#math-and-meta
1 messages ยท Page 355 of 1
hopfully it does i am gone give it an hour
these 2 are the only ones arent full
A few things:
- If you want a pipe to go up and have a pump on it, put the pump on the horizontal pipe before it goes up
- Same if you want to split a pipe, one part going level, one going up. The part going up has to have a horizontal section with a pump on it and then to up
i dont realy understand
McGalleon would also tell you to use mk1 pipes whenever you're carrying 300/min or less
I don't think that matters, but if he says that, it's definitely not a bad idea
ok so when feeding the blenders?
In one place I saw a pipe go out of a junction, 90ยฐ up, and then a pump vertically on it. Don't. Do it this way: junction -> pump -> bend up
Can leave it as is right now, but if you have issues, that's one of the first things to try
youve got a lot of fluid manifolds split between multiple floors
I'm almost 100% certain I've mentioned to you a couple times to keep pipe systems simple
like how simple can it be
point A to point B
no splits or mergers or branches
changes in elevation within a manifold is murder
so this?
it didnt work
no, your pipes are not flat within the manifold
and if you've got high flow you'll want it looped like so
best bet at this point is to have multiple smaller flow pipes feeding each row independently
how dare you steal image from Cobalt!
if you can then I can as well
Yeah, I tried that ๐ and while everything appeared stable after 6 minutes with the 2 last generators having a maximum buildup of 4 items, it looked a close thing for the minimal buildup. Sure enough, after another 6 minutes when the belt to the 3rd last generator had a 3-4 item deficit - this filled but obviously reduced the upstream rate and the 2nd last generator went idle. Bit too much of a lottery for me to consider this as a stable solution.
Ahah, nice observation!
To make sure I understood correctly: after a while, one of the "last 2" generators got its input belt completely full, which caused the sushi-balancer to back up and output incorrectly, causing the system to delay max efficiency further... Right?
So, ideally, having long enough input belts for the last 2 generators should suffice to make the manifold-balancer version work as expected? 
(BTW, I'm totally not gonna use this either, but... Science! ๐)
Hows it looking at the HOR source
Have you checked if flow there is good
If flow there sucks flow here can only suck too
If theres no issues at the source then this should just take some time
And as for "how could this be simpler"
2 groups 3 blenders
Not 1 group of 6
Simpler means smaller
And less interconnected
i am just gone stick to this and see what happend if it doesnt work i am just gone give up
how do i check if it has good flow?
By checking if they all run fine of course
No stalling, no major backup of fluid, runs at 600/min
What else did you think could be meant by checking if the source has good flow?
hmmm
what could be the problem again?
ok so for some damn reason some of the REF arent emptying
Ok so that seems like classic mk 2
HoR manifolds are tricky because of the precise numbers
sooo wtf do i do
Downgrade every pipe coming out of the refineries to mk 1
And add like 2 mk 2 pipeline pumps along the refinery output manifold
One near the very beginning and one near the end
like this?
It doesn't make sense for any use case other than prestige at the moment, because even for wasteless setups you get more power with fewer resources by sinking plutonium rods.
That's especially true if your power plant is <= 630GW as you don't have the expense of converting stuff to uranium ore.
so what is the OC of the 0.2 one like i have to build 44 but what do i put the last OC at
No, it's 0.2 times whatever clock speed you gave set (looks like 250%?)
yes its 250%
0.2 of that is 50%
after 50h of puer pain... its done
a good flat big line. I realy cant thank you guys enough
If i need 6.4 fuel gens, does that mean i underclock the 7th one to 40%?
dang it there is one fuel gen not connected
That's one way to do it
Is there a different way? Im just worried that there wont be enough liquid in the pipes to keep consistent power
Any way is equally valid as long as all the clock speeds of the generators you placed add up to 640%
Though obviously you don't want to build 640 generators at 1%, even though that'd theoretically work fine too
What would be the best way to split the heavy oil residue into the generators?
Manifold loop
even though the pipes only carry 600?
I didn't say one pipe
thats what im confused about though, how do i split the 800 into two different pipe systems
just a junction which branches off into the two manifolds?
You.. don't merge to 800 in the first place
you have 20 refineries
Just merge 10 in one and 10 in another
Dont combine the output of all 20 refineries in one pipe network
oh i see
so you just have 2 sets of manifolds, one for the first 10 refineries and one for the other?
like this?
sure
one of hte many ways you could do it
you could even clock the machines so the HOR feeds directly to the fuel refineries
i dont understand, the hor already feeds into the fuel refineries?
aren't you asking about how you're feeding the HOR to refineries?
oh like from each refinery it feeds into another one to make the fuel?
I don't know the recipes by heart but you could probably clock them to be 1:1
or 1:2 or something
mostly the point is there's basically infinite ways you could do it ๐
How are you generating these images?
through a poor layout planner
Can you suggest a good layout planner?
not really. doing layouts in game are faster. With notes.
I can suggest an amazing calculator though
Okay please do! ๐
example plan
you can generate a plan like this in 4 seconds
it takes a little bit of practice to use, but mostly just investigating your options
The other images that were shared were from a program called modeler on steam. It's .. very manual. The only thing it does that tools doesn' is split up nodes.
But you can also just make quick notes on how you're gong to break down the tools plan
i know i use it
i prefer it to the calculators cuz i cba to check all the recipes i have
only check the recipes you want to use
then check all of them and remove those you don't want to use/get ๐ and get more hard drives ๐
i just said i cba to do that everytime i close the window lmao
i like modeller because i can be v precise w inputs, powershards and somersloops
and i get to manually plan it out as well
tools remember your settings
... I don't know how you use a browser but all my Tools plans still exist after I close the tab
Its just a preference lol idk why youโre trying to convince me so hard
How does power work with trains?
I'm not convincing you, but you're saying Tools don't remember your settings, which isn't true, so either:
- you're confusing Tools with something else
- or you're doing something weird in browser that makes Tools forget your production lines
- or there's a bug in Tools that happens at your PC which makes it forget settings (at which point I'm interested in it from developer's perspective and would want to fix it)
I didnt specify tools, i just said calculators
i have 3 pipes that carry 600,600 and 360 fuel per minute how do i connect them to 69 turbo fuel gens?
I would suggest you make groups of generators that use up what's in the pipes
though lower flow pipes tend to be easier to manage if you don't have much experience
for example 4x300 + 1x360 flow pipes would give you an easier time
well the conversation was about one specific calculator, so that's why I replied
connect each pipe to the amount of gens it can feed
I am making turbo fuel and 1 refinery used 22.5 fuel p/m 600 fuel in 1 pipe is to be connected to 26.6666666 refineries. how do i balance it?
you don't, you use manifold
Isn't that for conveyers?
it's for both, but even more so for pipes
pipes can't be balanced at all, compared to conveyors
this setup is pretty reliable
i think i get it. I'll try it practically in my world
with this loop I'd have refineries on both sides, each junction feeding 2 refineries though if you're going to have 26+
even loops can have issues with that long a manifold
Preferably, break it down to 300 flow pipes.
Ok thank you!!
What method/tool do people use to organize/plan their multiple train station imports/exports?
Excel? Or do one item type per station and you don't need to keep track of anything
Does this entail having a train line for every type of item?
One or possibly more, if there's a lot to transport per minute a long distance away
Does the whole map not become spaghetti if you do this
Why would it? The rails can handle basically any number of trains. Your factory may become half stations by footprint, but that's about the only disadvantage of that approach
Oh if its a looped rail for one item, do the trains not collide with each other?
No, it's a duplex system, properly signal it, all the trains go on it and any train can go anywhere you set it to go
hey. quick question. I'm in the middle of another 2-week satisfactory phase with a new save file and I've just unlocked Cast Screws. Heard they were good, so I built a proper production line, only to realize the output would be 50 x 5 = 250/min, with me only having Mk1 belts. How do I work around that?
1 constructor per belt
and 5 separate storage containers?
or you get to mk 2 belts before you start doing high throughput screw stuff
why would you have storage containers?
if you wanna store screws for your own usage, a single container is enough
to get me some screws for my milestones
ykw, that's... A fair point. thanks. Guess the rest will sit idle for now
why any containers?
if that's for personal use, 50/min is enough
they just answered that
cuz i need a buffer to save up materials for milestones
buffer isn't the right term here actually
just a storage unit
anyways thanks
You will never need 5 storage containers worth of screws for anything. And if you do, at 250 per minute youโll fill them fast
What are the best alt recipes for steel ingots, pipes and beams?
The ones that look good ^^
(Yes, "good" and "best" are subjective, so explaining your preferences can help giving more precise answers)
Solid steel for sure
And if you have a ton of limestone, molded pipes and beams are excellent
Or, if you went crazy on aluminum, aluminum beams are cool.
"For sure", unless you want simplicity
I appreciate that to an extent but you're basically just telling me "pick what looks good at a first glance or otherwise figure it out yourself". All I want is to know the numerically most optimal recipes, hence why I came to the chat with meta in the name.
"Numerically most optimal" requires you to define what "optimal" means
There is no such thing in the abstract like you want
Like if you want "what recipe uses the least coal" then there's possibly an answer
Or "what recipe uses the least power"
But you need to qualify exactly what you want to optimize for. Alt recipes basically always have tradeoffs
It's true that some of them have tradeoffs that 99% of players don't tend to care about (Solid Steel Ingot, for instance, is indeed an exceptionally popular one). But even that means that you're introducing factory complexity, etc
Well not even that, you need to think about whole production line, not just comparing recipes for one step
Heh, yeah, beat me to it. Recipes in isolation often don't tell you a lot
It's the whole production chain which ends up giving you whatever optimization you were hoping for
https://www.satisfactorytools.com/1.0/production is good for comparing recipe chains, FWIW. Can toggle recipes and the graph updates with new solutions (if it gets "stuck" on one recipe you don't want, including vanilla ones, remember you can unselect recipes too), or limit the amount of raw materials it works with, etc
Though keep in mind that even using a tool like that, you're inevitably bound to whatever specific constraints the solver's solving for. Like sftools has its own internal "weighting" of how valuable resources are, which doesn't necessarily match whatever you've got available locally (or how you personally value one resource over another, etc)
is this ok? (input 480 for part)
I'd say that making so many frames with no alts is a ... questionable choice
It's either add a smelter, or refineries for coke steel, or an assembler for comp steel.
or keep foundry for normal steel
They asked about alts, not normal recipes
but you shouldn't exclude normal recipes from recipe selection
especially since "alternate recipes" is very vague definition that has no real ingame parameter
Oh idk, maybe the fact that it says "ALTERNATE" would be a good indicator.
except that's only one way to look at it
f.e. wiki uses different definition
which one?
costs HDD = alt recipe
nope
is wrong with RF
data not updated
but my point is that the recipe could be named "glurbl" and it wouldn't matter if it's alt or not, it's just another recipe to compare
Even by that measure, the base recipes wouldn't count cuz they don't cost hard drives ๐คก
again, not my point
I'm aware that your point is to be contrarian
no, my point is mentioned 2 messages above
And it is irrelevant because they asked about "alts," not base recipes.
Use somw context clues, ffs
most of the time when people ask about "alts", they don't care if the "best" recipe is actually alt or not
they are just asking what the "best" way is to make something
(and if they really are asking just about alts, I'm pretty sure they can tell me that and you don't need to speak on their behalf)
In that case, with regards to steel ingots, pipes and beams, are any of their non alternative recipes actually better in regards for output?
output, meaning "how much one machine makes per minute"?
Solid gives you a 50% increase for pre-smelting the iron, so yes
they asked for "non alternative", use some context clues ffs
Okay you got me there
Not really what I asked but thank you, that's realistically all I was actually looking for. Other than you I was pretty much only given half answers that surmised to "figure it out yourself".
no, you were asked what do you want to optimise for, which you haven't yet answered. I'm perfectly happy to give you full answer once I get full question
That's all anyone ever does in here, give half-assed hedged answers. But in fairness, it's because "efficient" has a lot of different meanings.
you were also given the tool to figure out the answers for yourself without having to tell us your preferences
If I didn't provide a full question then how would I have been provided a full answer by someone else? Typically the "best" in production is quantified by most gained for the least expended, and by the looks of it I was provided the answer already in a single sentence.
you have been provided answer based on their own assumptions and/or preferences. That answer does not apply for all cases and sometimes people that answer like this even have misleading or even wrong claims
"most gained", but based on what?
most steel ingot per iron ore? you'd need a combination of recipes, solid steel is one, but you'd also need another recipe
most steel per coal? coke steel
most steel per coal, but don't want oil involved? compacted steel
etc etc.
Iโm having problems troubleshooting why some of my fuel gens are stop starting
The production of heavy oil residue is 100% efficient, but then it doesnt transport properly when its going to the refinery to become fuel
There are no level changes, ive added a loop as well after reading the pipeline manual and it didnt change much
Could it be that they werent pre filled?
overhead images?
and if the heavy ol residue is 100% that suggests nothing is backing up
which suggests theres not a flow issue but a math problem
not making enough fuel for your gens
Its a bit hard i only have a jet pack but ill try
Clocked
Ok i think my maths had to have been wrong
Gonna rebuild this shit at some point w some blueprints
from your desxcription that seems likeliset
Im not sure how though, i followed the calculator exactly
Having this many pipes is a ballache
do you have a link to the plan?
incline shouldn't be the issue for why the line going to the buffer isn't being filled
for example one near the extractors
one another further down
i think i found the issue
that could be it yes
how much total oil are you moving in those pipes btw?
all the others are filled completely so i guess a lot
how much do your extractors say they are outputing?
pipe flow doesn't really give you an idea of flow in a systsem
i overclocked the closest one so it's doing 180 a minute
but the other 2 should be 120/m
where's this pipe going?
so those 3 oil nodes are feeding those refienries AND going to a train?
no it's just it doesn't sound like you've done the math on this
it's not equations it's just .. addition and substraction
it's also generally a bad iea to branch fluids like this
you really want to do the basic maths for fluids
idk how i'd make it work better
what are you trying to make there? in numbers per min
that's not a number. And filling the buffers is... not a real goal?
idk man
and I just noticed you're using mk1 pipes :\
i don't got mk2 pipes yet
sure but you said 2x120 + 1x180 I guess you're splitting it 2 ways but it's unclear if no point will go over limits
ok so your main issue where is there was zero planning
which is something you can do , but just don't expect smooth production
i was just in such a hurry to make everything work that i probably did some stupid stuff
it's less that you did 'stupid stuff', it's just if you don't work with an end goal and a plan it won't run smoothly
like the layout isn't a nightmare or anything, it's just you didn't have direction and plans in place
use a planner like this https://www.satisfactorytools.com/1.0/production?share=NXcgU6SvV5HdPJZSo3oF
i wasn't making any plastic here since i wanted to ship it to a different factory via train to save on space and to lower the dread of my power grid failing
not sure how that would save power, it just shifts the need
things getting backed up
also - if youre worry is 'Im running out of power' , first thing you do is build more power
no fuel being made
find a spot with 4 coal nodes next to water - burn all the coal. 48 - 64 coal gens would do yoiu
i tore down my coal plant since i didn't really need it since i have fuel power
you're worried about power and you tore down a power plant? I guess that's a choice
plus it halted my steel production since they were right next to each other
If you dread losing power, turn the blue crater into a power crater
there's lots of coal in places handy for steel, avoid putting your power next to your parts factories
i didn't know where to put it that i could easily automate with trucks bringing stuff like rotors and cables
i really screwed up big time
So, for this... one thing at a time. For example, expand your power production until you have a sizeable buffer if losing power worries you.
i have a lot of fuel laying around
Where did you start?
Oh, green fields
was planning on redoing a lot of my production once i get proper item transportation going
but then this happen and diverted my attention
it's my first time playing and my friend told me desert is hard to start with
Yeah, unlock oil power, and east of you is the best place on the map for oil-based power
i have my oil over where i am at
was planning on remaking my steel plant in the desert to the north of here
since it has so much iron
and coal
but im trying to fix my oil issue
the extractors are all on stanby because the pipes are full
even though the pipeline i made that is heading towards the train station and the buff next to it
is getting no oil at all for some reason
maybe it was due to me making 3 pipes for each extractors instead of them all being merged into one
You may have accidentally contaminated the pipe with something so the oil won't flow
i can check
Or you have a head lift issue maybe
If that's all, yeah, that should be fine
i just don't know how to lay out refiners in a proper and efficient manner since this
am i just too stupid to understand
i should focus on getting mk2 pipes asap
then what should i do
and as I've said 3-4 times, plan it out
do basic maths, use a planner
idk how to use the planner right
i suck at math
i even struggle at basic math if the numbers are big
if you're unwilling to practice and learn , then maybe this game isn't for you :\
try the planner
it does all the math for you
i just don't understand how half of the tools work on the planner
or what they mean
try them out. See what happens. For example, you're worried about power? well lets burn all this oil to fuel
too late now when i clocked in over 150 hours
i'll fiddle with the planner
i just wish i was born with a working brain
here's a plan for 420 oil to 280 fuel. Uses no alts https://www.satisfactorytools.com/1.0/production?share=ii2CHqphL0IxQpaEOXdY
in the inputs tab I set oil to 420
then I chose fuel to make
hit maximised
saw it made 280 per min
changed maximise to items per min and set 280
I did that last step because maximise can do weird things as your changing things so it's better to have a set number
I can handle anything as long as i don't have to do major math
well the planner does almost all the maths you have to do
sometimes you'll need to break the bubbles down into smaller groups but that's very easy. Just keep notes
You can use a calculator mate
hey guys i have 12 refineries producing 120 coke/min, and i need to power 57 generators+1 underclocked at 60% and i have mk.4 logistics how would i manage to evenly distribute it across all the generators?
manifolds
with mk4s you can make groups of 480 belts. plan your sections of generators around that
but i cant merge it all cause i dont think mk.4 logistics can handle 1000+ coke
oh wait nvm
make groups of 480, as mentioned
i can merge it into 3 groups
How can i calculate a trains throughput
there's equations on the wiki
Is there a way i can calculate the round trip time without having the train line set up
not really no
plus you need to give youserlf a buffer on the return time if there's any traffic on the line
also trains accelerate slower when full up
you just have to pull out your phone or something and time it
When utilising the map's output in raw ores, what ratio of mixed/hydrated alloy alt recipes do you tend to go for, and why?
I've never really taken advantage of the entire map, but I often get caught up on the 3-pronged fork of "alloys maximise space efficiency", "pure refining maximises material efficiency", and "Just get something done on the ground now and revise it once demand cannot be met".
That said, if I have all my ducks in a row, I tend to go with pure refinaries... I just struggle a bit to stack them vertically, thus they get arranged into a large x-y array.
plan the output first makes it much easier
and then yo ucan see if pure or alloy recipes are for you ๐
you also effectively cannot use all the resources on the map, so really up to you.
Personally I just go for the alloys as having a million refineries is dull and a pain. I don't want to play refinery simulator 2025
correct me if im wrong but isn't there a recipe group that basically just adds water to the normal ore to ingot recipes
Yeah that's the pure recipe, there's also one that uses limestone which I haven't yet tried out.
yeah... lots of piping and refineries
I love pipes, but with how tall the refinaries are, it's very hard to build an enclosure around them that I'm overall happy with.
Alloy recipes have very good output for consumption and you need far fewer assemblers in the end.
I just really love how pipes look
oof..
I do sort of wish we could handle the exhaust manually rather than dealing with the chimney.
well, the exaust is just visual at least.
does any smoke actually come out the chimney? It appears to just come out of the weird vent thing
But idk how much of a pita that would be for others... I do love pipes though, so I'm going to have some level of bias.
It comes out of the chimney but yeah it's just thematic.
Huh I thought it was only the big top vent
It does mean though if you want the smoke to come out of a different place you sort of have to design around the chimney.
I could be thinking of coal plants now that I think about it, so I'd have to check in-game.
Coal yes theres a chimney with smoke
you can also stack refineries like these coal gens. saves space and staggers them https://media.discordapp.net/attachments/932761153703149659/1430431067952775280/image.png?ex=690e2f7e&is=690cddfe&hm=62aa4e1b29d1cda4c4c6c9291715c41946ea96c8b8d23133c627c3d326a55612&=&format=webp&quality=lossless
but the coal generators are one of those buildings that look like they would be out in the open anyway
they look very rugged
Hey I like that, that's very nice.
yeah i never went very far with coal gens... I have like 18 total right now
I go overboard, but the problem I have or rather used to have was the water hammer.
thanks! my last starter power station I did in my 1.0 save
its a good trick to do with stacks
I usually cram everything so close together, the only way to feed it all is committing attrocities with vertical lifts and lift ports.
stacking buildings is very satisfying
I made a blueprint to make a verical lift 2-high instead of 3-high as an example.
I have a blueprint that's two constructors stacked with all the logistics figured already and its super useful
make logistics cores ๐ https://media.discordapp.net/attachments/1407503791040892968/1407510949178507486/unknown_-_2022-10-16T144117.189.png?ex=690e84b8&is=690d3338&hm=08d03dc159edf6c3eaed0311cf5274cb5c111916147a15d8e2c3d2ae96405c2c&=&format=webp&quality=lossless space dedicated for belts and pipes
yes those are also very cool
I'll have to check that out.
also logistics core is just a banger name lol
a smaller version over multiple floors
welcome.. to the logistics core.
I won't lie, because of how much I struggle to cope with trains, I usually just veyor or pipe things long distances, so I do use spaces dedicated to that.
i think i will use a lot of trains..
like most things in the game, they are as simple or as complicated as you want to make them.
I could probably help you find a simpler solution for your train issues if you like
I like to build my trains at the level that the game starts killing you
I call them void rails
You could talk to @cinder silo about that
there's a reason his name is 'tunnel rat'
tunnels are cool
I do my best to hug the terrain with trains #design-and-architecture message
but yeah I'm jsut puttering around cleaning rat cages, if you have a train issue I could help problem solve it if you like while I go back and forth
yeah i feel like im going to be an aboveground train person
but look up images from Taro if you want to see his tunnels clipping through places. They're pretty cool
no idea how people make circular stuff like this
there's a few techniques and also mods ๐
soz irl factory has a p3 will continue later sorry
ive seen this before but how do you actually view the plans?
i figured it out nvm
I thought train stations added track length? I added this temp one to bring power over. However, if I connect the intersection left/right, trains coming from the right detour through the station instead of turning towards the top.
They do, but only 100m. If the track around it is longer than that, the train will drive through it
hmm, idk then. the intended way is that turn where I drew arrows. which is much shorter
Somehow my brain is broken trying to do a basic mini-factory on xbox and im questioning my 1000 hours pc experience ๐ญ
I cannot figure out this Rotor factory at all. Is there a way to balance 240 into this evenly? Im not seeing one and im going insane
Oh, I get what you mean now. Yeah, if the train is supposed to drive like the arrows show but instead it goes through the station that is well out of the way, then there's definitely something wrong
The train must think that the right turn is not possible, otherwise it'd take it
Try rebuilding that part of the intersection, maybe that'll make the train realize it's connected
Or maybe drive through it in manual first, see if it stops dead at some spot
wdym by "balance 240"?
I'll give that a shot. thanks
do you have mk3 belts?
just use a manifold
240 iron per min into rotors. Im trying to figure out what sorcery i did before to balance this. 20 rods to 100 screws for those... i tried boosting the rods to 30pm and then the screws are at 150 needed per min. And i got steel screw that produces at 50 per min, so i thought hey thats great. But each steel screw takes 12.5 per min, at 3 of those is 37.5 iron ingots taken per min. What nonsense number is 37.5?! Ugh ๐
manifold
this feeds the 4 machines evenly
75/2
37.5 is a pretty neat number
75 is 15 x 5
so 37.5 is 15 x 5 / 2
simple
open SFTools
set iron to 240
disable other resources
set production to maximise rotor
5 seconds and you get the plan
I forgot that website exists ๐ค
also, any number is fine, you have clocking, you can choose how fast machines are
On xbox im having a total pain trying to set exact clock speeds. Idk if im fudging the controls or what but i can only set the output and its by increments, cant find controls to mantually type a number
pc master race
no idea about consoles yeah. But you can also just clock the machine slightly higher and ignore the fact it stops sometimes
You don't need to clock them at all. Just round up the machine counts and it'll work
should i rescan
If you don't want either, don't take them and they won't appear in next scans
I am planning my nuclear power plant at the moment. I just want to play through the game because I never did that before. I already got 40,000 power but for the factories for the Tier 9 milestones I need a lot of energy. I plan to use the impure uranium source in the desert and for the waste you can either make plutonium fuel rods out of the trash and put those in the sink, or you can burn them and make them to Ficsonium Fuel Rods. Is that worth it, or should I just put the plutonium fuel rods in the sink?
You can also store any waste. All the options are fine, pick one you want to do
Click x on it when In the machine inventory then use the arrow keys to decide what number u want
the point was to write a number, not use the slider
since slider doesn't support decimals
Oh mbb I didn't read that mb
U can js click on it on to write the number for me atleast I'm on ps5
i made a power plant using turbo fuel having 68 refineries making 1275 TB per minute running 170 Fuel Gens. But the turbofuel in my fluid buffer is still going down gradually and i have no clue why!!!!!!
what is TB?
also buffers are generally not recommended, I'd avoid them if possible (apart from train platforms buffering obviously)
you probably have insufficient flow rate at the refinery outputs, stalling some of them sometimes.
I checked every single one of them is pumping out as soon as they make it
I might have to just afk a few hours to gauge my situation
all generators are at 50/50?
Lemme check
because if they're not, it will drain potentially faster than consumption rate
until all of the inputs and pipes are full
(and even a bit more, because pipe capacity is ~20% larger than it actually says/shows on the UI)
but if i have a turbo fuel fluid buff shouldn't all gens be at 5050 until that buffer runs out of fuel?
I checked a couple and they all at 5050
Ill just afk a few hours and come back with more data
if you filled everything before you turned stuff on, yeah
it does take hours for turbofuel manifolds to stabilise typically
check especially those at the ends of manifold
Alr bet bet lemme check again
Oh crap i forgot to put empty containers in 3 packagers XDDDDD i think it should work now
Terabyte ofc 
Tuberculosis
Theres 2 pure crude oil nodes and 2 normal ones, i already am using one for power, is 15gw and 180 plastic and rubber worth it over 5gw and 380 plastic and rubber per minute
is that a question
that depends on how much power/plastic/rubber you need ๐
in general, I wouldn't recommend going "how can I use these nodes", but instead go "I want to make X/min product, so I need to find Y/min raw materials"
k
Also, oil alts can be way more oil efficient than defaults. You might wanna look into those before building anything big
ive been looking for hard drives everywhere but i just cant get the good stuff, best i've gotten is the caterium computer
all recipes are good in certain scenarios ๐
speaking of, i just got the bolted iron plate, should i get it or rescan, i already have the stitched iron plate
will you use it? do you want to use it?
prolly not cuz ive already automated the stitched ones, and it uses a ton of screws
hey everyone i was wondering fi anyone can give me some guidance in splitting 900 items per min evenly. I've never done load balancing. also i have unlocked up to mk5 belts. any help would be greatly appreciated.
thanks
well you're gonna need more RIPs later, you almost never automate things "for the rest of game"
but yeah, if you don't want it, don't take it. If you want it, take it. If you're unsure, just flip a coin or something ๐
are you asking because you specifically want to load balance? or do you just want to feed machines and don't actually require it to be a balancer?
i want to be able to get the best out of the belts that i have accesses to. i have a build that will be making 1800 items a min
Evenly into how many? Also, you can't have 900 on one belt without mk6 belts, so it can't be on one belt. So on how many is it?
manifolds usually work no matter what, so you don't really need to load balance to "get the best out of your belts"
and im wanting to make it that there wont be an back log in the system other wise it will begin to shut down due to the back log. if you want i can give you the blue pint that im working from
best you can do with mk 5 belts here is 3 x 600/min because either way, you need 3 belts
780/min is the theoretical max for them but its impractical for 1800/min
I'd personally just take each belt and hook it to the amount of machines it can feed with a manifold
--S--S--S--S--S
| | | | |
that's usually the simplest method, and it'll work just fine
Could be 2x 780 + 240
And I still don't know what you want exactly
what about in terms of transporting the items to the location.
what about it?
would using a train be the best way to transport all 1800 items ?
depends on distance
blueprints make it really easy to pull multiple belts from one place to another now
- you can build near to the nodes instead of transporting it
- you can use any transport option (drone, truck, train, belt), they are all valid options, there's never really a "best"
the first oil fields along the coast of the grassy plays area to the water fall in the grassy fields.
sorry that i cant be better in wording what i trying to do. its always been hard for me. sorry
thank you everyone for your help and advice ๐
Can someone help me please figure out why one side of my refineries converting crude to HOR is perfectly balanced but the other side is consistently "yellow lighting" both have 10 refineries converting 300 crude to 400 HOR p/m WHY IS IT NOT BALANCING ๐ญ
did you actually try to balance pipes? ๐
anyway, some screenshots would be great (and I'd also make a #1038092680493801533 thread instead)
Alr wait lemme Send some ss WAIT
include them in the thread
Ok Ty!!
Argh. I just figured Iโd unpackage N2 at my rocket fuel factory and then use the empties to package. Forgot itโs not the same compression ratio
Not only is the packaging ratio different, the nitrogen:RF ratio in the recipes isn't 1:1 either
Yeah in my planner I saw 75 N2 and 75 canisters and thought โgreat!โ But since itโs being imported I didnt spot the difference
Just doing one blenderโs worth of fuel for drones for now
Not a huge deal, just have to work in another train platform or station somewhere
Still trying to work out nitrogen delivery logistics. Figured Iโd do a car for N2, a car for full tanks and a car for empties
how bout drones
I have 12 foundry's total, each line of 6 foundry's produces 840 steel ingot. so 1680 total, i want 1200 on 1 line, so i've put smart splitters between the merger wich are set to overflow to a sink. But i only get a output of 1000 p/min... does anyone know a solution for this?
8 foundries output to A
1 foundry output to A, overflow B
3 foundries output to B
in the future just clock/group them differently so that you don't have to do a partial merge
i know the problem, i have 1 to 5 load balancer placed, and thats where the 1.000 line meets a 200 line, so the output of that is 1200.
you are way overthinking this
if you did a manifold instead, you'd have 1200 and simpler life ๐
i love load balancing haha but im going to workout a solution, thnx anyways
solution is not merging before split
jeah i removed it, i only need 1125 going into the constructors so it will work out
put only 1125 on the belt
better solution without remaking buildings:
merge 6 outputs (A)
merge 6 outputs (B)
send both into priority merger, prio A
on B, put a smart splitter overflow line to take excess (all goes to B, overflow goes elsewhere)
then you have a 1200 line, and an overflow line for the rest
Funny you mention this. This is in order to set up a fuel supply for drones. Once theyโre stable and kicked off Iโll probably simplify and make them self sustaining. I could probably hand feed and get them going that way
probably. nitrogen when packaged is very much strongly compacted
Yeah I have 8-10 stacks in my inventory. Can probably just manually kick off but I wanted to reduce hand feeding this time around. First playthrough I remember hand feeding entire project parts
About 1.2km away. Not too close hopefully
why not use foundations if you want it aligned?
also consider using stackable poles (they're an option, not necessarily better or worse)
please use foundation
Alr
Looks fine. ๐
I just don't know how I'll funnel them into any splitters for the smelters
With lots of clipping. You can stack them aswellif you like.
I just want it to look good visually and also be efficient but idk how i would do it correctly
can someone sanity check me here, im playing around on satisfactory tools, and:
- max uranium rods is 50.4
- that makes 50 x 50.4 waste = 2520 waste per minute
- to use it all up makes max 22.4 plutonium fuel rods
- 22.4 plutonium makes 224 plutonium waste a minute
..but all the resources in the world cant convert 224 plutonium waste to ficsonium rods???
Especially if the conveyors are gonna be feeding into a manifold
lgtm, but IMO life is easier with foundation
Leave a belts width between the lines or stack them so you can put in splitters. I prefer stacking that way you can put a lift attatched to the splitter/merger
im not entirely sure how tools work but you might have missed a resource or something, or there just might not be enough resources for that
iirc there isnt enough SAM to turn all the uranium into ficsonium
Yeah 224 Pu waste is 112 Ficsonium. Barely possible with all the SAM and Sloops on the map
The rest is correct
ah, the loops can make bonus ficsite
feels like a waste though, ima have to plan around sinking some plutonium pellets
any visualization of how that would work? I work better if i can see what people are talking about
You don't have to make max Plutonium either. The minimum to get rid of 2520 U waste is 12.6 Pu Rods
good point, I was FICSated on maximising power
i dont know if i should ask this here but Iโm kinda burned out on aluminum right now. I wanna take a break and build some proper roads and train lines around the map - just not sure where to start.
have you gone collectables hunting recently? I find a nature-walk to be a nice palette clenser
I can help when I get home but im a hour out still. But its pretty simple. Use yhe stacking conveyor support . It can be zooped. Stack them as high as you need and connect your conveyors.
You can speed this up by making a blue print.
only pic i have nearby showing something like that
i think the storage containers leave thje right amount of space when you push them together, but i could be mistaken
Iโve collected most of the slugs around my factoryโs area already, and Iโve got almost all the Mercer Spheres too
( I just want a reason to finally mess around with trains. Iโve been playing since before they were in the game, and I always thought they were kinda pointless/not needed โ nothing really beats a solid belt line if u get me)
oh, i didnt read your message properly sorry. A uranium train is a good idea IMO
you definitely want all of the uranium in one place, and there's only so much of it?
maybe a tiny train up and down just to see it happen, then jump in
Trains are mostly useful for transporting large volunteers of product across the map, and even better if there are multiple factories connected to the same network
i see
i still need to get used to the fact that i have access to the blueprints
yeah, if you want to do ficsonium, you want to use plutonium-inefficient recipes so that you don't have as many rods to burn and hence not as much waste
afaik you can't sink anything plutonium except rods
Yeah, Pu Rods are the only sinkable item post-uranium-rod
Im toward the end of phase 3, i have about 12k power with a decently sized fuel setup. Is it worth making a turbofuel setup, or will phase 4 have a more efficient power alternative
well as with anything in the game, it's a choice. You can go turbofuel, you can go further down the turbofuel branch, you can do diluted fuel, you can do nuclear... really depends on which resources you want to convert to power
Im gonna finish phase 3 and then do turbofuel so i can bang it out quickly w the hoverpack
you can go with nuclear which is a fun little challenge
or rocket fuel which is just turbofuel on crack
thats the phase 4 stuff anyways
My plan is to do both
But i think ill be almost out of power by the time i automate the rest of the phase 3 stuff
So i think im gonna do turbofuel as my first bit of phase 4
okay.
let me guess, maximise?
yes
yeah, don't use that. Use items/min
How do you manage getting resources to the factories which arent far enough to train. I dont want belts all around the map
build near the resources ๐
or just use truck, train, drone, belt, whatever feels right for given situation
Vehicles are generally the canonical short-to-midrange logistics alternative for belts
Even if its like 200 metres
Though for me at least it does depend on the local terrain
200m is fine for belts
My shortest vehicle route on my 1.0 save was 200m, actually! ๐
Is there a way to make it so its not so ugly
But yeah, 200m is belting range for most folks, I assume
Esp if i need like 3/4 resources or nodes for a factory
Make what not so ugly? Personally I prefer the aesthetics of truck stations to belts, so for me they're already an improvement
The belts
Having stray lines of belts feeding into the factory is disgusting lol
A browse through #design-and-architecture or #screenshots could yield some ideas. Dunno personally; as I say, I tend to avoid even medium-length belts
Making elevated belt highways should be easier with autoconnect blueprints; sufficient decoration can hide a lot
If you see train or road designs you like, those could certainly be replicated for belts
I'm personally more likely to use vehicles/trains/drones though, depending on the situation and what I have unlocked
Drone enjoyers, how much packaged rocket fuel is โenough?โ
Anecdotally, on my 1.0 save, my Rocket-Fuel-fuelled drones were consuming about 2.5/min for drones that were active all the time
The specific usage rate will depend on the actual route, of course, but I never saw a route that went under 2 or over 3
(Note that the "fuel-per-min" reading from Drone Ports themselves can't be trusted, though if you make sure to wait until the drone has completed at least 2 round trips, you should be able to trust the "fuel per trip" and "round-trip time" readings, which can give you the per-min usage. (SCIM does the math correctly, but make sure you've saved after the drone's done 2 full round trips))
Ah yeah. I do have a short leg (about 1.2km) thatโll be a fair share of docking
Drones tend to bug and freeze in time
i know i fucked up earlier but im too deep in the hole with that factory
all of these pipes need extra 80 water/min from the top pipe , how to connect it to make sure all of these pipes get the amount they need
just valves and prayers ?
honestly, don't
make the setup so that the pipes connect to number of machines they can feed
no, never use valves
I canโt do it with the setup I have - itโs a byproduct from making aluminum scrap, and Iโm trying to feed it back into the system.
on paper it looks great
use this
feed them back directly to their source in their own production section
blue is fresh, red is waste
for a bit further explaination - the unit you see processes 780 bauxite using sloppy electrode.
the first machine processes all the bauxite that needs fresh water, and the waste water spins up faster and faster to the next machines, eventually hitting 100% without waste and fresh merging
In very simple terms, donโt mix fresh water with recirculated water , yep ?
and keep the waste water within it's own system for preference
you can use it for other things
but sometimes people make it so that the 'waste' water feeds a new bauxite system that produces it's own waste water and so on and it just becomes a mess
Would overflow work as a reliable source of water in this situation? I know sometimes fluids can get โฑ๐โฏ๐ถ๐๐ in this game, and it's my first time working with aluminum for me, and let's just say it ain't as easy as turbofuel for me.
what kind of over flow and how?
haw, i just spent a week making an aluminum plant, the fluid priority merger in the pipeline handbook makes it easy
How does โwait until freight car completely emptyโ work when each car has different consumption rates? Not well?
I've found it helpful to have a second AGS-enabled save to be able to quickly test out stuff like that, btw
Can turn on all the cheaty options (free build cost, no power requirements, etc), set up a quick station being fed by a couple ISCs via different belt speeds, and see what happens
Ok how does 2 smelters produce 120 on the belt? If I have 4 shouldnโt it never get stopped up?
If you click on the building to bring up its "control panel," it'll tell you the exact output rate that it expects to produce
If each smelter is producing 60/min, then yeah, two of them would add up to 120/min
My bad itโs 30 per smelter
I have 4
So yeah, 30 * 4 = ?
One handy trick is that the game includes a built-in calculator; hit n to open it up
("n" for "nalculator")
That's also a search bar which will let you look up any resource, if you wanted to know what recipes you've got unlocked for stuff, etc
Console sadly, I use my phone
Oh, alas!
Well anyway, 30*4 is, indeed, 120/min, so that will fit nicely on a mk2 belt. :)
(I actually rarely use the ingame calculator; I nearly always just have an interactive Python session open in a terminal on another desktop. Lets me assign variables and such then, too)
Do consoles have a "virtual keyboard" type thing which can be used to type in words and such? Or is that left to the individual games to include, if need be?
I wanna create a 6-10GW coal power gen factory. Some of you has the perfect spot for it ? If it is possible without train station going to this factory.( I dont Wanna build one yet[train station])
all in one spot? sure, find like 4 coal nodes, OC the miners, mk3 or 4 belts
Ok so i should split it? But did I need that much or less can be good?
I find 64 coal gens will get me to tier 7?
but if you have mk2 miners, mk4 belts and 4 normal nodes of coal, you can make a bit more than that
Yeah i just have the mk2 and mk4 belts rn
yup, find 4 coa nodes next to water.
every start zone has a 1-2 spots like that nearby
east side of Rocky desert for example. (or west of northern forest) https://media.discordapp.net/attachments/932761153703149659/1430431067952775280/image.png?ex=690f80fe&is=690e2f7e&hm=59f7e0a857ff2e99f3f2ab560934c85e924c5dd3310a2d5e1971c82766b6d0e8&=&format=webp&quality=lossless&width=1169&height=635
TYSM!
no stress ๐ having the coal gens in steps like that can dramtically reduce height as well
I have a pretty poorly designed fuel factory in the blue crater. I want to upgrade to turbo fuel there, but i naturally dont have the power to delete the factory and rebuild.
I considered building a turbofuel factory in the lake forrest, but i want to save it for aluminium. Is there a way i can jump start the turbofuel factory?
What i thought is i could just build above the current fuel factory, but im not sure how i would connect it to power
powerstorage
just charge it off geysers or somethign while you build.
And delete my current fuel plant?
I guess i could make a coal plant as well, its just hard to know how much power ill need stored
if you want, as long as you have the current parts and power storage you can delete everything and rebuild on spot
figure out how much your set up will use - using whatever planner. Like tools. It'll tell you how much it ll take to run
I'd make enough power storage to manage 30 minutes in case of nay trouble shooting needed
maybe an hour
it's very easy and fast to make so making more isn't hard
told a while ago to add foundations for conveyors and i think i am doing it right. hard to do it with all the elevation
evelation changes can be managed pretty easily, just gotta decide how big and where you want your first floor, then find the highest point and start paving ther e
since i need a few refineries since i am using all 6 nodes here
gonna need a ton of concrete
using the planner a lot for this
do it ๐ they are very useful
Yeah I did that to get the 6x6 BP designer and flight. And also figure some other stuff out. Also less laggy because thereโs nothing there
how would i connect all 6 miners to a single manifold line without making it too messy?
since im using all 6 nodes so 720 ore a minute
Use concrete platforms to align it using World Grid if you use World Grid
hold ctrl
first of all, dont.
process your belts from miners in their own sections.
your belts don't have that much throughput
If you have mk.5 belts you should definitely be overclocking your miners
i only got mk4's rn
mk.4 can't move 720/min
but 6 nodes will give you 900/min if they're all impure with mk.2 miners, so worst case.
all 6 are normal
so 2x that
as you've had issues being overwhelmed and oragnising things, you'll likely find things much easier to process each node individually
keep things simple and organised
if i can figure out how to organize it
process each node individually, then go from there
I'd need a massive platform if i wanted to do all 6 individually but that'll probably end up bottlenecked
it takes basically teh same number of machines to process it? not sure what you mean
Personally ai'd much more suggest local grids over WG
is the heavy turbofuel or regular turbofuel recipe better?
depends for what
power lol
then I'd consider making turbofuel at all questionable
you can get 20 GW from 600 oil with regular fuel
how??? im only getting 5gw with 600 oil
and by the time you need more, you ususally can do RF or nuclear
alts. Heavy Oil Resiude and Diluted Fuel (Packaged or blender)
Depends also on other recipes used
question about somerloops how do you all like to use em? like what do you amplify production with and how many power augments do you have with em
until phase 5, I use about half on augmenters, half on doubling various things (slugs, protein, space elevator parts). after phase 5 completion, all go into augmenters
ic
can anyone tell me why this conveyor lift is not moving ore to the foundry? the blueprint is identical for each of the 4 rows, meaning i made 1 foundry on either side, blueprinted it, then made 3 more for a larger build, but the first 2 foundries don't receive the ore that comes from the elevated conveyor. in screenshot it's entering the conveyor, but not going into the building. no amount of rebuilding the splitter/conveyor/lift makes it work
Lifts that connect directly to a splitter/merger at the top are a bit wonky. I've had many of them spontaneously disconnect themselves too.
building it from the splitter/merger or using a little belt makes it reliable
damn, i really do not want to use small belts especially because the 3 rows of foundries after the first row get their ore reliably every time i build it. i also tried building the lift from both the input of the building and the output of the splitter, both failed but the lift starting from the foundry did not have ore in it
pull out a belt and see if the input/output arrows show up
and then add the splitter/merger to the lift
if you do it the other way around it can bug, but that way should be fine
yeah, that shows that the lift is not connected to the foundry
you can try connecting them with a belt but it might say that the belt is too short
just edit the BP so that each lift is built on the input with an empty top, and build a splitter on the top of each lift directly
and it will work
so this should work then as the output of the lift is not showing the arrows?
Maybe, but i would put the splitter directly on top of lifts
rather than being halfway between 2 different lifts and having that buggy connection on top
you can still send the resources to both sides just fine, and it's denser as well
i'm not grasping what you're explaining, can you show me?
sec
So, this is the bit that can break
where you can see that black extendy thing between them
I hate this is the optimal way to make large quantities of rubber
you can build a lift like this
and then put a splitter directly on top of the lift
If you build splitter/merger on the lift directly, it's fine
If you build lift on top, going down, bottom side should have belt
If you build lift on bottom, going up, top side should have belt
the double-snap on both bottom and top side is what can break for no reason
Im new, is this load balanced properly?
hm, i wasn't aware that you could stack a lift and a splitter like that. thanks for the explanation!
most compact and fully reliable (:
Balanced? sure. but why you're using 6 constructors when you can only supply 2 is beyond me
Smelters output 30/min when constructor requires 20/m for plate, my brain didnt know how to split it evenly without each constructor recieving 10
that's how much they're currently receiving. 60 ingots spread across 6 constructors. that's 10 each.
also a plate constrtuctor takes 30 ingots, not 20
I have 5 pure iron nodes (120 x 5), just completed phase 1, what would be the optimal output of items? like how much of that should be just iron rods/plates and how much should be smart plating etc, and how do i plan that
do i need to be wary of anything fluid related here?
maybe its best if i send the whole thing actually
ive not used valves yet, should i have one on the pipes from the extractor leading to the water which goes into the sloppy alumina to ensure the byproduct water can get out?
Do i underclock them to get the decimal?
can, don't have to
you absolutely do. and no static solution (valve, changing the extractor's clock speed) is gonna work reliably. you need something that can adjust itself dynamically.
the typical solutions include:
- a VIP to prioritise using byproduct water
- packagers and a priority merger to prioritise using byproduct water
- using 2 sets of alumina refineries, one to consume only fresh water, the other only byproduct
- getting rid of the byproduct water via packaging, wet concrete, coal gens, or anything else that can use water
I think getting rid of it is the simplest solution for me
#1 is bug abuse (there isn't any intended way to prioritise competing liquid flows)
#2 is the most powerful option (e.g. instant start/stop capability)
#3 is easiest reliable config to build
#4 is.. you should learn how to do 3 cause you will hate yourself the next 10 times you have to build this otherwise
Would you make any changes here and is there anything i should do considering what i might need later on?
That looks pretty smart to me
ok ill try #3 but if it goes wrong i blame u
well, I wouldn't automate smart plating at all, as it's only needed for the space elevator and in known amounts - it's easy to just handfeed a single assembler and make just enough to finish the phase
As long as the section using byproduct water is sized large enough and has its solid inputs prioritised over the fresh machines (smart splitter > all in, overflow move to next machines), it's basically idiot proof
the only time I tried using #3, it eventually broke, but everyone who uses it swears it's perfectly reliable so idk
so for my example, I would do 2 refiners for the by product water, and then 1 for the normal water?
Not sure. Just check that the waste refineries consume >= the water that all refineries produce as byproduct.
might have been wrong or lacking solid prioritisation, otherwise weird old bug with fluids on save/load? I don't know, never seen it fail. It theoretically can if you feed the fresh machines while starving the byproduct ones, but the smart splitter fix makes that impossible with a few clicks.
it failed due to scrap not being fully used and then never recovered
is there any of the parts im gonna need alot of, like screws or rods or plates
concrete lol
or will i just have to rework the factory either way
Ok, that is another thing that i kinda forget to mention because it's something i always do
overflow sink your scrap production chain (at least from byproduct refineries, but might as well do all) AND/OR priority merge such that scrap always exits from the byproduct refineries before the fresh ones
overflow sink was the zero thought solution to not even have to consider what happens if/when scrap clogs, because that's a whole other (easily deleted) headache
If the byproduct refineries are jammed at 500/500 and the fresh isn't, specifically that way around, you can cause a deadlock.
You probably merged in a way that accidentally or unknowingly gave the fresh refinery output priority, and overflow sink wasn't there to catch it.
It's the same cause as before, when fresh runs but byproduct doesn't it can overfill the byproduct pipe. To prevent that you must feed byproduct with priority and drain byproduct with priority, but we have tools to do that 100% reliably. Smart splitter on input. Overflow sink or priority merger on scrap output.
I'l probably make a quick tutorial for these setups at some point, not just how to make them but how to calculate the split between fresh & byproduct, why they work and why each part is needed. It's not just aluminum, but acids and stuff too which run best with loopbacks
You only need screws for a few pieces of equipment and an AWESOME shop, every other use for screws is in a production chain, so you don't need to store hardly any.
I'll just build stuff when i am home and ask occasionally if it needs changes. That would work better
I was really tired last night and got mixed up I guess, back on now and I understand thanks currently rebuilding it
The issue is that none of the images people (*cough* cobalt *cough*) share mention that a sink is required nor are they built in a way that'd allow you to prioritise using the scrap/alumina from made byproduct water because all the alumina is just merged into one pipe
When I built it, I had the feeling that it's a dumb design because you'd need to use a VIP for the alumina anyway to make sure it doesn't deadlock, and lo and behold it did when I built it exactly like I thought it would.
So you'd need not only split the alumina, but the scrap as well and then priority merge the scrap coming from byproduct water with higher priority than the one from fresh.
So pre-1.1 (and therefore pre-prio mergers), this setup was impossible to build fully 100% reliably without a sink. Even now, I wouldn't be 100% sure that with the double split it will be but at least I don't have any obvious doubts about it
It was possible, but if you let your output back up (which was inadvisible) then you needed to have the scrap outputs connected in a certain order.
If you let it back up and also have them connected in the wrong order, it could fail
like if you have
<===byproduct===byproduct===fresh
then that prioritises adequately
but if you belted it the other way and did byproduct===byproduct===fresh===>
then it would preferentially drain the fresh refinery when under a partial load, clog the byproduct ones, and could break.
because even with just regular mergers, the first way of connecting deprioritises the fresh scrap, and the second way prioritises it.
It's not a priority merger thing, priority merger just allows you to override these behaviors and make it happen 100% of the time so that you don't have to math out if something is "prioritised enough" based on how many mergers it has to go through and how many things are connected to those mergers at what flow rates.
People generally don't run into that issue because they tend to build the first way, not the second, and the first way IS adequately prioritised on i think every recipe combination even with regular mergers.
That being said, it DOES need to be explicitly pointed out that you have to build it that way or take other accomodations.
w.r.t splitting alumina, i don't know what you're talking about there. For alumina solution i've always done and always seen just direct 1:1 piping, so each solution refinery has its own scrap refinery. That's the easy part.
overflow sink here is, and often is, just another layer in the swiss cheese safety model where you can fuck up a bunch of other things and it will catch you and make the system run perfectly anyway. I don't believe that it was ever neccesary, but there are definitely a range of conditions that can/would break an alumina system but will not break it if there's a sink present. I think that they're all preventable with good design.
It's not even that complicated or involving that many parts either, but it's nontrivial with a lot of interesting math under the hood which isn't obvious
Fair, but that also kinda requires the scrap to be split up. Because with the alumina just mixed, you cannot be sure which scrap you're prioritising by building the manifold one way or another. It's all made with a mix of both and both can flow along the pipe manifold to any scrap refinery.
With scrap split up as well, it might be sufficient, but it'd require testing under all ranges of demand for me to be sure that a prio merger is not required
I don't recommend and i don't think anyone recommends merging your alumina solution, but if you do it then it should not be merged between fresh and byproduct refineries
you technically can do it but it makes it mathematically much easier to hit several failure modes and even adds more failure modes for no good reason
I can't believe you've made me unblock cobalt so I could find this image
#math-and-meta message
That image doesn't have merged alumina solution
oh i see, different image
I think that's from the pipe manual 1.0? But if it's meant to be interpreted that way, i'd consider it an error
it's adding pipes to increase risk and not improve function
You'd need a 5th scrap refinery to make this work without merging alumina
I'm talking about the bottom right example
Because a sloppy alumina refinery at 90% makes 216 alumina, but 1 electrode scrap refinery takes 180
Or overclock it I guess
Yeah i see
Cobalt also sends another image with 3 refineries in each row but I have no clue which recipes that uses and at what clock speeds etc
So it's possible that can be/is fully split
But the ones from the manual require the alumina to be in one pipe or an extra refinery
Well, maybe the top 2 don't because they have scrap underclocked
probably something like this
you don't need that awkward pipe between the refineries ๐
but you see there, the alumina solution is just straight 1:1
you can always make that work, it might take extra machines at some recipies/ratios/clocks
you can fit them
but make more room if you want
Too close together? You can also run a conveyor belt across and attach the splitters to the conveyor belts using CTRL while lined up with the smelters
put splitter in front of machines 2 and 3, connect them, add a side belt to each which goes to machines 1 and 4.
whatever's the speed of the belts you connect to it
i wish we had 2 way splitters
just don't connect 1 output and it'll split 2 ways
Yeh i was being stupid
This aluminium factory had me going crazy
I did it!!!!!
It was rly easy tbf
It looks disgusting but it works lol
i tend to join the alumina refineries into a shared pipe alumina pipe network when i do a split water cycle
that way if one of the scrap refinery's outputs is clogged, the alumina refineries will all slowly stall, not just the one that happens to be connected to the scrap refinery
and why would only one of them stalling be an issue?
you mentioned yourself that if a scrap refinery that deals with alumina from a recycler refinery doesnt get sunk, the system can clog
clog in the terrible way
if its all shared it tends to make it all stall and also recover somewhat equally
lemme see if i have a demonstration case...
well, yeah, that's why I think the scrap refineries should be separated and the refineries that use alumina from byproduct water should be prioritized
i was just trying to share some design idea that doesnt need priority and can still work while in a "failing" state
anyone know the easiest way to compress 2500 screws onto 5 belts running 480 and a remainder belt of 100?
The best idea would be "don't" but a belt mixer with a bunch of smart splitters in the right places would be able to do that
alr thx
group producers so that they make the amounts you need
Im so mad I didnt think of this 4 hours ago
How do I interpret the production stats on satisfactory calculator? I know the only aluminum factory I have is producing what it should but this shows an overage?
SCIM assumes all machines are running at 100% uptime. Which, if that's not the case, gives completely inaccurate numbers
Hm. But in this case they are each clocked to 100%
Do you mean clock rate? Or uptime
Like is this a way to tell which lines are bottlenecked? I know it doesnโt show per machine
I literally said uptime
It does take clock speed into account, because that's saved in the save file
Uptime isn't
Which is why I was incredulous
Not knocking you
If I look at the machine (on satisfactory calculator) i only see clock speed and not uptime, so thatโs why I was surprised
Uptime is calculated by the game on the fly and isn't saved, so SCIM wouldn't be able to know what it is without analyzing the factory
It doesn't consider logistics, it just sums up inputs and output of machines placed and powered within the savefile
yeah it's practically a wild guess
https://www.satisfactorytools.com/1.0/production?share=SAZLD9IjoAYTPuWWgIh5
Im having trouble figuring out how to split the HOR into the three respective pipes
also i think i prefer tools over the modeller now lol
have three groups of refineries each making the desired amount of HOR
you dont need to merge all 30 refineries into a single pipe network
Ok so the factory statistics arenโt really useful?
not really
a single HOR refinery makes 40/min HOR
200/min HOR is just 5 refineries
it's basically "global save statistics if everything runs at 100% capacity"
they are if all machines making said item are at 100% uptime. Given that in my designs, always all but one or 2 are, it's decently accurate if I just want to know approximately how much I'm making
For the turbo blend, can i build 26 blenders and just overclock one to 166.7% or will that not work
merge smaller groups of refineries
the HOR refineries make 40/min each and every value you see in the planner for HOR is a multiple of 40
yeh i got that
I mean for when i turn the HOR into the turbo blended fuel, it says i need 26.667 blenders
Can i just use 26 with one overclocked to 166.7%
yeah and for that you can do whatever really
800 HOR is probably best done in at least 2 pipes
yeh i was going to just split it into two sets of 10 refineries
and then they feed 13 blenders each
cause you sure wont be able to squeeze it into 1
and then you just make 2 blender groups and adjust them so they use 400 each
13.33333 x 2
this is what i dont understand lol
you need 26.666 blenders
you can just do 13.3333 times 2
which is 13 and then one at 33.3333%
and then just do that all twice
yes
thanks mate, thats super helpful
in the end you would have 28 blenders
or you overclock a blender to 133.333 %
then its 26 blenders total
how you do it is a freeform problem
the calculator effectively just tells you "in the end the percentages in your machines need to add up to 2666.666%"
if you were to overclock one would it not need to be to 166.66666%
well its one blender per group that needs to be overclocked
remember, 13.3333 blenders per group
the percentages just gotta add up to 26.666 blenders total
you can build as many blenders and clock them however you want
do you think i need to use valves for this at all
technically, it's uptime * clock speed is what needss to add up to 26.(6). they can all be at 100% if some of them idle
yeah if you dont care about idling machines, sure
could just have 12 blenders at 250% for each side and then you just go "alright now work it out you guys"
no id prefer them all to be working all the time lol
@topaz granite keep your fresh and byproduct water split like this
blue fresh, red waste
works with future set ups that have gasses as byproducts too
@tawny glade why are you asking for help in a channel where no one can speak to you?
fuel gens dont consume power from the grid right?
oh so overclocking them is defo the play
ty!
if you ahve spare shards? sure. It only saves you space. Doesn't get you more power per fuel
yeh i know, im not trying to place 160 generators lol
64 is much more fathomable
how do i know how many batteries i need for drones
it tells you it's usage when you have the drone flying
you can also use fuels for drones. Or plutnonium rods
yeh i think im going to wait until i get the rods
What would be the way to make iron screws 1:1? Im confused because theres an output of 30/m and an input of 10/m, my brain defaults to splitting it between 3 constructors but it feels like im overcomplicating
a bit messy but should work
no, I was
if you have it unlocked, you can set the miner and any constructors to make less. (assuming they haven't changed that. I haven't played in like a year)
is it worth using drones until I have batteries automated?
up to you , they work fine with regular fuel
how can i figure out roughly how much turbofuel p/m they woukd consume
or does it depend on their destination
run the drone, it'll tell you afteer the trip
ofc it does
as mentioned before
also, it's /min. p/m would be points per meter
ah i thought it was a flat cost like a train
trains also don't have a flat cost
they use more power uphill, negative power going down hill breaking
a train's cost isn't flat either
sure but is it not always within the same parameter
like the max they can use is like 120 or smth?
sure but distance for drones is the same thing.
why does my pump not pump
either because the pipe before it is empty or the pipe after is full
I am bad at ratios. What is a single miner on a normal mode capable of doing WITHOUT the belt clogging up?
look at what the miner is outputing
look at what the recipe needs
ok it's hard to tell exactly because pipes are overlapping
This is the intake
but it looks like you're going over your pipe limit
Yeah I figured, not sure how to fix that
same way as anything.
how much pm can a mk1 pipe move?
and how much are you trying to pump through it?
Would I have to have separate inputs on the line for each water intake?
that's one solution
Mk1 is 300, but I looped it so It shouldnt be an issue? Unless I have to loop from the back
Yeah I figured
... bot is down one sec
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...
ah there we go.
example layouts that are beginner friendly
you can also do this
still basically teh same thing, more than 1 pipe to manage the flow
Alrighty Ill probably do that because it fits easier in the build
in genearl keep your pipes as simple as possible too.
Thats what I was trying to do when I was planning it, my previous power setups were always in the grassy fields and the water there is in a lot harder spots to manage so I had more complicated piping but it worked better than it is now lol
Just gotta move some stuff around
most coal is next to large pools of water that make it convenient. But not all
just gotta find the 'most'
I just have a couple nodes pretty far away but got tractors bringing it in
I generally automate resource nodes to bring in to a closer area to hub/other factories for convenience
I can have all my steel right next to all my iron
Makes logistics a little easier late game
I love trains and enjoy utlizing them lol
@vapid gorge Opted for 2 extractors at 75% on each line to save power and reworked the pipes having the stacked pipes. Nice and consistent power gen now, thanks!
no problem!
you'll probably want to find some more coal nodes soon though. If I recall correctly those are impure so you won't get much from them. East of you there's a bunch more nodes next to the ocean.
you'll need a fair few generators
I got 2 normal and 2 pure, the normal ones are feeding steel plant at the moment, and the pure ones feeding the coal power. Just got MK2 Miners so Im about to double the steel plant and coal power. Just wanted to work the pipes out before I did that
Should hold me over until I start oil power
Is there anything wrong with this
Im producing the exact amount of turbofuel for all of these gens
The two rows are separate turbo fuel pipes as well
Itโs 32 fuel gens connected if that makes a difference
it kidna looks like the input pipes are going up for some reason?
Shit yeh
The left one defo is i think the right one is just bent weirdly
how much fuel per min are you feeding pm down it?
Iโm not my by laptop and console anymore
But if i recall its just 600
But if the pipe is slanting up then that will be an issue
ok so I would tidy up the manifold.
get the gens to be exactly opposite to each other, make sure they are flat and none of hte inputs feed up
But otherwise that manifold will work right ?
probably not since you're running 600 in the pipe ๐
flood the system and see though, it could
