#math-and-meta

1 messages · Page 358 of 1

shadow sinew
#

why did they make 2 different ones xd, the other one must be so annoying, but yeah, it is the same ratio

wind spade
shadow sinew
#

It'd feel better to me if they just left it as an endgame thing

wind spade
#

what specifically? 🤔

unique cypress
shadow sinew
wind spade
unique cypress
#

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)

shadow sinew
wind spade
#

I mean we had two or three big recipe rebalances before 1.0, if they wanted it different, they would change it already

wind spade
#

also, it's very useful to have pre-blenders

#

and even post-blenders it's still very decent

unique cypress
#

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

wind spade
#

I like the loop and would like to see only the loop and not the blender 🤷

shadow sinew
#

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

steel knot
#

Thanks!

shadow sinew
wind spade
tawdry haven
#

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?

unique cypress
tawdry haven
#

Thank you.

brisk smelt
deep fulcrum
#

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?

unique cypress
dusky dust
#

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!

potent pawn
#

should i make plutonium rods or just sink the non fissile uranium

#

i mean try to make plutonium rods

#

wait wrong chat sorry

unique cypress
mint coral
potent pawn
#

i realized that after the fact

#

oops

shadow sinew
#

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

shadow sinew
#

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

shadow sinew
dusky dust
#

@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

frosty owl
dusky dust
#

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

frosty owl
dusky dust
#

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

frosty owl
#

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 😅

dusky dust
#

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

frosty owl
dusky dust
#

(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. :)

wind spade
#

curious question: how do you distinguish between RIP and bolted RIP in modeller? 🤔

dusky dust
frosty owl
wind spade
#

(fyi I'm also interested in this conversation from the point of view of "what could I possibly add to new Tools")

unique cypress
dusky dust
#

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

wind spade
dusky dust
#

But just everything's right there. I agree that there could be icons, too. I wouldn't mind having icons as well

frosty owl
wind spade
dusky dust
#

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)

dusky dust
frosty owl
whole heron
#

Looking at the 1.0 recipes and I noticed Dissolved Silica. Do people use that one?

frosty owl
#

Just to have a baseline example to make comparisons on

whole heron
#

Good to know. It's surprising that they made a new pink liquid.

dusky dust
frosty owl
frosty owl
wind spade
#

see, I don't know all these "changed clocks" info (and it's kinda not clear from the graph)

dusky dust
#

mm, satisfactory-logistics.xyz doesn't label resources either, I see:

dusky dust
#

@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

wind spade
#

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

frosty owl
dusky dust
#

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

dusky dust
wind spade
#

exporting as svg may be interesting feature indeed

dusky dust
#

Lets you search for text and such in the document, then, too!

frosty owl
# dusky dust For me, the third -- I *do* absolutely admit that once graphs get too "big," the...

Then I have to admit that I kinda fail to understand your prior criticism thinking_helmet
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 thinking_helmet

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.

dusky dust
#

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

frosty owl
dusky dust
#

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

unique cypress
#

factoriolab?

dusky dust
#

I liked that one too, in terms of info conveyance

wind spade
#

that one was there pre-current tools 🤔 afaik it died shortly after current tools got out

dusky dust
#

Ahh, gotcha

frosty owl
# dusky dust If you've got a more intuitive understanding of them then maybe you just can't r...

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)

dusky dust
frosty owl
frosty owl
wind spade
dusky dust
#

Well right, and with (for instance) sftools, those inputs/outputs are available on the screen.

#

So you get the information both ways

frosty owl
#

With severe limitations, as I highlited before 😅

dusky dust
#

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

frosty owl
#

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)

dusky dust
#

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

dusky dust
#

Which, we're just circling around here

dusky dust
#

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!

frosty owl
#

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

dusky dust
#

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)

frosty owl
#

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 😅

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. :)

#

🍻

frosty owl
#

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 thinking_helmet

#

Like: it's weird how quickly heated convos over this specific topic often got. Other (more complex) topics don't devolve like this

dusky dust
#

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 🍻 🍻

frosty owl
# wind spade out of curiosity, what steps would Tools need to take for them to be able to rep...

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.

  1. 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.
  2. 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).
  3. 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.

frosty owl
dusky dust
frosty owl
#

Well, we haven't been banned, so I think we're fine~

dusky dust
#

Yet. We can do better! evildoggo

frosty owl
#

This would be a great moment for a mod feeling trolly...

frosty owl
dusky dust
#

heh

frosty owl
#

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

wind spade
# frosty owl Btw, I didn't ignore this, I was just a bit too busy... In order of importance: ...

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

uneven void
#

wheres the best place to make a alluminium plant

left anvil
#

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

uneven void
#

icon

bright juniper
#

nitrogen gas

tidal badge
#

Guys What is the amount of packaged water used in a fully overclocked refinery in dilueted packaged fuel alt?

dusky dust
#

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. :)

knotty hornet
tidal badge
#

I have a blueprint already. Turning the packaged water into fuel then unpacking then into turbo fuel

knotty hornet
#

Nice

tidal badge
#

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

knotty hornet
#

The answer is: a lot

tidal badge
#

I have the ball park if 11000 but not 100% sure ahaha

knotty hornet
#

So yeah, pretty close

tidal badge
#

Worst part. That's not even all my oil xP

knotty hornet
#

So 37.5 max clock water extractors

#

Half that many mk 2 pipes

#

4 packagers per pipe

tidal badge
#

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

knotty hornet
#

Wait, extractors can't go in blueprints?

tidal badge
#

Not extractors I ment packers

knotty hornet
#

Ah okay

tidal badge
#

Gonna slap 6 of them blueprints in. 3 n a bit to deal with the turbo. The rest to deal with normal fuel

dusky dust
#

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

knotty hornet
#

Diluting fuel is sooo handy

#

Yes, do as apoc says

tidal badge
#

It's gonna be a close loop. I have it planned out to be

dusky dust
#

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

tidal badge
#

Just not that small of a close loop as it's all sectioned out

dusky dust
#

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. :)

knotty hornet
#

I have a BP with 3 gens, cables, and pipes

#

If you want

tidal badge
#

If I recall it's close to 200 gens

uneven void
#

in satisfactory there aint no full triangle foundation right?

uneven void
#

alr thx

knotty hornet
#

You could cheese it with corner ramps

#

But it won't look that great

uneven void
#

yh thats why

dusky dust
tidal badge
#

Oof. I'm like that with satisfactory tools calculator.

dusky dust
#

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

tidal badge
#

Ohhhh

dusky dust
#

That layout in particular fits well in a 4x4; if you have larger blueprinters you'll have more wiggle room with layout, etc

tidal badge
#

Mine is a lil bit bigger

dusky dust
#

You can even put the empty packages inside the machine in the blueprint; one-click placement

tidal badge
#

As I don't rlly wanna deal with much headlift with fluids

dusky dust
#

So you're not sending packaged anything around; you're just feeding water+HOR as if it's a little mini-blender

knotty hornet
#

the Broke Boy Blender 😭

tidal badge
#

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

knotty hornet
#

the whole loop should fit in a Mk 3 blueprinter

tidal badge
#

I only have mk 2

knotty hornet
#

sadge

tidal badge
#

Innit

knotty hornet
#

innit bruv

#

bo'ol'o'wa'ah

tidal badge
#

But yeah. It's a "closed loop" but it's not that closed.

knotty hornet
#

clopen

tidal badge
#

I'm gonna have to fill it with another minute of water to be able to run it smoothly

dusky dust
#

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. :)

tidal badge
#

Meaning that's 23000 packaged water

#

Thank goodness I have had emptys being made with sloops ahaha

knotty hornet
#

again, you shouldn't need full machine of packages, cuz they get filled, made, emptied, then looped back within a minute

tidal badge
#

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

knotty hornet
#

putting in power lines now

knotty hornet
knotty hornet
#

i made a version without floors and pipe extensions for easier modularity

knotty hornet
#

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.

analog mountain
#

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?

hushed kettle
knotty hornet
#

"priority merge" specifically

whole heron
#
Official Satisfactory Wiki

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.

summer flare
spiral hornet
#

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?

deep python
#

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

unique cypress
deep python
#

Ah- that'll do it 🤣

#

Looks like im limited to 6 coal genes to a pipe then 😔

unique cypress
deep python
unique cypress
#

!wikisearch cg

glad apexBOT
#
Official Satisfactory Wiki

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...

deep python
#

I mean 450MW should suffice me to be able to comfortably start producing the stuff in advanced steel production I hope

unique cypress
mint coral
unique cypress
#

not that I'm aware of

mint coral
#

🙁 i keep forgetting lol

#

notepad time

deep python
#

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 😅

unique cypress
deep python
unique cypress
#

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

deep python
unique cypress
#

well, minus whatever the miners consume, but that depends

deep python
#

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)

unique cypress
deep python
#

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?

unique cypress
deep python
#

Trueeee i suppose if I build a manifold correctly it'll keep all of them fueled 🤔

deep python
digital wing
#

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?

dusky dust
#

Or something similar, anyway

digital wing
#

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

dusky dust
#

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. :)

digital wing
#

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

tulip fiber
#

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 )

unique cypress
tulip fiber
unique cypress
crimson moat
# tulip fiber there has to be a way to control it someway

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.

bright juniper
#

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 tired_jace

unique cypress
# bright juniper how would I configure sf optimizer around producing 1200 sing cells /min, with n...

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

digital wing
#

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

mint coral
#

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

digital wing
deft lichen
#

They have a fixed arrival direction, not a departure direction

digital wing
deft lichen
#

Arrive

digital wing
#

Oh

#

Thats probably it then lemme try

deft lichen
#

As in ----> D roof

#

The arrow points in the driving direction, not which side it arrives from

mint coral
#

Yes , the rounded part of the roof faces out

unique cypress
#

---- [] [] [] [) ----> that's how it should look like from the top

digital wing
#

Its meant to down off screen, in the way the train is facing

#

Like im trying to loop it back to this same station

digital wing
unique cypress
#

what does this even mean?

wet coral
digital wing
digital wing
unique cypress
#

what's the point of that lol

wet coral
digital wing
wet coral
digital wing
wet coral
#

It’d be easier for me to explain if you saw my train

unique cypress
wet coral
#

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?

unique cypress
wet coral
unique cypress
#

good pipeline design

wet coral
#

Yea I’m no good at this

#

Belt organization, fuck yea I am. But pipes and fluids nope

digital wing
#

Poorly drawn, but the line that comes back is above the pipes

dusky bronze
#

theres a plumbing manual somewhere in the pins for this channel thats pretty helpful

digital wing
#

Can anyone recommend a layout for building a centralised train station

digital wing
#

So i have a loop around the map, ill have branches off that going to various stations which transport stuff to the main hub

wet coral
#

I actually have my own ideas about this😱

digital wing
#

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

digital wing
wet coral
#

I was gonna say hop in a vc but there are no vcs here😭

dusky dust
#

Too difficult to moderate properly

digital wing
#

gimme a sec, check your dm

wet coral
#

I’m down for that. I can give you some ideas with my own builds

bright juniper
unique cypress
#

easiest would be the same folder, because then you only need to give the name

bright juniper
#

and do I give the name to options.py? I haven't done anything with python so I'm kinda lost

unique cypress
# bright juniper and do I give the name to `options.py`? I haven't done anything with python so I...

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

deep fulcrum
#

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?

unique cypress
shadow sinew
#

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

shadow sinew
deep fulcrum
shadow sinew
deep fulcrum
shadow sinew
#

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

unique cypress
#

Ah, yes, a 5 km pipeline lmao

#

XD you can see where it's going via the clearance boxes

#

oh god it's replicable

unkempt wharf
#

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

dusky dust
#

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. :)

unkempt wharf
unique cypress
dusky dust
#

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

unkempt wharf
#

il prob just unlock clocking lol

crimson moat
#

and yes, just merge 2x30 screws and put that belt into an assembler

unkempt wharf
#

i just never really do the tech tree stuff unless i need it lol

unique cypress
#

you should do the exact opposite. do as much mam research as you physically can

crimson moat
#

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)

unkempt wharf
#

alr ty

bright juniper
#

@unique cypress Eyy thank you! I think that this'll be my plan for this playthrough

mild solar
#

guys will the signals interfere with each other if the tracks are like this

limpid rain
#

Is there a list somewhere of materials sorted by "tier"? Like T0 would be wood, mycelia, biomass, etc

unique cypress
limpid rain
#

🙏 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

dusky bronze
#

i have no idea whats going on with the intersection but at the very least the elevation differences are going to cause problems

steel knot
#

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:

crude tinsel
#

who wanna play?

unique cypress
# steel knot sorry, i thought i had it. somehow the RCU's worked out but this blueprint for 1...

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

unique cypress
crude tinsel
#

You fine folks sure do seem smart.

glad ibex
#

!wikisearch biomass

glad apexBOT
#
Official Satisfactory Wiki

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...

glad ibex
#

!wikisearch biomass setups

glad apexBOT
deep python
#

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?

spiral hornet
#

why is there no recipe for compacted coal on satisfactory-calculator?

frosty owl
frosty owl
deep python
knotty hornet
#

I'd wager at least 60% of players fall for it the first time

deep python
#

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

unique cypress
glad apexBOT
#
Official Satisfactory Wiki

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...

vapid gorge
#

example layouts using 2 input pipes, yes 🙂 Keep making it in groups of 3:8. Simple and reliable

deep python
#

I just sometimes forget u can shove as much water as u want through pipes 😂

vapid gorge
#

but in that way it's also kinda bad as you might get bad habits

deep python
vapid gorge
#

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

deep python
#

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

vapid gorge
#

even if you do the uranium efficient recipes it's just more material. Nothing onerous

deep python
#

Oh ok

vapid gorge
#

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 🙂

deep python
#

Have they added nuclear waste recycling into more fuel yet or is just green goo in yellow barrels?

vapid gorge
#

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

deep python
#

Yoo that's sick ass

deep python
vapid gorge
#

basically

#

I'll process the waste elsewhere into P rods though and use them to fuel drones.

deep python
#

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 😅

vapid gorge
#

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

deep python
#

Diluted fuel?

vapid gorge
#

alt recipe for fuel

split sierra
#

diluted packaged fuel

#

just add water

vapid gorge
#

Oil > Heavy oil residue alt recipe > diluted fuel alt

unique cypress
# deep python Diluted fuel?

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

deep python
#

Ah

#

Jesus

shadow sinew
#

definately not space efficient though, so I´d recommend doing it at one of the sea oil fields

faint oracle
dusky dust
#

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)

steel knot
#

I swear every time I try to work out vertically stacking blueprints my brain hurts. Same vibe as recursive functions

blissful epoch
#

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?

unique cypress
blissful epoch
#

these items are free

unique cypress
#

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

blissful epoch
#

it wants to use only 5% of my iron though, while say iron wire could easily replace a bunch of copper

tidal badge
#

anyone able to jump in a vc with me and help out? im rlly confued

unique cypress
#

if you want a caluclator that can weigh manual inputs, you'll need SF Optimizer

tidal badge
#

this dosnt seem right. as when i did it in the past it said i needed 75 to make the turbo fuel

frosty owl
digital wing
#

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

blissful epoch
#

make sure the height is level!

unique cypress
tidal badge
#

its all good, i just this second noticed i did the maths is wrong

digital wing
#

Thanks guys! That fixed it

stray tapir
crimson moat
#

#

That's belt lag. Some of the belts between the fuel rod output and the reactors are longer than others

vapid gorge
#

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

versed violet
#

is there an achievement for collecting all the slugs*/hard drives/dropped items/shrooms?
(left one purple slug for decoration in my base)

unique cypress
#

For all of them? No

versed violet
#

meh. I'll just buy myself a piece of cake

crimson moat
#

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.

dusky dust
#

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

crimson moat
#

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

unique cypress
#

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

crimson moat
#

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.

unique cypress
#

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

crimson moat
#

Haha

unique cypress
#

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 jacelul

frosty owl
bright juniper
deft lichen
vapid gorge
#

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 :\

deft lichen
#

I need to supply them with power...?

bright juniper
deft lichen
#

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

vapid gorge
bright juniper
deft lichen
#

python script? ah

bright juniper
#

Ye

#

it’s the best planner which I’ve come across, though it’s a bit trickier to use than your general tool

deft lichen
#

I suppose that falls under manual calculation and layout tools

vapid gorge
#

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

bright juniper
#

:D

unique cypress
deft lichen
#

hm?

#

running a python script sounds pretty manual, but I don't mind moving it

unique cypress
#

It's an optimizer, like SFTools. Just with way more customisation

deft lichen
#

ohh in that sense

#

dunno where to categorize it then

#

micro planning? does it work with individual buildings or just item counts?

unique cypress
#

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)

deft lichen
#

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

hoary pulsar
#

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?

vapid gorge
#

seems fine?

hoary pulsar
#

I’m new I’m asking for be sure

vapid gorge
glad apexBOT
#
Official Satisfactory Wiki

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...

hoary pulsar
#

For what i see the liquid are tricky

vapid gorge
#

these are some common layouts? easy for beginners

vapid gorge
#

pretty much as long as you respect throughput limits you're fine
other pipe systems just reqwuires some basic knowledge

hoary pulsar
vapid gorge
#

you have a couple groups of 3 extractors on one pipe here, are they all doing 120?

hoary pulsar
#

So can I avoid using a valve?

hoary pulsar
#

And the last two feed the central for the last four

vapid gorge
#

the diagrams are handy because they just require 3 extractors and 1x mk2 belt of coal per group. No clocking needed

hoary pulsar
#

I still don't understand the reason for the return connection

vapid gorge
#

technically it doesn't need the connection here

#

as long as there's 2 input pipes

#

its effectively this layout

hoary pulsar
#

Ok

past igloo
#

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)

vapid gorge
#

@tranquil skiff you have no packages going in

tranquil skiff
vapid gorge
#

what does the control panel look like?

crimson moat
vapid gorge
past igloo
tranquil skiff
#

it started working

crimson moat
vapid gorge
tranquil skiff
#

i only needed 100 of them

vapid gorge
#

I mean fair, just warning you you could stutter the system 🙂

outer dirge
#

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

vapid gorge
#

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

outer dirge
#

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

steel knot
#

oh man i just discovered drones for nitrogen shipping...

#

what a game changer

vapid gorge
#

at least not expandable and efficient/tidy

outer dirge
#

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

shell steeple
somber heath
#

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

bright juniper
#

shouldn't the train station dock be at the other end?

shell steeple
#

And also my problem is it stopping and not getting loaded I didn’t realize the video cut off

vapid gorge
vapid gorge
bright juniper
somber heath
outer dirge
#

Eventually prob gonna have to rebuild some stuff but ill worry about it later

bright juniper
vapid gorge
bright juniper
#

scim has all of these

somber heath
vapid gorge
somber heath
vapid gorge
#

oh I thought it was 3 to 3

#

do the same thing
split each of the 5 into 3, merge one of each

somber heath
#

okay ill try that out thank you

vapid gorge
somber heath
#

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

somber heath
#

i added another belt and merger and had to make the belts mark 1 but its going good now thanks for the help 🙂

past igloo
#

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.

manic lynx
#

just wondering for the generators how many rows am i going to need per mk2 pipe advice is always welcome.

vapid gorge
manic lynx
vapid gorge
#

!wikisearch FPG

glad apexBOT
vapid gorge
#

!wikisearch fuel powered generator

glad apexBOT
#
Official Satisfactory Wiki

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...

vapid gorge
#

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

manic lynx
#

thanks for the help its greatly appreciated i do want to avoid having to make 59 rows of 6 generators per row

vapid gorge
#

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 🙂

manic lynx
#

but i am un sure how the over clocking will effect the over all number of generators

vapid gorge
manic lynx
summer flare
pastel obsidian
quasi whale
#

what fuel do you all use for drones?

unique cypress
#

I don't used drones but if I did I'd use packaged RF

pastel obsidian
#

I try and use Packaged Rocket Fuel but i am not that fussed.

vapid gorge
quasi whale
vapid gorge
spare kernel
#

Anybody got any good alternate recipes for this project to decrease the needed ressources? I already selected a few I think will work well

vapid gorge
#

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

spare kernel
vapid gorge
#

yeah, give me a sec

wind spade
vapid gorge
unique cypress
vapid gorge
#

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

vapid gorge
spare kernel
#

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

vapid gorge
#

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

spare kernel
#

I made the mistake to not automate the parts before, which i regret now

#

Thanks for the advices

vapid gorge
#

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

spare kernel
#

Im a bit worried that im using too many ressources now and later on I dont have enough to do other mandatory stuff

vapid gorge
#

cause this isn't huge

spare kernel
#

in gerneal

vapid gorge
#

unless you're burning SAM like kindling on ficsonium it's pretty hard to do

spare kernel
#

okay

#

Where would you build the factory? Dune Desert?

vapid gorge
#

dune wouldn't be terrible at first glance

spare kernel
#

Most of the materials are already there

vapid gorge
#

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

spare kernel
#

I dunno, maybe gonna expand this factory to a phase 5 factory

#

since all the parts are already there

vapid gorge
#

well besides the bauxite, but droning thigns in isn't hard

spare kernel
#

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

shadow sinew
#

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

mint girder
#

how do i signal this?

unique cypress
#

I would move the slope away from the intersection though

spare kernel
mint girder
shadow sinew
#

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

mint girder
#

moving the slope away would take like half an hour at least

unique cypress
#

paths on all entrances, blocks on all exits

mint girder
#

idk how signals work 😭

unique cypress
#

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

mint girder
#

sorry wdym 🙃

unique cypress
#

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

mint girder
unique cypress
# mint girder

intersection looks correct. now you need to signal the rest of the network :)

mint girder
#

just the same way right?

unique cypress
#

on straighaways you need block signals every 100 m or so

mint girder
#

it needs to fit the length of the actual train + 4 freight cars right

hoary pulsar
#

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

mint girder
#

ye refineries i think

unique cypress
mint girder
#

ah ok, rn i only have 2 trains running rn and ill maybe add a third soon

hoary pulsar
unique cypress
# hoary pulsar 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

mint girder
#

would i use a refinery recipe for a factory that needs 173 iron ingots/min? nah, but if it needs 600/min then yeah

vapid gorge
#

no real difference - you can use alloys instead anywhere. Or base. Lots of ore on the map

shadow sinew
#

I'm planning to use pure recipes for the more expensive stuff like Caterium

vapid gorge
#

tempered gets you the same output with far fewer refineries 😄

unique cypress
shadow sinew
#

For iron the base i'm making in the northwestern corner i'm using basic iron, because I refuse to do iron refineries

shadow sinew
vapid gorge
#

rip

unique cypress
#

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

vapid gorge
#

cause hundreds of refineries sucks dirty ass.

#

I don't care if they come from blueprints

shadow sinew
unique cypress
vapid gorge
#

sure, but 'tons of refineries suck dirty ass even from blueprints'

unique cypress
#

Skill issue

shadow sinew
shadow sinew
vapid gorge
#

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

shadow sinew
#

I do agree refineries are the building that feels the worst

#

there are bigger buildings, but you dont need nearly as many

hoary pulsar
#

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

vapid gorge
hoary pulsar
#

I need to buid a power plant using fuel

mint girder
shadow sinew
hoary pulsar
#

I have to create a carburetor power center, but from what I understand there are a couple of steps to optimize?

shadow sinew
mint girder
limpid rain
#

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

unique cypress
#

this is how a T-intersection should look like

limpid rain
#

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

unique cypress
#

yeah, if you want to swap sides, then yeah, it's correct

limpid rain
#

How would I path-block such a setup?

#

I just realized thats what the letters are 🤦‍♂️

lone parrot
#

Guys, like in that exemple, OK, 4 smelters, but 3,5 constructors mean what? 3 constructors at 100% and 1 underclocked at 50%?

limpid rain
#

Yes

lone parrot
#

Perfect

#

Can’t change recipes on satisfactory tools?

unique cypress
unique cypress
mint girder
#

this is terrifying 😨 wtf is this

unique cypress
mint girder
unique cypress
mint girder
#

huh

unique cypress
# mint girder 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

shell steeple
glad ibex
#

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)

lone parrot
#

Oh you mean just the sum!

#

So 3,5 could mean 100% + 100% + 75% + 75%

lone parrot
unique cypress
# lone parrot Can you explain that? Kinda lost!

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

lone parrot
brisk smelt
hoary pulsar
#

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

unique cypress
hoary pulsar
#

Yeah

#

2 pure node + 2 normal

unique cypress
#

I hope you're using all the efficient recipes, not just DF

hoary pulsar
#

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

hoary pulsar
#

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

past igloo
royal valley
#

I’m curious if you need to just basic, Addition, Subtraction, Division and Multiplication to get optimized factories

dusky bronze
#

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

summer flare
# past igloo What do you mean by "round robin behavior" exactly?

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.

vapid gorge
summer flare
glad ibex
#

thats what i meant mb

shadow sinew
lone parrot
#

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

shadow sinew
lone parrot
#

Yes

shadow sinew
#

do you need more than 67.5 reanimated SAM at tier 4?

lone parrot
#

It’s to Sink it all

#

I’d like more

#

But 270 ore/min is my max here

shadow sinew
unique cypress
lone parrot
#

Sloops?

unique cypress
#

somersloops

lone parrot
#

What’s that?

#

Alien stuff!

shadow sinew
shadow sinew
#

i mean, you can make them manually, but prob not worth

lone parrot
#

@unique cypress But what about sloops?

shadow sinew
#

encased beams are tier 4, you can rush that and go up to 480 SAM ore if it´s a pure node

unique cypress
shadow sinew
lone parrot
#

10,800 p/min will do for now

shadow sinew
lone parrot
#

Could be more p/min?

#

Uranium is just 35 points

unique cypress
lone parrot
#

Pure node?

unique cypress
#

There are no pure uranium nodes

lone parrot
#

Overclocked at 240 ore/min?

unique cypress
#

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

lone parrot
#

Yeah but MK3 belts are limited to 270

unique cypress
#

Well yeah that's what I'm saying. You can cap that out with a normal, so a pure isn't any better

lone parrot
#

Uranium nodes are far from my stone arch base!

summer flare
# glad ibex thats what i meant mb

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?

limpid rain
#

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?

vapid gorge
limpid rain
#

😂 Thats how I got to here was a curve BP tutorial for train tracks

#

What alternative would you suggest?

vapid gorge
#

use like the DC wan method to curve leading foundations

#

custom curves tend to work out better anyway imo

limpid rain
#

Wouldnt the same "gap" issue arise once you widen that to 3 foundations?

vapid gorge
#

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

limpid rain
#

I do, mostly

vapid gorge
#

yeah just build on the inside of the curve then 🙂

limpid rain
#

There will be exceptions like at certain junctions, but Im planning to do a raised line on "concrete" supports

#

Right, ty 🙏

prisma hamlet
#

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

vapid gorge
#

with clocking most things are possible

#

!wikisearch fuel powered generator

glad apexBOT
#
Official Satisfactory Wiki

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...

vapid gorge
#

it says 7.5 fuel pm so 325/7.5

prisma hamlet
#

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

quasi whale
#

any reason why it says 0m headlift

vapid gorge
#

gas doesn't need headlift

#

if you're branching your manifold like that you might get issues with flow though

quasi whale
vapid gorge
#

back flow and 'sloshing'

#

I can't see your whole layout though so can't really tell what's going on

quasi whale
vapid gorge
#

so is this basically just 1 big manifold split all over on two floors?

quasi whale
#

i suppose yeah

vapid gorge
#

how much gas pm are you pushing through it?

quasi whale
#

600 rn
got 3 turbo blend fuel and 1 of em is somerslooped

vapid gorge
#

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.

quasi whale
#

alright

vapid gorge
#

it's not impossible to set things up like that but it can be very delicate

vapid gorge
#

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

quasi whale
#

ic thanks

nimble lichen
#

listen im not denying that i may be stupid

#

but why am i still having water backing up issues

nimble lichen
#

pipe from floor is supplying 240/min

vapid gorge
#

and I mean exactly like this

nimble lichen
#

ok will do

vapid gorge
#

but remember - it is an exploit, they can just not work for seemingly random reasons

vapid gorge
#

blue is fresh, red is waste

cerulean wolf
#

i hate that the water extractor doesn't just show you where it ends, like the pumps do

vapid gorge
#

use walls to measure

#

but also don't try to max out headlift

cerulean wolf
#

also wish the WE would tell you it's headlift, again like the WP does

#

how much it's under, specifically

vapid gorge
#

all machines give 10m headlift,
it under the 10m from the point of output

#

like all outputs of all machines

nimble lichen
crimson moat
#

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.

cerulean wolf
#

yes but where does the 10m start?

vapid gorge
vapid gorge
nimble lichen
vapid gorge
#

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

nimble lichen
#

oh yeah my numbers are a little different

vapid gorge
limpid rain
#

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

vapid gorge
#

there's a few tutorials on youtube about it . It's fiddly though

#

I'd just do them manually

limpid rain
#

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 😭

vapid gorge
#

did you watch a specific oen about doing it for curves? cause it's different

limpid rain
#

For flat curves, yes

vapid gorge
#

should be basically teh same but use ramps

limpid rain
#

Using ctrl to modify it in smaller increments, and then the h-lock to slowly tap it into place

vapid gorge
#

you'll need a very gentle curve though

#

or find a totally new video that actually talks about climbing curves

limpid rain
#

Maybe Ill try with the 1m ramps, see if thats the issue, idk

vapid gorge
limpid rain
#

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

vapid gorge
#

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?

limpid rain
#

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

vapid gorge
#

show me the other side?

bright juniper
#

anyone know why sf optimizer is telling me to use iron ingot instead of pure iron ingot?

limpid rain
#

Its better on the outside, as expected since thats the axis of rotation

vapid gorge
#

use 1m ramps and 2 wide

#

it's nto a problem with the method, just it's use

limpid rain
#

Hmm, the two wide bit kinda shafts my design 😂

#

Ill see what I can do, ty

vapid gorge
# limpid rain Hmm, the two wide bit kinda shafts my design 😂

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!...

▶ Play video
#

see what it looks like with 1m ramps though? might not be as awful

old hearth
#

all for ionized fuel

limpid rain
#

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 😂

vapid gorge
#

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

limpid rain
#

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?

vapid gorge
limpid rain
#

Still, a massive improvement over the original 3 tiers snapped to walls

nimble lichen
#

did i balance these correctly?

vapid gorge
#

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

nimble lichen
vapid gorge
#

clock the machines to evenly produce 8 pipes then

#

what are these buffers for?

nimble lichen
vapid gorge
#

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

cerulean wolf
#

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.

limpid rain
#

It doesnt auto-connect, but its probably as close as can be gotten

vapid gorge
#

yeah jsut build the rails seperately. don't include it in the bp

limpid rain
#

Thus far Ive gotten away with it, I had to try 😂

cerulean wolf
#

@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

vapid gorge
#

just means it's immediately transfered

#

'pressure' doesn't exist in the game

limpid rain
#

Right but in the real world, if theres empty space in the pipe, you arent at max flow

#

That caught me off guard too 😂

vapid gorge
#

sure , if pressure was a thing

#

but fluids are moved by being able to move into empty spaces

limpid rain
vapid gorge
#

pipes are really simple if you follow the simple rules

#

you can always make things much more complicated if you want

cerulean wolf
#

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

limpid rain
#
  1. Put it in a caniter
  2. Dont look at it, just accept it
vapid gorge
#

transfer rates aren't dependent one the fullness of pipe, thats all

cerulean wolf
#

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?"

limpid rain
#

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

cerulean wolf
#

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"

limpid rain
#

What can be done with empty plastic fuel canisters besides feeding them back into the system in a loop?

vapid gorge
#

package more things? sink them?

#

but sending them back is probably best in general. frees up oil production

cerulean wolf
#

i'm totally not going to forget about this later when i upgrade my pipes

vapid gorge
#

you can't output more than 300 from 1 extractor anyway. But you really want to avoid shot pieces of pipe like that

cerulean wolf
#

wish the game would just let me attach the splitter right onto it

vapid gorge
#

that could significantly change how a lot of things work in the game. Like adding pipe junctions directly onto train platforms

pastel obsidian
#

They should have a detective mode for the poor console players to find the one mk1 belt or pipe

frosty owl
#

Or users could be more careful about placing splitters/mergers close to inputs/outputs 😅

oblique hollow
oblique hollow
#

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

cerulean wolf
oblique hollow
#

Texture bug classic

opaque token
#

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)

vapid gorge
unique cypress
# opaque token guys if i have a recipe that takes 240 liquid and outputs 60, would that work fo...

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

opaque token
vapid gorge
#

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

opaque token
vapid gorge
#

just to prevent each groups waste to not get in the way of the other

opaque token
vapid gorge
#

But you might not even need that tbh

#

I'd probably only slap them on if it went wibbly

opaque token
#

i do still need to prioritize feeding the looped one right?

#

like other resource-wise

vapid gorge
#

this one? no, same style I use for my bauxite

digital wing
#

Does anyone have an answer for this? Im curious

pastel obsidian
#

It should work

#

What's the current schedule on the train

digital wing
#

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

hoary pulsar
#

Thirty minutes to understand why the oil residue did not reach the tank

vapid gorge
#

why are you storing it though?

pastel obsidian
oblique hollow
# digital wing

Someone in here said they are convinced the OR setting is behaving as AND so you cant really do this atm or something

digital wing
pastel obsidian
#

Trains stop loading and unloading during the animation.

unique cypress
unique cypress
pastel obsidian
digital wing
pastel obsidian