid answer I guess)
I enjoy limiting as many materials from supply chains as possible is why I like not playing with screws lol
No, upper one is fine
phew, thanks
Makes sense. Unfortunately, I haven't gotten much luck with alternate recipes, I've still been using the standard recipes and haven't found cast screws either. ๐
Screws alone made me redesign my iron factory thrice because I was already trying to expand into a more expandable format. Also because my design skill is dogshit and I didn't account for how many stackable conveyor poles I'd need.
Generally I'd recommend not thinking about expandability, just build what you need now and in future build new factories instead of expanding existing ones
Is there an easy rule of thumb to plan out gentle curves aside from trial and error? Iโm using the beam method (X foundations away and 1m over)
The curve itself is easy but I donโt want to get half way through and realize X should have been 6 foundations and not 4
what setup and recipes do you use for tier 5 and 6
something along those lines:
https://www.satisfactorytools.com/1.0/production?share=S1InJTJEtNf4Bk3S1G7D
https://www.satisfactorytools.com/1.0/production?share=CdXuzPpsijsfeTQCDATB
https://www.satisfactorytools.com/1.0/production?share=Ji77kaDTWW2YpdmABbne
https://www.satisfactorytools.com/1.0/production?share=Q6TZCbl4cucmeOfWHOvZ
Only a few hours in, but building a factory line is more confusing then I originally thought. All this is just to get Iron Bars, Rods and Screws. Havenโt even started Copper or Limestone.
It wont be any harder -trust me- :small_smirk:
Just started with a friend on console and ran into a small but annoying problem with overclocking:
If I type in a specific amount (in this case 99,5/min) it Sets the machine to 99 instead of 99,5
If you try select in the normal menue, values after the comma are possible.
Any fix for that or is it a Bug?
Never had that on PC
it might not accept a comma as a decimal. try a dot
You only have this slider on console for some reason... if I accept this, it will just turn to 99
did you drag the slider to 99.5 or did you type it in with an OSK or something?
you dont need pipeline pumps for nitrogen/gas right?
I've retested with the same number of generators and fuel rates, but with a setup similar to yours: pipes out of the way and 8m of belt to the generator inputs, just in case the lifts were masking anything - they were.
Because a fuel type other than the one already in the buffer is blocked until the buffer becomes empty, there will be a build up of items at the input and requires the input belt to act as an external buffer.
In my case with fuel types/inputs being load balanced, I saw at most 3 items. So I was lucky with the original setup using lifts because they hold 3 - any less and there would have been the risk of the programmable splitter with a lift on the output overflowing to an alternate output.
I retested the manifold setup and everything centres around the last two generators. Even allowing an 8 item build up was not sufficient to stop a generator from idling so I increased to a 12m belt. The issue is the fuel types are not being balanced and appear to be "random", but you will get a line with a slow burning majority that will cause a build up and another with a fast burning majority that will decrease it. Pretty much every time a line of consecutive petroleum coke would form guaranteed the generator would run out of fuel and idle. This obviously creates a larger build up to negate the effect when this happens again. However, even with a maximum 12 item build up being seen to both generators was not sufficient to prevent one of them from idling 30 minutes after the start.
YMMV with different numbers but I think I'll stick to the load balancing.
You can only use the slider. There is no option to type in the amount
I have a line of 780 iron ore, I need to split this into 2 lines. Line A needs to carry 180 ore/min. Line B needs to carry 600 ore/min. Would this set up work given I fill the belts before I start the consumer/smelters?
if line A needs 180, I assume there's machine that consumes 180? if that's the case, you can just use a single splitter with two outputs and it will self-balance
line a goes a manifold of 4 foundries
yeah that's the same thing
the "manifold" works the same as it would here - it self-balances
So instead of using different tiers of belts, on that first splitter in the image, just have 2 mk5s and then just let it self balance? and also is there any negative for what I have right now compared to the system u mentioned?
well negative is that you have to plan it and build it. The system I recommended will take a bit of time to spin up (same as the manifold), but then work the same
alright cool. I already have everything built, im just putting the raw inputs where they need to go
Is there a good resource on making a turbo fuel factory?
Mainly interested in which alt recipes to take other than heavy oil residue
depends what recipes you want and what you're trying to do
first pick , base, turbo heavy, or blend
they're all very different
I just want to not have to worry about power for a v long time
I dont mind making plastic and rubber factories separately
you can do that with any of them
per what? turbo heavy uses less steps but uses more oil
base pads oil out with both coal and sulfur to make power
Blend only uses sulfur so simplifies it but uses more oil per unit
like every recipe choice in the game there is not meta. You have to clearly define what your standards and needs are
For instance I dislike bringing in coal for turbo fuel, so I'll just pick a spot with oil and sulfur and make it there
Ideally it uses as few types of resources as possible, but the quantity of the resource it uses isnt a big deal
Whats the difference between that and turbo fuel
Every further step of fuel
fuel > turbo > rocket > ion , is just padding out the base oil with other resources.
You're effectively just converting coal and sulfur to more oil, since you can just make more diluted fuel with more oil
diluted fuel only uses oil and water. It doesn't use sulfur and coal to convert to more oil
essentially you have to decide whether bringing in coal and sulfur to make extra steps is worth it compared to just setting up another diluted fuel power station somewhere on the spot where the oil already is.
because basically all oil is right next to water
so you can just plop that stuff down wherever
I think turbo fuel in a website or the modeler seems good, but in-game isn't all it's cracked up to be
The power bonus is great, but it uses coal and sulfur, and while coal is no problem to get your hands on, sulfur is a pretty rare resource.
you convert sulfur and possibly coal to more oil. It does what it says on the tin
I'm just saying it's way easier to pump more oil into diluted fuel.
and if you like that trade off that's good for you ๐
things aren't just about added resource. It's about how you like to move things, where you like to build and what ever you're value on resources are at that moment are
Maybe you're right actually
I mean diluted fuel can get you to the end of phase 5 easily
I think my issue is that I see all these YouTubers doing full map/all resources builds and so I like to plan as if I'll eventually be using everything.
its basically why there's no 'meta' for the game.
and those youtubers aren't going to use everything either. Their computers would catch fire first
I've never beaten the game there's no way in hell I'm using all the oil
even using 1/2 would be a huge toll on the best computers
And my computer barely runs the game phase one :/
yeah. at that point maybe consider at most about 1/4. Maybe less
create personal projects after phase 5 more about design than size
I think if I do all resources projects it'll be uranium and bauxite
certainly a choie. Though full nuclear doesn't use nearly all the sulfur on the map
and just full uranium rods can get you 630GW which is more than you'll ever need ๐
I misspoke whoops
I meant a bauxite-aluminum plant and uranium
And so ficsonium can go to hell
yeah, I'm not a fan. I figure it's for fools who couldn't stop themselves from burning plutonium nad bitched about the waste
I'll sink plutonium thank you very much
use them in drones and trucks ๐
I think ficsonium is for small power plants that people want to maximize
That's a good call
ficsonium has a very low power output for the work involved
it's still power positive, but not by much
Not by nearly enough
what's causing my train to stop at the station for 2 seconds and not unload the liquid on the platform set to receive liquid. it just moves on without attempting an unload
make sure the platforms are set properly?
I wish it was power negative honestly ๐
Well thanks for chatting, I think I'll focus more on just making items when I need them instead of planning for when I need more, and wish me luck with uranium when I get there
That way it would at least be clearly a joke
This way it just seems dumb for the most part
no sweat!
I'd treat all the teirs as a tutorial, do what you need and learn ๐
and if it was power negative it'd be the price of not having waste
an extra power cost to have plutnonium rods. Not the worst thing
Is it still a really bad power addition if you look at burning plutonium?
I feel like people look at ficsonium as allowing them to burn plutonium so they might look at it as gaining power from plutonium, instead of wasting time on ficsonium
I mean you could jsut suck it up and store the plu waste. It produces much less and wouldn't take long to buidl a facility that would store 10,000 hrs of waste
Not to mention takes twice as many pressure conversion cubes as just plutonium
And that's before everything else
Having trouble remembering: to do a priority junction feeding waste water back into the source, do you want the waste water pipe lower than the freshwater pipe or higher
look up the pipe manual pinned in this channel
they aren't a very reliable solution though
Ah! I was trying to search by "priority junction" or something like that before. I'll check it out. Thanks very much!
they are also an exploit and css has pointed out they are doing a big pipe rework so it's unclear if they'll cmpletely break rather than just be partially broken
@surreal river see #math-and-meta message for alt recipe choices
That sounds very close to what I've observed, including the last part where the system seem to take "extremely long" to have the last 2 generators settle (I think it's like when trying to wait for a manifold feeding 29.9/min and 30.1/min to machines needing 30/min: takes soooooo long...). I assume that this will eventually lead to a stable system with all belts from splitters to generators being full (main manifold belt probably still free-flowing without any backups) as there is just no way for the Generators to burn more Fuel than what they are being provided.
Anyway, thank you very much for taking the time to test. It's fantastic to have someone to confirm/disprove these hypothesis with ^^
Final note: through this last iteration, I had a thought that could still lead to an interesting solution... Balancing just the last 2 generators! This would lead to a feeding system looking just like a manifold, but with one programmable splitter at the end. Most generators would work as we've already observed, but as the overflow is split evenly between the last 2 machines they should be running at 100% as soon as they start getting overflow items 
That would probably make for the "quickest manifold" there is, right after "balancefolds" (where machine inputs match belt speed)
If the train really did dock, but doing nothing, then the station should have been either full (no need to try unload if completely full already) or set incorrectly (eg: "load" instead of "unload")
will this work?
You problem 
its like 3mins so let it load
well that's the thing - it is loaded
if it cant work then i am byond coocked cuz this is my 3 rebuild
