#math-and-meta
1 messages · Page 358 of 1
one is available earlier, other one is slightly less complex
It'd feel better to me if they just left it as an endgame thing
what specifically? 🤔
diluted packaged fuel existed before fluids did iirc. and back then, it was just called "diluted fuel"
oh, so ig it´s a backwards compatibility thing
no, it's a recipe that is available at oil tier
there's definitely some legacy stuff with it. DPF existed before DF
people probably complained about having to deal with refineries and packagers when it could be a blender recipe (after blenders were added)
I mean that if they redid the game from scratch they prob would only leave the blender recipe, it does make progression sense for you to not get it immediately after unlocking oil
I mean we had two or three big recipe rebalances before 1.0, if they wanted it different, they would change it already
I doubt so, see above
also, it's very useful to have pre-blenders
and even post-blenders it's still very decent
there's a difference between breaking people's factories by removing it and not having it in the first place
if neither recipe existed before 1.0, I could see them only adding the blender version tbh
I like the loop and would like to see only the loop and not the blender 🤷
also, I´ve just realised it´s more important than usual to not cause bricks, because if you have someone´s power setup fail it will cause cascading failure of the entire grid, the only potentially worse recipe deletion would be to nuclear
Thanks!
priority power switch 😉
I´m not saying it´s unrecoverable, but you´d need to rebuild your power station while the rest of the factory is shut down
most of the "big updates" were published with "we recommend new game" anyway. They had the options if they wanted to deviate
If I were to run a group of 6 coal generators could I still feed those 6 the water they need with 3 water extractors at 75% even if they use compacted coal or does it affect the water required?
Water consumption is the same regardless of fuel. It only changes with clock speed.
Thank you.
just clock the water normally its recommended to flood pipes to the max with water extractors, else you run into flowrate problems
How do I make my 300 iron/min mk1 miner deliver all that iron effienctly to my factory if I'm still at mk 2 belts?
that's the neat part. you don't. if the best belts you have are mk2, then you can't get more than 120 from a miner
that's a shame
You'll get to mk3 belts soon enough
There will be a tension between max extraction rate and max belt speed for much of the game. Gotta stick within those limits!
should i make plutonium rods or just sink the non fissile uranium
i mean try to make plutonium rods
wait wrong chat sorry
you can't sink non-fissile regardless
ya we told him in another chat lol
motors are a lot more involved than I remember xd, been building a 250 cooling system/min factory with the alt recipe and just kinda ignored the motors thinking it was easy, oh how wrong I was xd
So now half the dune desert will be on motor production duty xd
Ik it´s not the most efficient recipes, but I don´t wanna do refineries if I don´t have to xd
might switch some to iron pipe if I run out of easily accesible coal, this should be good for 50 thermal rockets per minute plus some extra for other stuff
if you manage to sink it somehow with a bug, by all means do so for efficiency sake xd
@frosty owl Okay, one (final) redirect, and I hope I have the willpower to keep my yap shut 'cause I think we're probably the only two people who want to be having this conversation. :D
So re: icons; sure, in many contexts they're a great shorthand, but I sincerely believe that if they are the only signposts in this case, they're far worse than without. You see a road sign and it's got an icon and that icon is generally the only thing you need to interpret. Oh, that's a yield sign, that's a stop sign, that's a pedestrian-crosswalk sign. One single bit of information, commonly known and taught in schools, and you're done
AFAIK, 2 is plenty enough people to have a convo :P
On a factory graph, though, if you want to know what any machine's doing, you've got to (correctly) interpret up to four different icons and up to two output icons, and then if you don't happen to know off the top of your head what that means, head to a wiki and try to match it up
The graphs require you to be constantly synthesizing a ton of information, when instead it coud just say "Infused Uranium Cell" or whatever.
There's even one case where two recipes share identical inputs/outputs and you'd have to start comparing resource ratios
And you've got icons like coal + compacted coal which look nearly identical (and on these screenshots are like 5x5 pixels or whatever)
And even though I've been playing the game since U3, I definitely do not know all of the Space Elevator Part icons by sight
This is where I disagree (kinda).
Let's be more specific: what info are you looking for exactly, for your example?
Like, in SFTools, you're looking at a node and wanting to know: (fill in)
Which, again, the graphs themselves might be fine, but if there were just bloody labels I'd know at a glance what's going on
Machine Type, Machine Count, Inputs (+rates), Outputs (+rates)
I'm not saying there shouldn't be icons too, and avid users of Modeller are maybe just better at recognizing things than I am, but it's a genuine barrier to understanding
I've been seeing these graphs for however long they've been on the server, and they have not gotten any easier for me to understand
Again, maybe this is some kind of learning disability or whatever, but I know I'm not alone in it
Nono, I get that, it's just another detail I'm trying to understand, sorry if I'm not keeping up with your typing speed 😅
Hah, yeah, sorry, I vomit forth overly-long sentences like I'm late to a meeting. :D
I often fear my presence is overwhelming with stuff like this. Too much time spent playing typing games as a kid. :P
So, in SFTools you get that from:
- Recipe name
- Machine number
That's all you get from the SFTools graph, correct?
(I've been rather tempted by that newish Typing Battle Royale game which is making the rounds recently; generaly eschew that kind of thing but it piques my interest. :)
input + output + rates is on hover, but yeah, not from screenshot
curious question: how do you distinguish between RIP and bolted RIP in modeller? 🤔
Rates are clearly labelled on the edges even for static images. I admit that having those at the midpoints of the edges could cause some problems on larger graphs, though. :)
You... Kinda don't...
Maybe figure then out by the info you get on hover.
Tbh, I have a hard time imagining a situation where that would happen, thus finding solutions for it 😅
(fyi I'm also interested in this conversation from the point of view of "what could I possibly add to new Tools")
by the plates to screws ratio XD
Like, I dunno. Again, I'm not even saying sftools is the best; I honestly don't really have problems with the information-dispersal on any of the other rando solvers/graphers I've seen out there
situation: I see a screenshot from modeller (we have like 10 daily), I see RIP production, person asks if plan is good or if I like the plan. I don't know because I have no idea which recipe that is (and yeah I could do math to figure it out but... why)
But just everything's right there. I agree that there could be icons, too. I wouldn't mind having icons as well
So, is this correct @dusky dust ?
Maybe I should add "input/output arrows"? That's an important distinction (takin 1 minute, phone dying)
the current visualisation software doesn't support them (big sad), I plan to research visualisations that could add them for new Tools
Or a graph from my own bespoke solver:
(Power stuff in there is wrong; added that very early on but never bothered to actually do it right. :P)
Not actually sure what your question is there, btw
Okay satisfactory-calculator.com's graphs are actually worse than I remembered; I'd agree that those are pretty bad. :D
For a hypothetical "I wanna know what this node does" example, which scenario includes all the info you want to have at a glance in the smallest space?
Looking at the 1.0 recipes and I noticed Dissolved Silica. Do people use that one?
Just to have a baseline example to make comparisons on
some do
Good to know. It's surprising that they made a new pink liquid.
It's useful if you need both silica and quartz crystal; you get a higher combined output. If you only want one or the other, there's more quartz-efficient ways to do it
I liked the colors and stuff... neve used it again though 
Either ask them or judge by the number of machines. If they haven't changed the clock (red/blue circle in the top left of a node, 100% clock if not present), the output should make it obvious
see, I don't know all these "changed clocks" info (and it's kinda not clear from the graph)
mm, satisfactory-logistics.xyz doesn't label resources either, I see:
For me, the third -- I do absolutely admit that once graphs get too "big," they can't be reasonably exported as a whole from sftools
@wind spade I suppose that would be one feature request -- being able to download a "full-size" zoomed in version of the graph, rather than having to screenshot
you can rightclick the graph and press "save image as", though that doesn't allow you to do full-size, that just exports current viewport
Just download the graph (or it's link) at that point 😅
Big images become cumbersome to handle, even just due sheer filesize...
I could've sworn that there were more "full" graphers like this out there, but I guess most that I've been finding aren't
I can generate SVGs with my own bespoke one, which is nice, since I offload all the graphing to graphviz
exporting as svg may be interesting feature indeed
Lets you search for text and such in the document, then, too!
Then I have to admit that I kinda fail to understand your prior criticism 
To be more specific, I hear the part about having issues reading info in one way vs another (text vs icon) and I don't intend to argue with that; but I think we can just ignore it as a "user preference" and still compare the tools on other (more objective) parameters, such as: how easy it is to access the same amount of info?
As you mentioned, it's annoying having to follow lines far from one node just to know details about that node (even worse if they must be chased offscreen!), which is why I tried to create an example showing what is needed to have "all relevant info".
But this is where I don't understand your point as (in my view), Modeler wins hands down when it comes to having info aviable; in almost all cases, Modeler offers info in the same place as SFTools (halfway between nodes) OR better (user-defined position). The number of labels is the same (unless the user adds more) and the ONLY info exclusive to SFTools is the recipe name...
But that is useful only when one is looking just at the node (for the same info, one has to read one text vs multiple input/output labels), if they still need to include input/output info then that doesn't seem like a meaningful advantage anymore 
On a sidenote, I think there's a separate discussion that could be had on how "easy" it is, for different people, to understand a recipe just from its name; to give one example: I mentally categorize them by one input and one output; wether I know a recipe's specific name, in addition to just the name of its output or ingredients, is a bonus.
Again, my complaint stems entirely from the static images posted as factory "explainers"
I know that my complaints are completely meaningless when actually using the app yourself
As to the big-graph thing, sftools has the extreme advantage that even if an image export is "too big," you can trivially pass someone a URL where things can be inspected and rearranged at will
But if I had to choose between trying to interpret a "very big" Modeller graph versus a "very big" sftools graph, I would still have a far easier time understanding the sftools one
I am focusing on the "picture sharing" part of things ^^
I'm really not exaggerating when I say that 99% of the modeller graphs I see just look like nonsense to me unless I spend a lot of time trying to piece them together
If you've got a more intuitive understanding of them then maybe you just can't really understand that
But every other graphing system that I've seen used throughout the years to convey information has has basically everything all nice and labelled and I've never had that comprehension problem
Again, maybe some kind of inherent learning disability or something that I've just never noticed, but I find it difficult to convey just how terrible Modeller graphs are for me to follow
And for me it boils down 100% to the lack of labelling
Semi-sidetrack: what in the world was that other one that was pretty common on the wiki for a long time?
Had a couple of different rendering templates to use, if I remember right
factoriolab?
Ah there we go, this one: https://satisfactory.wiki.gg/wiki/Crude_Oil?oldid=12106#/media/File:Bootstrap_plastic_schematic.png
I liked that one too, in terms of info conveyance
that one was there pre-current tools 🤔 afaik it died shortly after current tools got out
Ahh, gotcha
About as intuitive as "icon = item" and "line goes from lower-tier item to higher-tier". I think these are about all the steps needed (albeit the second one is cumbersome and can be made very difficult by users).
To reciprocate with my experience: at the beginning its graphs meant little more than flowcharts to me (I could just understand that things kiinda went in "this" direction), after a few minutes of trying I understood the meaning of most numbers of the nodes and after trying it out myself it was pretty much crystal clear from then onward (and then my appreciation for it over SFTools started to rise, but that's a sidenote, just added to point out how it took a while for me to really understand how many things I could do with it)
Still requires all the mental synthesis to go from inputs+output -> recipe, even if you immediately recognize all of those
I am quite surprised by how divisive it is 🤷♂️
Personally, I find this a shame as it is (imo, and icon-vs-text-debacle aside) currently vastly superior to SFTools in managing and sharing complex productions (which is often what the nerdiest and chattiest like to tackle)
If you read a recipe name, you do the opposite: read text, recover from memory to which inputs/outputs it coincides with (unless those are aviable to see on screen, then the info aviable is the same either way)
out of curiosity, what steps would Tools need to take for them to be able to replace Modeller in your approach? (this is not "I want to force you to use Tools", it's more about "I'm interested in needs of users and maybe I can take some feedback from that for new Tools")
Well right, and with (for instance) sftools, those inputs/outputs are available on the screen.
So you get the information both ways
With severe limitations, as I highlited before 😅
If you know the recipe, great. If you know the inputs, great. If you know neither, all the information is right there all laid out for you
Like: if you know the recipe, you benefit from having just a name aviable (you know the rest).
If you don't, the info is near useless as you still need to read input/outputs; in this case, Modeler has them more easily aviable (either it's in the same position as SFT or better as the user nudged it to preference)
Anyway, yeah, in the end it's just a question of personal comprehension ability, I guess. I've mostly just given up trying to work through Modeller graphs; they have just never clicked for me at all. I have no doubt that working in Modeller is extremely handy for the folks who like it, but for myself (and some others I've talked to) the graphs commonly shared from Modeller are practically useless to convey info
It doesn't, though, because all you get on Modeller graphs tends to be tiny little icons
Which, we're just circling around here
"It does" what?
I'll just say once more that I'm really not exaggerating how difficult I find Modeller graphs to read. I'm glad they're useful to others but they're far from universal, and my mind finds them so bad that it's frustrating to see their proliferation, especially when such a trivial change in their image exports would completely eradicate the problem for me
Just text labels, that's all I want. Show me recipe names and resource names, I'll be happy
shrug emoji
c'est la vie!
I mean... you say that as if any of the ones here actually had any control over that 😅
I don't think most people would actively turn off an option to add text labels when taking screenshots of the plan... if they had such an option
Oh, I know that. I did put in a feature request for that but either it was missed or they're just not interested (or it's too low priority)
In the meantime, I think it'd be nice to see a modicum of effort put into accepting what is a very valid production plan into the folds of commonly used tools... which includes not bashing people simply for daring to share a picture taken with their production planner of choice (unless they didn't put any effort into making it "readable" ofc :P)
I do agree that it is a bit sad that not all graphs shared can be easily understood by everyone depending on what software is used, but that's where I "c'est la vie" 🤷♂️
I didn't intend to play on your words so heavily on the last part, we just tend to talk in a similar manner sometimes @dusky dust 😅
Hah, all good
I know for my part I've almost certainly come across a bit too hard about it once or twice, though I have since very consciously refrained from anything which might sound like it's going after a person, and haven't actually brought it up in quite awhile. :)
I only got into it today to clarify my position in re: the "no text" comment. :)
🍻
I reiterate: this specific topic is weirdly divisive. The fact that things just "seem so obvious" might be a reason why it can so easily rub some the wrong way 
Like: it's weird how quickly heated convos over this specific topic often got. Other (more complex) topics don't devolve like this
You're probably right re: the "seem so obvious" angle. Like when I first saw those start to pop up it honestly felt like it was intentional obfuscation. Like medieval alchemy texts which would be written in riddles to try and ensure that only the "worthy" people could gain the knowledge therein
Like it's honestly a very visceral reaction (and as I say, I've talked to other folks who apparently feel the same way)
Bah, and there I was all geared up to stop talking about it after my 🍻
Here, have two more, and I'm really for real gonna shut up about it, because as you say, in the end it's really not worth all the bother. :D 🍻 🍻
Btw, I didn't ignore this, I was just a bit too busy...
In order of importance:
0) (I forgot, didn't want to change numbers) The production graph and changes to it should be saved.
- Interacting with machine nodes and changing production goals/details directly in the graph. The bigger the production, the longer the list of items being produced and the more annoying it gets to scroll from the top of the page where the items are listed to the bottom where the graph is shown. Note: I use Modeler mainly on "manual" simulation mode, with related preferences... that's a stark difference from the normal expectations I have from SFTools.
- Being able to dictate precisely where the output of which node goes (eg: node A and B make item X with different recipes, nodes C, D and E need X as input; I want node A to produce only for C and send a bit of overflow to storage, while B should make only enough for D and E).
- Being able to move around labels (and thus connections). This is crucial to keep things organized and readable.
Edit: 4) Being able to have power generators as "nodes", with inputs and outputs.
I think the picture attached is a great example of a graph that I just could never obtain in SFTools (the production plan alone would take a ton of time just to reproduce on SFTools; I'm not even sure I could've planned it all out using only SFTools in the first place...). I hope it may allow you to appreciate the amount of detail that I could fit into this part of the plan and how clear (relatively speaking) things are despite the complexity and number of overlapping connections.
Eh, I enjoyed the convo. Anyway, do have a good one 🍻
As did I! But as usual with a topic like this, I often fear I'm too strident and loquacious about it, and I don't want to monopolize a channel like this with my own personal crusades. :D
Well, we haven't been banned, so I think we're fine~
Yet. We can do better! 
This would be a great moment for a mod feeling trolly...
Btw, @dusky dust if you dare bear the headache and look at the numbers of Generators in this plan (number right below the machine's picture), you might have a glimpse of some really "evil" sushi plans 
heh
Btw, 10.6...+2.6...+0.6... = just 14 Generators
Not the easiest number to balance for, but still... way better than something like 15 or 13
thanks for the answers. I guess I can summarize them mostly by "allow more manual planning", which is kinda planned for new Tools (though not yet sure about the scope of that).
As for saving of production graph, that's mostly due to bad design choices earlier and now is kinda hard/impossible to do without major reworks, hence why it's not a thing. Though it'll for sure be a thing in new Tools
wheres the best place to make a alluminium plant
so I'm currently expanding our central rail network and having trouble finding resources online for reccommended slopes vs # of train cars and was wondering if anyone had a good guide for this or knowledge on the subject as this is the first time we have a slope using 2M ramps
nitrogen gas
Guys What is the amount of packaged water used in a fully overclocked refinery in dilueted packaged fuel alt?
The best way to handle Diluted Packaged Fuel (IMO) is with a closed loop of 2x Packagers and 1x Refinery. You can feed it like 20 Empty Packages and that'll generally be enough to let the loop run at full speed
Can fit that even inside the basic 4x4 blueprinter (including the pre-filled packages, and any machine clocking), for easy 1-click deployment
As for how much water (and HOR) to provide, the packagers and refinery can all run at the same clock speed, so determine how much you want one loop to handle and then just look at the machines. :)
I can make you a blueprint if you want.
I have a blueprint already. Turning the packaged water into fuel then unpacking then into turbo fuel
Nice
I am way from my pc atm so was trying to work out how many packaged water I would need to run 75 of them units at 250 overclock
The answer is: a lot
I have the ball park if 11000 but not 100% sure ahaha
150×75 = 11,250
So yeah, pretty close
Worst part. That's not even all my oil xP
So 37.5 max clock water extractors
Half that many mk 2 pipes
4 packagers per pipe
I have the extractors in. I have a blueprint if 12 extractors so 6 pipes per blueprint. That gives me 3600 packaged water per min
Wait, extractors can't go in blueprints?
Not extractors I ment packers
Ah okay
Gonna slap 6 of them blueprints in. 3 n a bit to deal with the turbo. The rest to deal with normal fuel
If you still haven't actually built this out, btw, I'd highly recommend doing that closed-loop blueprint instead, btw. It sounds like you're planning on bringing packages water in and maybe manifolding that across a bunch of machines
It's gonna be a close loop. I have it planned out to be
Which... is possible, sure. But closed loops (ie: take in HOR and Water as fluids, spit out fuel, also as a liquid) are a lot simpler
Just not that small of a close loop as it's all sectioned out
I suspect you're not using the term the way I am, but: I wish you luck! I also don't envy you the fuel gen placement on this thing. :)
If I recall it's close to 200 gens
in satisfactory there aint no full triangle foundation right?
Sadly no
alr thx
yh thats why
Tagged u in #screenshots
Sorry, I find modeller screenshots to be essentially unreadable
Oof. I'm like that with satisfactory tools calculator.
The kind I'm talking about honestly doesn't work well in modeling/graphing tools in general, IMO
I'm basically talking little modules which can look something like this
water + HOR goes in on the upper right, fuel comes out the lower left
totally closed single system; preloaded with Empty Packages
Ohhhh
That layout in particular fits well in a 4x4; if you have larger blueprinters you'll have more wiggle room with layout, etc
Mine is a lil bit bigger
You can even put the empty packages inside the machine in the blueprint; one-click placement
As I don't rlly wanna deal with much headlift with fluids
So you're not sending packaged anything around; you're just feeding water+HOR as if it's a little mini-blender
the Broke Boy Blender 😭
So I have a blueprint where the emptys go in. And the water comes out. And straight into another blueprint to come back to the first blueprint
But gonna have to try that now ahaha
the whole loop should fit in a Mk 3 blueprinter
I only have mk 2
sadge
Innit
But yeah. It's a "closed loop" but it's not that closed.
clopen
I'm gonna have to fill it with another minute of water to be able to run it smoothly
Anyway, my suggestion is, of course, just one way to do it. :D Good thing there's lots of ways to solve problems in the game. :)
Meaning that's 23000 packaged water
Thank goodness I have had emptys being made with sloops ahaha
again, you shouldn't need full machine of packages, cuz they get filled, made, emptied, then looped back within a minute
This factory is filling the full blue crator
I think it would take longer then a min to loop back
Will have to test it soon
i went ahead and made you Mk 3 blueprint of the Broke Boy Blender, with 4 refinapackagers in closed belt loops and pipe manifolds
putting in power lines now
you like?
i made a version without floors and pipe extensions for easier modularity
lmk if you want it
three dozen power shards is kinda crazy though
and 671.5 MW is crazy(ish) too.
if you did it with 2@250% + 1@100% Blenders (to make the same 600/min fuel), that would only be 578.7 MW, so this is actually more power-hungry than an equivalent blender setup
3@200% blenders would use 562.5 MW
Spreading load evenly always uses less power than unevenly.
Does anybody have any idea how one could use splitters and mergers to split a conveyor carrying 120 items/min into 5 conveyors carrying 24 items/min?
you split the belt into 6 then merge one of the outputs back in
"priority merge" specifically
You can't use a manifold? If you can't, it looks like a five way load balancer problem.
Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...
Basically do what Barb just said.
--S--S--S--S--S
| | | | |
You need a 1 to 5 way assembly. If the input is 120/min and you're limited to Mk.2 belts then the 6 way split and merging 1 back has a bottleneck, so here's a couple of non-bottleneck solutions.
Would using uranium fuel rods as drone fuel be viable? I know they would last a long time i am worried about saturating each refuel port. How much should i realisticly produce to easily saturate each new port?
Can someone tell me y my water extractors are storing water even tho there's barely any water down at the end of it? I've got 8 coal generators hooked up to 1 pipe which worked with 2 extractors and 4 coal generators but genes 7 and 8 are losing water? (in the order they get water) nothing overclocked its just 8 normal coal genes being fed 3 water extractors worth of water in mk1 pipes
check how much a mk1 pipe can transport
you can connect one extractor to the other end instead and it'll work with 8
So run a pipe into the other end and separate genes 7 and 8 from the others?
!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...
I mean 450MW should suffice me to be able to comfortably start producing the stuff in advanced steel production I hope
^the 2nd setup from the bot message
is there a list of bot commmands pinned somewher?
not that I'm aware of
Hmm, I think if push comes to shove I'll make another 6gene otherwise id have to expand my coal plant
Granted I could always separate it from my main base and make it a proper coal plant instead of having it connected to my base 👀
That can be a future me problem as im exhausted and its currently 1:15am for me 😅
pipes can flow both ways so you can connect stuff to both ends of a pipe just fine.
or you can use any other setup. the only limitation is 300/min on each pipe segment, not the entire pipe. if you top it up every now and then, you can feed as many coal gens as you want
Ohhh ok, so I could have 6:1 (genes to extractor) and just repeat that process? providing i have the coal output
1 extractor isn't enough to feed 6 gens, but yeah, technically you can have a pipe that's as long as you want connected to as many gens as you want, as long as there's enough extractors and they're equally spaced along the pipe
but I'd recommend sticking to 8:3 or maybe 16:6 setups
they're perfectly ratioed so no reason to expand them larger - just build multiple
I think a 16:6 will work until I unlock the next form of power 🤔 how much usable power would a 16:6 give me without overclocking?
16*75-6*20 = 1080 MW
well, minus whatever the miners consume, but that depends
That's so much power, i don't even think i want to know how much coal that'll require 😭 the second closest coal deposit is like 300 metres away 😭 id have to grind for so long (Granted most of that will probably be spent getting more constructors and assemblers up and producing more stuff)
16*15 = 240. just 2 full mk2 belts
Wait wtf, I've got a mk2 miner with a mk3 belt 😃 that's enough to power my factory till I need to double my pay and even then i can overclock the mine 😭 good thinking past me
Wait, would that put to much strain on the conveyers having to split it 16 or so times? Wouldn't it slowly run out of coal due it being split so many times or am i overthinking?
conveyors don't delete items. you put in 240, 240 must end up somewhere
Trueeee i suppose if I build a manifold correctly it'll keep all of them fueled 🤔
Thx for the help, im going to get some sleep 😂
Ive made a dual railway that goes all the way around the map, w the main station(s) being the start of my mega base. Maybe im being dumb, but how should i connect the second rail to the train station?
I generally build stations like so: #math-and-meta message
Or something similar, anyway
I did smth kind of similar
I just really wanna keep it so the left rail goes clockwise and the right goes anti clockwise
And thats its expandable for future stations
The idea is to bring in the bulk of the resources to the base
So i can automate factory parts and the t9 stuff there
Fwiw, I tend to recommend building out a "web" of rail rather than one big loop; forcing all trains onto one main loop feels like a recipe for congestion, especially if you're sending a lot of stuff to a centralized location
Though of course since you've already built it, you can just diagnose and fix congestion problems if they do pop up. :)
It will end up being a web
The loop is just to branch stations out from
But its pretty contingent on the notion that trains dont sit in a station if they have full cargo or cant unload
Which i dont think happens
I’ve got 5 pipes, each carrying 480 water/min.
I need one of them to split water into 4 other pipes, sending exactly 80 water/min to each, and dump the remaining 100 water/min
how to do it
(please dont send me pipeline manual i dont get it )
first thing you need to understand is that you can't just split pipes how you like. because they're gonna split themselves how they like. and it's not gonna be what you want
there has to be a way to control it someway
connect pipes to machines that produce/consume x, and on average, x will be flowing through that pipe
Pipes split equally, and only achieve max flow rates when doing either no splits or equal splits. Forcing them to do otherwise creates slosh.
If there is enough flow rate headroom (for example, you're putting 400m3/min into a pipe which can move 600m3/min max) then it will dynamically rebalance itself and flow where it needs to, but that does slosh and cost flow rate headroom.
how would I configure sf optimizer around producing 1200 sing cells /min, with no waste in the power setup?
I'm a bit in over my head 
ok, so, first of all, you need to give it resources. either by using input or extraction
for input, you have to give it a set input of every resource you want it to use, but also an unlimited output of said resource. if you give it input with no output, it'll be forced to use all of it. you can also give it unlimited input, and then you don't need to set output, it'll take however much it needs
for extraction, you need to enable extraction recipes and give it nodes it'll have access to. probably also set 250% overclocking for miners
in the output, set 1200 sing cells for it to produce those
if you want waste-free by sinking plutonium, you also need to enable sinking recipes and allow it to output sink points (you probably want that regardless). It will not generate any byproducts without it being allowed to generate them
power generation recipes need to be enabled separately too (though burning uranium and plutonium are included in the production category)
if you want it to produce exactly enough power, you need to set max power consumption to 0, as well as give it something to optimize for that isn't power (which is its default setting)
if you don't give it something to optimize for, it'll just spend all resources on generating power
Does anyone know why its saying path invalid after the train docks? If i drive it forward a few meters, the train can self drive no problem it just cant get out of the station
It can also complete the entire track and return by itself after ive driven it a bit out of the station
I’m very confused
I had this problem. Deleting the track after the station aswell as the station and replacing them fixed it for me
For me it refused to go in. Then when I took control it fell off the track for no reason. So it may have been a diffrent issue
I did that and it didnt fix it
Station is likely rotated wrong
They have a fixed arrival direction, not a departure direction
Wait so the arrow points in the way they leave or srrive?
Arrive
As in ----> D roof
The arrow points in the driving direction, not which side it arrives from
Yes , the rounded part of the roof faces out
---- [] [] [] [) ----> that's how it should look like from the top
Its meant to down off screen, in the way the train is facing
Like im trying to loop it back to this same station
I need 2 stations to make it loop back on itself?
what does this even mean?
What do you mean loop back on itself?
I’m ngl this is what has confused me lol
Like it goes around the track to the same station it departs from
what's the point of that lol
You need a second station on another part of the track
So it cant just go in a circuit and finish at the same point in starts?
I don’t think that’s how it works
Ok thats fine then ty mate
It’d be easier for me to explain if you saw my train
trains always do that. go along their timetable in order and then loop back to the start. but it needs at least 2 stations on the timetable
Or you can set it to visit two stations
It will go between the two
☺️
Also small question. When working with fluids, can valves reduce slosh back?
no, but they can make it worse :)
What can reduce the amount of slosh?
good pipeline design
Poorly drawn, but the line that comes back is above the pipes
theres a plumbing manual somewhere in the pins for this channel thats pretty helpful
Can anyone recommend a layout for building a centralised train station
I CAN
So i have a loop around the map, ill have branches off that going to various stations which transport stuff to the main hub
I actually have my own ideas about this😱
But i need a decent amount of stations in the main hub so i can unload everything regularly and theres not a bunch of traffic
Pls help :)))
I was gonna say hop in a vc but there are no vcs here😭
Too difficult to moderate properly
We can just do a normal call
gimme a sec, check your dm
I’m down for that. I can give you some ideas with my own builds
ok that's all well and all, but where do I put the problem file? What name should it be?
name it whatever, put it wherever. because you need to give its address as an argument when you launch satisfactory-optimizer.py
easiest would be the same folder, because then you only need to give the name
and do I give the name to options.py? I haven't done anything with python so I'm kinda lost
satisfactory-optimizer.py is the only file you launch. it'll launch the other files by itself
to launch it with arguments, you need to open CMD, change the folder to where satisfactory-optimizer.py is and type in python3 satisfactory-optimizer.py problem.json (replace problem with whatever you named the file)
I think you need to select "add to PATH" when installing python for that to work?
And maybe pip install all the packages SF Optimizer uses? not sure, it's been a while since I ran Python from the console
Is there a way of automatically making machines fully load up on the input as a way to get a manifold working at full efficiency faster?
smart splitters to fill one at a time. or hanfeed
I´d like some advice on aluminum, I´m asking if you guys recommend using pure aluminum, or the default ingot recipe using silica?, I just casually wanted to make 350 radio control units, but it turns out that´s about 63% of the max bauxite production using pure ingots and no converters xd
what I usually do is set up storage on the previous step working on the background as I make the next one, so there´s a huge influx of resources at the start to fill the manifold, usually just what´s in the machine is enough
So, if I understand correctly, you power your machines bit by bit so the next section has plenty of materials to use?
in effect yes, but I dont leave machines unpowered, I just build say the iron smelter array, and while I build the iron plate fabricators there´s already plenty of ingots on the smelters ready to fill the manifold
Interesting, I might use that and see how it goes
I´m also doing phases of construction, for example, I have a cooling system factory running at 50 per min to get components for t3 miners and some supercomputers, and then I´ll come back and build another aluminum and heat sink line, and then another line of blenders for another 50 coolers per min, until I go up to the full 250 per min I have planned
well, it´s not running at 50 per min rn because I understimated the motors I needed, but it´s the idea that counts xd
Ah, yes, a 5 km pipeline lmao
XD you can see where it's going via the clearance boxes
oh god it's replicable
how would i put 180 screws into 3 assemblers? i only have mk2 and the screws are cast screws so each output is 50 screws
In front of each assembler, have dedicated machine(s) making exactly 60/min screws, direct-feeding to the assembler
High-volume items like screws/wire/quickwire are often easiest to deal with if you direct-feed with dedicated machines, instead of trying to manifold them
One of the reasons why so many people dislike screws is that they try to make them all in one place, and then route them around a factory with slow belts. As you've noticed, doing so is annoying AF. :)
i cant do that since i already have the layout to make cast screws and i dont have overclocking ):
I'd do a 2:3 balacer or mixer lol
You don't actually have to underclock to get exact rates; though I would recommend spending the time to find a few slugs and unlock clocking anyway
You could alternatively just supply the screw-making machines with enough material to make 60/min, and have two of them anyway
Nominally your two Cast Screws machines would be producing 100/min screws, but if you only give them enough resources for 60/min then that's all they'll make. They'll just go idle a bunch
il prob just unlock clocking lol
Only takes a minute, one of the first things you should do in t1
and yes, just merge 2x30 screws and put that belt into an assembler
i just never really do the tech tree stuff unless i need it lol
you should do the exact opposite. do as much mam research as you physically can
It's full of stuff that you don't literally need, but you practically need
(alt recipies too, like getting heavy encased frames before making hmf)
alr ty
@unique cypress Eyy thank you! I think that this'll be my plan for this playthrough
guys will the signals interfere with each other if the tracks are like this
Is there a list somewhere of materials sorted by "tier"? Like T0 would be wood, mycelia, biomass, etc
Yeah, just scroll down to the bottom of any item's wiki page
🙏 Ty. Im about to do a major expansion for the first time, and I want to make sure I allow space for each type of basic input in case Ive missed or overlooked something somehow
yes
i have no idea whats going on with the intersection but at the very least the elevation differences are going to cause problems
sorry, i thought i had it. somehow the RCU's worked out but this blueprint for 1 Heavy Encased Frame isn't. I limited the frame within the blueprint and went down to miners but a) it lets me go over the limit of heavy frames and b) deleting the miner output doesn't fix anything:
who wanna play?
A blueprint is not an outpost (and vice versa)
A blueprint is a small group of machines (that fits in a blueprinter) that's meant to be pasted over and over to achieve desired output.
An outpost is like a folder - it's a satellite factory, a large, but mostly independent part of a factory, or an entire factory
Blueprints are meant to be pasted X times, an outpost exists exactly once.
Sure, you set a limit inside the blueprint, but modeler doesn't know how many of those blueprints you want, because you didn't set any numbers - neither the number of BPs directly nor the ore input that'd unambiguously determine the number of BPs
You fine folks sure do seem smart.
!wikisearch biomass
Biomass is a fuel item produced from various forms of biomass items such as Leaves, Wood, Mycelia or Alien Protein. It is used to fuel the Biomass Burner and vehicles, providing significantly more energy than Leaves but less than Solid Biofuel. It is also the building material for U-Jelly Landing Pads...
!wikisearch biomass setups
Does anyone know y my test coal plant isnt getting enough water to power all 16 of them? I've got it setup in a pair of 8:3 but they dont seem to be getting enough water? The first 4 in each seem to run perfectly its just the other 4 in both that'll start and stop, I've got pumps going and everything to potentially deal with headlift but its not working?
why is there no recipe for compacted coal on satisfactory-calculator?
Check the machines. They'll tell you what they lack, then you can focus on "why" that thing is lacking/not reaching the machines
Because it's a bad calculator 
I figured it out 🫠 its because its going through 1 pioe so instead of getting ALL the water it needs its missing out on 60m³
Classic first time coal error
I'd wager at least 60% of players fall for it the first time
I believe to have fixed my water issue, instead of having 1 pipe attempting to feed 8 genes intelligent i know i have split them into what a stock exhaust is for a car and having 1 pipe feed 4 omg im learning pipes
Because it's on by default and you cannot turn it off (or on)
That said, SCIM's production planner is a terrible calculator and there are 0 reasons to use it over literally anything else
!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...
example layouts using 2 input pipes, yes 🙂 Keep making it in groups of 3:8. Simple and reliable
Yeah ik KYO showed me last night so I was building it off that, just making it more compact and longer, I first thought of having them in separate groups but I decided id just have them in a line, it only needs an 10x8 foundation and it fits in pretty snug and its symmetrical asf
I just sometimes forget u can shove as much water as u want through pipes 😂
coal is pretty resilient to silly piping - so as long as you get the througput right it's hard to go wrong
but in that way it's also kinda bad as you might get bad habits
Surely it would be more efficient to run something other then that many coal genes right? 😅
define 'efficient' ?
not going to use that coal for anything else and it's very fast to put up with a blueprint
and that gets me to tier 7 pretty easily
Ah ok
I suppose nuclear is more like the real life counter part with it being a pain to get it set up at first but pays off after a bit when it's done
ehhh not really. The base recipes are very simple
even if you do the uranium efficient recipes it's just more material. Nothing onerous
Oh ok
and you can easily make hte rods in a different place than where you burn them, drones do it easily. And then you could drone the waste somewhere too 🙂
Have they added nuclear waste recycling into more fuel yet or is just green goo in yellow barrels?
yeah you can make it into plutonium rods if you like
it's easy to store in a corner of the map if you like though
Yoo that's sick ass
Ah so what we do with actual nuclear waste 🤣
basically
I'll process the waste elsewhere into P rods though and use them to fuel drones.
I keep on forgetting how in depth this game is 😂😅 im still on phase 2 of the space elevator and figuring out my quickly dwindling power supply 😅
well the best thign about the game is there's no single path to any particular goal
you could keep building coal power
decide on fuel?
doing diluted fuel is pretty potent early on
needs a couple alt recipes though
Diluted fuel?
alt recipe for fuel
Oil > Heavy oil residue alt recipe > diluted fuel alt
It's 4x more oil efficient than the default recipe for fuel (if you use the heavy oil residue alt too), and with it and recycled plastic and rubber, you gain access to a recipe chain that's 4.5 times more oil efficient than the default recipes for plastic or rubber
definately not space efficient though, so I´d recommend doing it at one of the sea oil fields
yeah, im using heavy oil residue, diluted fuel, and nitro rocket fuel for my 144000mw power plant, heavy oil residue and diluted fuel are IMO the best alt recipes in the game
Adding to what Cobalt said; there's two paths to "clean" nuclear: as mentioned already, one is that you can process Uranium waste into Plutonium Rods; those rods are sinkable (and, indeed, if you're going to sink them anyway, they make a good drone fuel, if you don't mind irradiating drone ports)
The other option is that if you instead burn the Pu Rods for more power, you'll generate Pu Waste. The clean option there is to them convert that waste to Ficsonium Rods, which can be burnt without generating any more waste
(Ficsonium is quite "expensive" resource-wise and gives you very little extra power, so some folks don't like to do that)
I swear every time I try to work out vertically stacking blueprints my brain hurts. Same vibe as recursive functions
i collected a ton of resources. could anyone give me a clue on how to calculate my best route to the last three items for phase 5?
well, first of all, I wouldn't use the input tab in tools, because it considers those items to be free and will happily waste them
then just put the desired items as output and bump the numbers until it fails to calculate or does something you don't want to do (like resource conversion)
you can also use maximize mode, but it can only do an equal amount of multiple items
it wants to use only 5% of my iron though, while say iron wire could easily replace a bunch of copper
anyone able to jump in a vc with me and help out? im rlly confued
like I said, it considers input resources to be free. 10 copper or 1 iron costs exactly the exact same to use (0), as long as it's still under the limit
if you want a caluclator that can weigh manual inputs, you'll need SF Optimizer
this dosnt seem right. as when i did it in the past it said i needed 75 to make the turbo fuel
You can try to approach this by disabling unwanted recipes, but it sounds weird that it's not using as much resources as it could when you "maximize"...
Did you perhaps "maximize" for more than one item?
Im trying to get the purple rail which crosses over to join the main track to be part of the yellow block but im not sure how
make sure the height is level!
75 what
yeah, the intersection needs to be completely level
its all good, i just this second noticed i did the maths is wrong
Thanks guys! That fixed it
Hey - made a new planning tool at https://satisfactoryplanner.net/. Completely free, no advertising
✨
That's belt lag. Some of the belts between the fuel rod output and the reactors are longer than others
well only put in the % of the items coming in as input, you could also reduce the available ore to what you want in that tab
after that it's pretty much just planning as normal, you could put in all the space part inputs into one plan, but that can get messy, I'd probably do individual plans, though that'll be a bit more work figuring out which of the inputs will get used where
is there an achievement for collecting all the slugs*/hard drives/dropped items/shrooms?
(left one purple slug for decoration in my base)
For all of them? No
meh. I'll just buy myself a piece of cake
I think i've just found a weird case where headlift was insufficient despite the pump never reading more than 48.3m of headlift
There were intermittent flow cutouts
i added another pump above this 48.2m, and the headlift readouts changed to 16.2 + 37.5, plus the flow disruptions disappeared.
I've definitely had issues like that with pumps right near the headlift limits, though I'd have expected it to be okay at 48.2
Though I generally give myself a healthy margin while placing them
Funny thing is that this is also victim of either the inconsistent pipe length bug or the vertical junction free headlift. Most of the pipes read only ~43m headlift despite having the same starting and ending height.
but a few are built slightly differently and they have a phantom extra 5m+ of headlift requirement added to climb the same height, which takes them to 48.3m, which then doesn't work with the mk.2 pump.
headscratcher
Meanwhile, today I thought I finally found a VIP design that didn't work despite being built correctly, but no, auto-connect just turned all of my water pipes into nitrogen ones
The actual height delta, pump top to pump top, is less than 44 meters. But some pipes read 48.3 and don't work with a mk.2 pump due to apparently needing even more than that.
Placing the pipe manually doesn't allow mixing fluid types, but AC has no such limit. Well, they still don't mix, but one apparently just gets erased
Haha
Or maybe converted, didn't check if the pipes were full or empty immediately after that making mistake
I'm so used to working with empty pipes when building that I didn't even realise that AC making a connection between a nitrogen pipe and a water pipe would be an issue. Just let it make that connection, removed it, and continued pulling the pipe
Came back later to all the scrap refineries filled with water and the water pipes filled with nitrogen 
Opening from season 3x06 - Health Care
The UI looks quite nice... Can it handle sushi? 
Do feel free to pitch describe it if you want~
what makes yours different from the myraid of other calculators?
would you like it added to the list of online tools on the wiki?
https://satisfactory.wiki.gg/wiki/Online_tools
This page lists links to online tools that can help you in playing by providing e.g. map locations, crafting recipes, factory ratios, plumbing questions, etc.
just looks like a layout tool?
if there's a method to make it drop down a plan with recipe choices I don't see it :\
I need to supply them with power...?
sf optimizer is not on that page?
if you don't see it then it's not
I don't keep track of all the tools, if you have the link I can add it too
yeah I would call this a layout tool, not a planner.
Unless there's a section that actually outputs a production line with selected recipes that I'm completely missing
python script? ah
Ye
it’s the best planner which I’ve come across, though it’s a bit trickier to use than your general tool
I suppose that falls under manual calculation and layout tools
This page lists links to online tools that can help you in playing by providing e.g. map locations, crafting recipes, factory ratios, plumbing questions, etc.
I don't really see the point of layout tools. They're always so much slower than taking a few notes when you've got the macro plan sorted
:D
Yeah, no, I don't think it does
It's an optimizer, like SFTools. Just with way more customisation
ohh in that sense
dunno where to categorize it then
micro planning? does it work with individual buildings or just item counts?
Same as Tools imo. In the end, you get basically what's in Tools' "Items", "Power" and "Buildings" tabs. It doesn't give graphs, because it's text based, but its output can be directly turned into a Tools plan if you didn't touch clock speeds or sloops or planned power generation (which are things Tools can't do directly)
so macro planning desktop app
weirdly the same category as Modeler
if there are any other tools that exist and aren't on that page, feel free to ping @ wiki manager (I have the role too) or add it directly to the bottom of the list in the respective category
16 generator , 8 water pump at 90mq3, the line in the middle at 180mq feed the last four and the two lateral fill the first six of every side…did I miss something?
seems fine?
I’m new I’m asking for be sure
!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...
For what i see the liquid are tricky
these are some common layouts? easy for beginners
Coal generators are super tolerant of less than perfect piping
pretty much as long as you respect throughput limits you're fine
other pipe systems just reqwuires some basic knowledge
you have a couple groups of 3 extractors on one pipe here, are they all doing 120?
So can I avoid using a valve?
90+90+90=270
And the last two feed the central for the last four
the diagrams are handy because they just require 3 extractors and 1x mk2 belt of coal per group. No clocking needed
I still don't understand the reason for the return connection
technically it doesn't need the connection here
as long as there's 2 input pipes
its effectively this layout
Ok
Is it inefficient to connect one dimensional depot to each of the outputs on a single industrial storage container? Will the container just prioritize a single output to flow once there's additional space in the both dimensional depots? Or will it allow both outputs to flow at the same time, giving me effectively 480 uploads/min to the dimensional depots instead of 240? (The industrial storage crate only contains one type of item)
@tranquil skiff you have no packages going in
I put packages inside it
what does the control panel look like?
It will only send one output unless both are being input to
But overall the depot upload speed will limit you, not the speed that you can feed it
image of the control panel?
I understand, I thought by using two dimensional depots linked to the same Industrial storage crate I could double the upload speed.
it started working
You can, but only use 1 output, then split that into 2 belts and put one in each depot
you'll likely have flow issues with this though, you're feeding from below as the pipe goes up, could cause back flow issues
i only needed 100 of them
Gotcha, thanks!
I mean fair, just warning you you could stutter the system 🙂
First actually non slapped together reinforced plates factory
ik its basic and small but its at least perfect efficiency
Kinda sucks tho cause using impure iron veins
if it works it works - also no real difference between purities besides parts per min
and when you unlock overclocking thats even less of an issue
I mean the main thing is it's not expandable because if im mining way more i would need more constructors etc
But i only just started phase 2 so im just kinda chilling making whatever i feel like for now
I guess I could expand it by copying the exact same design a floor up lol
the game isn't reaaaalllly meant to be expandable. So don't stress out about it
at least not expandable and efficient/tidy
Preciate it
Def have noticed it can be an issue with space to expand and its easier to make another factory instead
So far i havent taken any builds ive made down in favor of rebuilding i've just built new stuff elsewhere
Can someone help fix?
i need some help balancing some belts im trying to put them evenly into the three containers im making 1440 screws but the two further belts each have 250 output the two in the meddle both have 375 and the merger in front of me have 190 but i cant figure out how to combine them or if its even possible. any help will be greatly appreciated
shouldn't the train station dock be at the other end?
I don’t know is that the reason why it stopping?
And also my problem is it stopping and not getting loaded I didn’t realize the video cut off
overhead image pls? will give a lot more info
multiple floors can help wit hthis too 🙂
just find a balancer design for how many belts of input and how many belts of output
is there a good website for it?
fo sho
Eventually prob gonna have to rebuild some stuff but ill worry about it later
if you just want all 3 belts to be evenly fed to 3 inputs, split each belt into 3, merge 1 of each.
done
scim has all of these
It works thank you
was just looking at that im just confused on what im looking at on them
it's how many incoming belts to outgoing outputs
i have 5 im trying to merge into 3 and they all have different outputs
oh I thought it was 3 to 3
do the same thing
split each of the 5 into 3, merge one of each
okay ill try that out thank you
in general I'll always advise to use clocking and selective merging to put what you need on the belts in the first places 🙂 saves you effort and all that space and time
ya im just getting into the blue prints and im having some learning the hard way im trying to not dismantle the whole thing lol
i forgot about the limit my belts have when i built it
think i got it now gonna run a numbers test to see if they belts get clogged
i added another belt and merger and had to make the belts mark 1 but its going good now thanks for the help 🙂
Where did I go wrong with my load balancer? Trying to make 2x 300 belts into 340, 200 and 60 (from bottom left to right). Or is it just the throughput monitors telling lies? All connections are Mk4 belts.
just wondering for the generators how many rows am i going to need per mk2 pipe advice is always welcome.
decide how much you'll have in each pipe, make rows based on consumption and clocking
if you run lower mk pipes you'll have more freedom in layouts as well.
im going to be running all generators at normal clock speed. and was thinking of using a mk2 pipe as the main pipe then use mk 1 pips to connect the generators to the mk 2 pipe. im just wondering how many rows will i be able to get out of each mk2 pipe?
!wikisearch FPG
!wikisearch fuel powered generator
The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...
here you go.
But I really recommend both over clocking the system so you don't have 500 generators and having shorter main pipes to make your piping easier
having multiple groups of 300 flow pipes won't significantly impact things and will make life easier for you.
you do you though
thanks for the help its greatly appreciated i do want to avoid having to make 59 rows of 6 generators per row
oh sure but 300 pipes will do a lot more than that. Up to you though and how much effort and planning you want to put in your pipes 🙂
but i am un sure how the over clocking will effect the over all number of generators
linear
250% is 2.5x as much fuel
lol thanks for that i was looking at the wrong fuel graph i was looking at normal fuel not turbo fuel. thank again for your help
Load balancing relies on the normal round robin behaviour of splitters and mergers.
Is your 200 output actually being allowed, because it looks like the items to its output merger are backing up and will cause overflow further back?
You can try something like this
what fuel do you all use for drones?
I don't used drones but if I did I'd use packaged RF
I try and use Packaged Rocket Fuel but i am not that fussed.
whatever you have on hand, at least early on. regular fuel does the trick. Later on after nuclear stuff? plutonium rods
does that just make random parts of the map randomly radioactive?
only where the drones are. And iodine filters in a dimensional depot removes that from being an issue
Anybody got any good alternate recipes for this project to decrease the needed ressources? I already selected a few I think will work well
would have to see the whole thing
I'd aim for the alloy and tempered recipes though just so you don't get infinite refineries
Instead of the pure ones?
yeah, give me a sec
Select all you have/want, Tools save resources by default
see what you think of this https://www.satisfactorytools.com/1.0/production?share=HFNFmAPujQLUbzJuZmBX
select all recipes, then disable resources/recipes you don't want to use
it's 1/2 the building count and almost 1/4 the refineries, plus some good good resource trades?
oh and it cuts out coal entirely which can be nice
personally I find it easier to swap recipes in and out to see what it spits out. Forces it down paths
Yeah, definetly better then mine, since I dont need to use 2500 coal
What do you say to the amounts of items im producing, do I need more and where should I build it. Was thinking bout the dune desert
seems fine? you don't use space parts for anythign other than space parts so it's really a personal goal 🙂
a lot of people don't bother fully automating them
I made the mistake to not automate the parts before, which i regret now
Thanks for the advices
I mean you do you. Before I do my own projects I'll have large containers of overflowed items and I'll hand fill a few containers ot make the space parts
after I unlock everything, if my goal is to make automated space parts? sure I'll wrangle all that
Im a bit worried that im using too many ressources now and later on I dont have enough to do other mandatory stuff
in this plan or in general?
cause this isn't huge
in gerneal
unless you're burning SAM like kindling on ficsonium it's pretty hard to do
dune wouldn't be terrible at first glance
Most of the materials are already there
yeah just looking at the numbers. If you don't have a large project you want to do in the dune desert later? yeah might be a solid choice
I dunno, maybe gonna expand this factory to a phase 5 factory
since all the parts are already there
well besides the bauxite, but droning thigns in isn't hard
This is currently my world
Unfortunately I dont have mk6 belts yet, but I think Im just going to build like I have mk6 and upgrade the belts right after I unlock them
seems like you´ve been taking your time with the tiers
I rushed through the first few tiers, but I do have the objective of making 50 thermal rockets per minute and 600-1200 uranium worth of nuclear before tier 9
or at least get it ready, so of my factories do require mk3 miners with fully overclocked pure nodes, but ig I´ll prebuild everything and just upgrade the one belt
how do i signal this?
path in, block out, as usual?
I would move the slope away from the intersection though
Yeah, ive taken alot of time
like this?
I see most players do at grade rail crossings, why not do a few grade separated crossings?, I aim to do it for all my main route, with some exceptions Im trying to figure out how to route
moving the slope away would take like half an hour at least
how is that path in block out
paths on all entrances, blocks on all exits
idk how signals work 😭
3 of each
plus you also need to put them 1 segment away from the intersection itself due to our favourite 1.1 switch bug
sorry wdym 🙃
as for the bug (which isn't mentioned in the guide because the bug is new), you just need to put the signals away from places where 2 tracks merge/split. if you put a signal right at the split, it's very likely to glitch out. because you can't put the signal inside the intersection, they need to be placed away from it
intersection looks correct. now you need to signal the rest of the network :)
just the same way right?
on straighaways you need block signals every 100 m or so
it needs to fit the length of the actual train + 4 freight cars right
oh what why
Question to those who are more experienced, what is the most efficient way to produce copper and iron ingots? From what I see it seems to be the refineries
ye refineries i think
it doesn't. it can be spaced more or less than that and it'll still work fine.
the denser the spacing, the more trains you can fit on the rails. but doing a denser spacing than 100 doesn't give much of a benefit
ah ok, rn i only have 2 trains running rn and ill maybe add a third soon
Is worth?
Takes more effort, space and more power, but in exchange you get way more ingots from your ores than you would otherwise. Whether that's worth it or not is up to you and changes from situation to situation
would i use a refinery recipe for a factory that needs 173 iron ingots/min? nah, but if it needs 600/min then yeah
no real difference - you can use alloys instead anywhere. Or base. Lots of ore on the map
I'm planning to use pure recipes for the more expensive stuff like Caterium
tempered gets you the same output with far fewer refineries 😄
Yeah, I only use pures if it decreases the number of nodes I need. Which is basically every single factory I build, but still - if I could get all the ingots I needed from a single node without pures, I would
For iron the base i'm making in the northwestern corner i'm using basic iron, because I refuse to do iron refineries
well, one row is already operational
rip
Eh, idk why y'all hate refineries so much. With a well-designed BP, it's quick and easy and you get to cut down on resource transport
cause hundreds of refineries sucks dirty ass.
I don't care if they come from blueprints
they do, after getting the bp it literally took me like 2 minutes to do the line
Yes, instead of water, which is free, let's use oil, which is not only far from free but also far less common 🤡
sure, but 'tons of refineries suck dirty ass even from blueprints'
Skill issue
and really far from the factory I´m making, although tbf I´m shipping in plastic for ai limiters, so it wouldn´t be that hard to also ship coke
dirty ass
is that for refining the entire´s map iron?
not even close. 3000 oil and a bunch of bauxite. All over clocked
absolute ass and sadly refineries you can't really remove from play
copper iron and caterium can have the refinery cost dropped down to nearly nothing and still hae huge outputs
I do agree refineries are the building that feels the worst
there are bigger buildings, but you dont need nearly as many
Sorry for another question, the best way to produce from refineries? I'm at level 5/6 I've already used pipes and everything, I could have an input of 1200sqm3/min, and I already have the recipe for the residue
you can often trade 3 refineries for like, 1 foundry and still make bank. You have so much ore on the map
I need to buid a power plant using fuel
wdym?
the most efficient recipe for fuel is using the dilute packaged fuel recipe
I have to create a carburetor power center, but from what I understand there are a couple of steps to optimize?
I probably will for other caterium nodes, but on this one I´m even going to have to make fused quickwire to get all of what I need from the area i want my electromagnetic control rod factory on
what exactly is your question? the fuel recipe? what recipes? can you give more details? how much fuel are you trying to make?
Have I done this two-way exit properly? Righthand traffic, The "topmost" leads off and the one closer to camera leads back onto the rails
yeah, no it doesn't look right
this is how a T-intersection should look like
Ah, then mines is correct. It changes from right traffic to left for the spiral downward off camera, because of terrain on the far side of the hole, so it looks a bit of a mess
tyvm
yeah, if you want to swap sides, then yeah, it's correct
How would I path-block such a setup?
I just realized thats what the letters are 🤦♂️
Guys, like in that exemple, OK, 4 smelters, but 3,5 constructors mean what? 3 constructors at 100% and 1 underclocked at 50%?
Yes
you can
that's one way to do it. but what it means in general is that the sum of uptime * clock speed over all machines must equal 3.5
this is terrifying 😨 wtf is this
Something that I use extensively to do math for me so I don't have to
what is it exactly? a balancer? compressor?
A mixer. Kinda related to the other 2 but not the same thing
huh
Basically a balancer but with all the internal balancers replaced with manifolds. It retains a few of the useful properties, though obviously loses the input and output balance
Can someone help me
I’m on my second satasfactory run and doing smart playing like i usually do (5 per min) however this time I want my rods to screws to be more balanced, any tips? (Like is there way to split 71.5 rods into 25 rods going one way and 41.5 going the other way)
Can you explain that? Kinda lost!
Oh you mean just the sum!
So 3,5 could mean 100% + 100% + 75% + 75%
Or 200%+150%!
what matters is that you're producing exactly 52.5 rods/min. it does not matter how.
SFTools suggests 3 machines at 100% and 1 at 50%, and that does add up to 3.5 times what one machine makes at 100% speed, which is 52.5. but you could just as well do 4 machines at 87.5%. or 5 at 70%. or whatever
but you can do that not only with clock speed, but also with uptime. a machine at 100% speed running half the time makes the same amount of items as a machine running at 50% speed all of the time
so you multiply uptime and clock speed for every machine, add them up, and it has to equal 3.5 - because then you'll be making 52.5 rods/min
Ok I’ll look into it and run some tests ✌️
put another pump
Ok...I'm going to go crazy, I want to make a plant with an input of 1800/min of crude oil....
Using the diluted fuel recipes
that's a lot of oil products
I hope you're using all the efficient recipes, not just DF
I had a problem though, I noticed that after the fourth power plant in line the fuel no longer entered the pipes even with the power plants off
Yeah
I already searched
I did a test now, with only one reduced power extractor, 240 of fuel per minute for 6 generators at 200%
Ho I need to figure out how to recycle the waste efficiently, but now the production is precise for what is the part of the generators, but if I have a surplus I would like to use it for rubber and plastic
What do you mean by "round robin behavior" exactly?
I’m curious if you need to just basic, Addition, Subtraction, Division and Multiplication to get optimized factories
as long as you made it through like 2nd/3rd grade you'll be fine
and a planner can take care of most of the math if you dont want to
It means that items are processed in a sequence. For a splitter, the input items are passed to each available output in turn (first item will go centre, next is right, next is left, repeat) and results in the input being equally distributed across the outputs.
For a merger, the inputs are processed in turn and an item present will be taken in and passed to the output.
Probably headlift issue
There's generally a way to do splits like that, but what are you using to get those figures?
According to Satisfactory Modeler, Smart Plating 5/min using the standard recipes needs 71.25 rods, 25 to the manufacturer making the rotors and 46.25 to making screws.
thats what i meant mb
really try to get the plastic alt recipe if you can, half everything for a bit of plastic
Do we agree that’s the max I can do with a MK2 Miner mining 270 SAM ore/min? 67,5 Reanimated SAM/min?
Can’t mine faster for now
you are capped by the mk3 belt right?
Yes
do you need more than 67.5 reanimated SAM at tier 4?
ah, sure, you can also do the fluctuators combined with steel pipe if you want
Tier 4?
you can use sloops to get double
Sloops?
somersloops
oh, manufacturer is tier 6 sorry, did they move it, I thought it was earlier
white mode? ew
i mean, you can make them manually, but prob not worth
Yeah, tier 6, already saw that
@unique cypress But what about sloops?
encased beams are tier 4, you can rush that and go up to 480 SAM ore if it´s a pure node
you can use them if you find some circuit boards from doggos or crash sites
sorry, turns out you dont get to make them into conveyors until tier 5, weird
No it’s the Grassy Fields normal node
10,800 p/min will do for now
if you are feeling adventurous you can put a miner on uranium and dump the ore
9450 p/min for a full mk3 belt
There are no pure uranium nodes
Overclocked at 240 ore/min?
But a normal node with a mk2 miner makes 300 when fully overclocked
So you can't even use a pure any more than a normal
Yeah but MK3 belts are limited to 270
Well yeah that's what I'm saying. You can cap that out with a normal, so a pure isn't any better
Uranium nodes are far from my stone arch base!
The actual numbers are really important if want to load balance.
If the ratios are simplified, 71.25 to 25 and 46.25 is a 57 part split to 20 and 37.
Does that help?
Im trying to create a turning blueprint for my train line. How do you prevent the gap that occurs in my foundations? Or can you prevent it?
go onto youtube and look at a blueprint curve tutorial. They are fiddly and personally I wouldn't use them
😂 Thats how I got to here was a curve BP tutorial for train tracks
What alternative would you suggest?
use like the DC wan method to curve leading foundations
custom curves tend to work out better anyway imo
Wouldnt the same "gap" issue arise once you widen that to 3 foundations?
no, you build on the inner curve
so make a cruve, then build a foundation in. No gaps
that's if you even want foundations under rail the whole way
I do, mostly
yeah just build on the inside of the curve then 🙂
There will be exceptions like at certain junctions, but Im planning to do a raised line on "concrete" supports
Right, ty 🙏
Could I get someone to double-check my math?
Can 325/m Turbofuel power 78 Fuel Generators?
I think I did my math, but 78 sounds like a lot and possibly wrong
The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...
it says 7.5 fuel pm so 325/7.5
I figured out my wrong
I used the 4.1666/min from Rocket Fuel not Turbofuel
43 Generators seems like a much more plausible number
any reason why it says 0m headlift
gas doesn't need headlift
if you're branching your manifold like that you might get issues with flow though
oh i forgot rocketfuel is gas
what issues btw
back flow and 'sloshing'
I can't see your whole layout though so can't really tell what's going on
dont know the best way to show you my layou but heres what it kinda looks like
so is this basically just 1 big manifold split all over on two floors?
i suppose yeah
how much gas pm are you pushing through it?
600 rn
got 3 turbo blend fuel and 1 of em is somerslooped
well I don't see any yellow stuttering lights so if you've got it working ok? don't touch it. If yo usee some stuttering machines feel free to ping me.
alright
it's not impossible to set things up like that but it can be very delicate
how so?
Like I said, back flow. having branches with splits and mergers like that can be real wonky.
at least with gasses you don't have gravity causing issues. Splitting a liquid set up like that would almost certainly be a problem
ic thanks
listen im not denying that i may be stupid
but why am i still having water backing up issues
this is unlike any VIP I've ever seen + you have a buffer. Which does nothing but mess with flow
try replicating it like this https://media.discordapp.net/attachments/1393661131629006878/1393720682155872338/image.png?ex=691ba188&is=691a5008&hm=f4aa98b28e7dadd381f78213f1277103cb6158249288d002b8ce51b79157053f&=&format=webp&quality=lossless
pipe from floor is supplying 240/min
and I mean exactly like this
ok will do
but remember - it is an exploit, they can just not work for seemingly random reasons
if this is for bauxite you're better off just keeping the fresh and waste water split like this
blue is fresh, red is waste
i hate that the water extractor doesn't just show you where it ends, like the pumps do
also wish the WE would tell you it's headlift, again like the WP does
how much it's under, specifically
all machines give 10m headlift,
it under the 10m from the point of output
like all outputs of all machines
for that top right one what does the 50% mean
headlift display on pumps is not fully reliable (e.g. if mk.2 pump provides +50m of headlift and it never says that it's giving more than +48.3m, you should be good, right? wrong).
headlift indicator on pipe for where to place pumps is not reliable (it's often/always snapping the pump a bit too high to provide reliably headlift)
pipe length/height is, in several circumstances, calculated incorrectly - which causes e.g. an elevation gain of say 45 meters to actually require 55m of headlift - or inversely, you can make elevation gain (free/excess headlift) if you exploit one of these bugs in the other direction, something which is often done unintentionally, such as rotating a junction to the wrong angle for example.
I have a case in my main save where the elevation gain is less than +44m, some pumps report lifting +48.3m, and yet they fail because the required headlift is more than +50m.. so there's a double digit % error in the height and headlift calculations without deliberately triggering bugs, just from playing normally and accidentally running into several now-well-known issues.
best to just play really safe on pumps and avoid where possible. Check every pump. You can easily build two lines next to each other which are literally visually identical, but have one of them report 5m of extra elevation gain and require that much more headlift (for example, building a pipe top-to-bottom vs bottom-to-top changes this, despite looking identical). Assume that mk.1 pump must never read more than +15m, mk.2 never more than +45m etc because the headlift display is a bit wrong in the way that works against you, not for you.
yes but where does the 10m start?
those are just example rations
so top right you'll notice that the FRESH section has 100% clocking
and the waste has 150% total clocking
that means 40% of your bauxite will be managed by fresh wit hthose recipes, 60% from waste water
assume the bottom - pumps have a 2m grace headlift distance for people at the edge of it, but imo if you're trying to live on the edge of max headlift you deserve all the pain you get
the math for that top one is off
it is correct if you use the two recipes listed.
it has been used , reused, checked and triple checked for the years the diagram has been in use and the creator is pretty meticulous about things
oh yeah my numbers are a little different
this set up also works later with waste acid or water in the nuclear chain, as well as dark matter residue later where you can't use a VIP at all as it's a gas
How can I make a consistent bp that curves left and right using this slanted foundation for my rails? Ive done this with my flat foundations, but trying to apply the same translations to the slanted blocks isnt working, and Im struggling to find the right method
there's a few tutorials on youtube about it . It's fiddly though
I'd just do them manually
Yeah I followed a youtube guide explaining them, thats how I got the flat ones working well. The slants are throwing me for a loop 😭
did you watch a specific oen about doing it for curves? cause it's different
For flat curves, yes
should be basically teh same but use ramps
Using ctrl to modify it in smaller increments, and then the h-lock to slowly tap it into place
you'll need a very gentle curve though
or find a totally new video that actually talks about climbing curves
I assumed the same, but the result has been lackluster so far. Applying the exact same translations from starting position leads to a jumbled mess
Maybe Ill try with the 1m ramps, see if thats the issue, idk
like this was just using a flat curve then building walls up and attaching the ramps on it
That is the alternative Ill fall back to if I cant figure this out, yeah. But since I havent done much of my rail network, if I can figure this out early, I can save a lot of headache with terrain
it is confusing you can't apply the flat curve to it by building walls up. What's the actual issue? too tight a turn making the corners of the ramps poking out?
The inside ends up with these massive edges
Im assuming working with straight lines Ill not be able to avoid that?
Whereas with flats they kinda just folded into themselves
show me the other side?
anyone know why sf optimizer is telling me to use iron ingot instead of pure iron ingot?
Its better on the outside, as expected since thats the axis of rotation
yeah your problem is too steep and too deep
use 1m ramps and 2 wide
it's nto a problem with the method, just it's use
the only other option is to use gentler curves than basic methods give you https://www.youtube.com/watch?v=XI3ZM4Zzhqs
While recording a video about experimenting if preparation for Satisfactory 1.0 I came across a new method of creating circles and curves in Satisfactory with foundations, the painted beams and Nudge. As far as I can tell you can go infinitely with this. I went all the way out to a 177 foundation Radius, meaning the circle had a 2.8km diameter!...
see what it looks like with 1m ramps though? might not be as awful
all for ionized fuel
The widest part of the 1m gaps looks like the smaller 2nd gap in my original screenshot, maybe slightly smaller. Definitely manageable. Your comment on using smaller adjustments got me playing with the tiny nudges I forgot you can do with ctrl, almost got something in place. Idk if itll link or not though 😂
I don't think you could get a fine enough method just using half nudges :\ check out the vid? and possibly just don't make a bp of it
Im watching now, but it seems like he's doing the same thing I did to generate my flat curve, he's just extending it to a full circle using zoop and more rotations?
once you do the base circle, you can create larger circles, which are gentler curves
I think this is the smallest I can get it. Ive taken advantage of the painted pillar free angle snapping as per the video you suggested, but there are still limitations on how many snap points there are when nudging
Still, a massive improvement over the original 3 tiers snapped to walls
did i balance these correctly?
fluids do not balance like this
and buffers will mess with your flow
when you build fluid systems make dedicated pipes going from point A to B w/o merges and splits all over the place
i just want all 8 pipes to evenly distribute across all 8 buffers
i am evenly producing 8 but im not evenly using 8
yeah you're going to have to go into exactly what you're trying to do because if you're wanting to make a functioning smooth system this is not it
i get it, everything is working as it should be. in game world.
irl, this is driving my "that's not how it works" self up the wall.
It doesnt auto-connect, but its probably as close as can be gotten
yeah jsut build the rails seperately. don't include it in the bp
Thus far Ive gotten away with it, I had to try 😂
@vapid gorge well i'm certainly no plumber or physcisist - but if the pipe can only do 300m/min, and you're doing 300m/min: then that pipe should be completely full
Right but in the real world, if theres empty space in the pipe, you arent at max flow
That caught me off guard too 😂
sure , if pressure was a thing
but fluids are moved by being able to move into empty spaces
Great news, by the time you have a partial understanding of Satisfactory pipe physics, you'll qualify to skip most entry courses at a trade school near you 😂
pipes are really simple if you follow the simple rules
you can always make things much more complicated if you want
i'm saying the devs weren't helping anyone with this..."information aid" system and perhaps shoulda went with something that actually matches their system
- Put it in a caniter
- Dont look at it, just accept it
transfer rates aren't dependent one the fullness of pipe, thats all
it'd be like if the game told you you're getting 60/m on a T1 belt, but it shows you gaps in the belt space. you'd be like "da fuk?"
Its simple enough to grasp, so long as water is entering the pipe as fast as it is leaving it, that headspace will never fill. But saying youve maxed out an unfull pipe is logically contradicting
what's even worse, is when you look at pipe segments that go up at a 45d angle, and then down at 45 (with no splits yet).
the part that goes up will show as full, but the part that goes down will be empty. my brain is like "no, this hurts"
What can be done with empty plastic fuel canisters besides feeding them back into the system in a loop?
package more things? sink them?
but sending them back is probably best in general. frees up oil production
i'm totally not going to forget about this later when i upgrade my pipes
you can't output more than 300 from 1 extractor anyway. But you really want to avoid shot pieces of pipe like that
wish the game would just let me attach the splitter right onto it
that could significantly change how a lot of things work in the game. Like adding pipe junctions directly onto train platforms
They should have a detective mode for the poor console players to find the one mk1 belt or pipe
Or users could be more careful about placing splitters/mergers close to inputs/outputs 😅
Is this pipe angled downward
Thats only true for pipes that are flat or have to fight against gravity
For downward angled pipes, they dont need to reach 100% fullness cause gravity adds to their pressure
and unlike what cobalt said, pressure does exist
Though that is only transfered through full pipes
Partially full pipes rely on gravity generating pressure through their own fullness really
And further:
real life pipes have a pressure cap, not really a flow cap
With SF pipes, its the inverse: we have a flow cap but no pressure cap
Like i get it, if the pipe moves downwards it cant be empty if the fluid moves through the entire pipe - the fluid flows through it after all.
But thats not what the fullness really represents
The fullness represents static pressure / fill height essentially
And flow rate is the actual moving fluid
Texture bug classic
guys if i have a recipe that takes 240 liquid and outputs 60, would that work for a loop? first 3 output 180 into the 4th which also outputs 60 to bring it up to 240
(outpt on top input on bottom)
(ignore the fact that i connected the first 3 with one pipe which would need to supply 720, thats not the point)
I'm not sure what you're saying exactly but if you're trying to merge waste and fresh liquids like that it's not going to work
theoretically? just make sure that you prioritize using the solid output from the blender using byproduct water before consuming the output from the others. or overflow it to a sink so it never stops
oh, and in the case of input starvation, make sure the right one gets starved last too.
so just basically make sure that if any of them stops running for whatever reason, unrelated to the loopback, it's the one handling the byproduct that stops last
4 blenders spit out liquid byproduct
first 3 are supplied from the outside, the 4th one is supplied by itself and the other 3
ah ok that top pipe is just the by product
I'd be a little wary about merging them like that? I'd build it that way, but then yeah that could work
good point
if you take your original image I'd put powered pumps here
just to prevent each groups waste to not get in the way of the other
force it to the input?
But you might not even need that tbh
I'd probably only slap them on if it went wibbly
i do still need to prioritize feeding the looped one right?
like other resource-wise
this one? no, same style I use for my bauxite
Its not my post, i was just asking cuz i was interested
I have trains that load from a and unload at b, but ive not finished the factory so i have no clue if there are throughput issues yet lol
why are you storing it though?
With trains just leave some overhead for slow trains, loading and unloading tax and you should be good for 95% of people.
Someone in here said they are convinced the OR setting is behaving as AND so you cant really do this atm or something
Wdym overhead? in the production itself you mean
Trains stop loading and unloading during the animation.
You never need to make more than you're using
Though it's not like there's a practical difference between and and or with a wait timer less than 27 seconds
If a train for whatever reason is unable to Load or Unload it will wait the timer.
That doesnt answer my question of what he meant by overhead lol
Though trains have 2 belt inputs and outputs that are not constant inputs and outputs is what I meant.