#math-and-meta
1 messages Β· Page 360 of 1
consuming 150 million liters per min atm
No wonder they use so much electricity
Ah, okay
Google says that a 2.5 GW nuclear plant circulates about 240m3 of water per minute (which matches the satisfactory value exactly), however almost all of that is recovered and cycled back, with only <5% to under 1% of it being expended
so satisfactory plants use 20-100x more water than real
Ficsit might not waste, but they know what would have happened if they tried to force water recirculation on pioneers 
It's all internal in the building π
It'd be funny to find out that was actually pulling data from our wiki for that 
seems mainly from 20 different people asking the question on quora π
but yeah i don't really trust those even as ballpark figures
I guess we boil 1/4 of the water and use a magical portal to make the other 75% of it disappear
am i doing these signals wrong??
If you're using path signals, you put them on the routes into the intersection (with block signals on the way "out")
In that image in particular, the placement of the Path signals would imply that the top cross rail (the one going left-to-right) is "right-hand drive", since the incoming path signals are found on the righthand tracks. Whereas the rails coming in from the bottom would appear to be left-hand drive
If you do happen to have different sections of rail which have different handedness for driving, I think that first-image intersection would actually work, though most folks like keeping the handedness the same throughout their rail network
(not exactly sure what's going on in that second image, but keep to that mantra: path signals "in," block signals "out"
If this is your first time doing signals, btw, you can always just only use Block Signals for now. Things will still work fine. Once you're more comfortable you can "upgrade" an itersection to path signals to potentially improve its throughput a bit
i made another intersection with path and blocks and that works just fine
the whole train network should be right hand
Okay, so the path/block placement would be wrong on the rails coming up from the bottom
Trains'd be arriving on the righthand side, and they'd want a Path Signal going into the intersection instead
The arrows you drew on that one are left-hand drive, btw
I was mostly focusing on the first image, the T-intersection
If those rails coming in from the bottom are left-hand-drive, and they're merging onto rail which is right-hand-drive, then the path signals are probably right. But as I say, most folks like to keep the same handedness throughout
so id just have to move the train stations to the bottom?
pointing the other way right
1.1's signal bug might cause signals to error out when they have no reason to. If a signal is placed right where rails merge/split and the rail color before and after is the same, the signal needs to be moved at least 1 rail segment away from the split/merge
Okay, so yeah, that does look like you've just got a kind of switchover there. If your main rail network is righthand drive, and you do a switchover to left-hand-drive for these three stations, I assume that probably should work fine (and the path signals on the intersection in that first image would be, I think, correct)
oh ya π forgot you told me last time
yeah that fixed it
i love and HATE planning mega factories how do you guys even plan this stuff man its so confusing
not even that im just trying to maximize consumption but the math is getting all jumbled in my head, tried using notes ended up looking like sphagetti
Break it down into sections.
Separate tiers by floors and lots of planning
trust me search it up u can make a flow chart for the maths
the best idea is not to do that
megafactory-style building is only for people who specifically want it
if you don't like it, don't do it
thats the thing
i LOVE building but the functionality part is fun aswell its just the math gets frustrating but that aside i do enjoy the feeling when it comes together lol
use a calculator then
just press n
This is the size of the flowchart
I might try to break it down into similar parts per item
what u making?
tbh i like to just automate everything i can from constructors first then just belt over what i need
tho thats not that efficent
im trying to do the opposite where i belt out rather than in for example heavy modular frames need modular frames so id belt half the modular frames out and the rest into the heavy if that makes sense?
thats what i want to do but getting ratios and quantities is where im struggling
considering that im building 10 parts simultaneously
tbh i always work bottem up much easier so i cant rlly help sorry
its alright plus game crashed i guess its a sign for me to start over LOL
appreciate the help tho
Expanding on advice you've already gotten: even if you are planning on producing a bunch of stuff in the same area/building, you'll have a much easier time if you break it up
Have separate subfactories, one per product
They could be right next to each other or on separate floors or whatever, but if you isolate them from each other, planning gets a lot simpler
yeah thats what im gonna try to do now but im gonna try to produce as much as i can of seperate items together since if they require similair materials its easier for to me set up as ive done ti before
yeah that was the plan im thinking of seperating them by floor tbh
Sure, it means that you're probably making rotors in like a dozen different places in the building, but who cares? It's still the same amount of Rotor production, just much easier to deal with
(Rotors picked as an arbitrary example)
yeah
i get you dw, appreciate the help once again
@dusky dust fyi this is my megabuild im trying to store everything here thats why im trying to cram lol incase you were wondering
Using a manafold how many canisters do I have to put until I get a circuit of this type ?
water stacks to 500 right?
couple thousand
keep a bin nearby and if they ever stop cuz of lack of canisters just add a few more
1.5-3k I think
More than that and you risk clogging it
This power plant I built, which is pretty similar, required around 2500 empty canisters for the packaging loop.
@cobalt drift one of these
What are those?
splitters
Regular splitters?
He was struggling with one miner one smelter and two constructors. Idk if I can have him do that π
yh
Instant plutonium is more cells per waste than the basic recipe, right?
Just making sure my maths right :3
I thought I did it a while ago and it was the other way around
Yes, more cells per waste but doesn't it also use more uranium?
Instant plutonium does not use more uranium.
I think your thinking the fertile uraniumn recipe for non-fiss
Yeah, it's Fertile which takes more uranium. That does give you more Pu rods, but if what you're going for is max power per uranium, you're better off spending the uranium on the U Rod line instead (though the difference isn't huge)
But in general all the nuclear alts will yield more rods from the starting uranium/waste, compared to vanilla recipes
Okay I'm trying to set up a rocket fuel power plant in the blue crater. Could anyone tell me how much fuel a plant uses per minute? I'm trying to do the math on how much of various resources I need and what the bottlenecks are.
!wikisearch rocket_fuel
Rocket Fuel is a late-game gas. It can be burned in Fuel-Powered Generators for power or packaged and used as vehicle fuel.
It follows Turbofuel in the chain of fluid fuels and can be further processed into Ionized Fuel. Unlike Turbofuel, it is a gas and therefore lacks head lift requirements.
you have the recipes in your codex and the wiki available to you
also very useful to make plans and do the math for you ---> https://www.satisfactorytools.com/1.0/production
recipes in the codex but it doesn't tell me how quick it burns.
look at the fuel generators. the number of fuel gens isn't part of the 'making RF
Does this look good for what it is? ill probably build a better plant when i finish the game or get mk6 belts, Im making this now because i need more power for my latest factory
With 600 coal per minute I could run 40 generators ?
whatever 600/15 is, sure
You can but you might want to look into fuel generators
My brain is getting fried from this game lol not like I have room for 40 lol
I don't have any of that unlocked yet.
unless you build in a cave, you always have room
and if you're building in a cave, you've gotta reevaluate your life
Wow with stacking do.you ahve to use the things that push the water ?
pumps for headlift? Always need enough headlift for the job
no, they don't stack. So for example is a pump per pipe
you can zoom in on hte images here
...whoops
...though I'm also building in the titan forest
You can't clear the big trees though
Pro tip for noobs - You can tap spacebar on the crafting bench instead of holding to auto craft stuff while you tab out and watch tutorials or something lol
build around - lots of space
It tells you its energy content. Which can be used to calculate how fast it burns.
And in the case of rocket fuel, that is actually the most accurate way of getting the burn time, because both the fuel gen UI and the wiki show a rounded value.
Even more pro tip - automate instead of handcrafting π
oh mb thoguh i was on that chat ^^'
If i got a decimal number, do i round up or down?
preferably neither
Like if i have to for example stetched iron plates
set the production number and call it a day
machines read up to the fourth decimal - are you talking about repeating decimals?
I still don't know what the issue is
this for example
so this is the entire thing
so what i am asking is do how much iron ingots do i bring
you bring in the number it says
as many as modeler says?
it's 'per minute' so deimals are meaningless
if it says 5848.18 pm, you bring in that many pm
thats part of layout planning
it's often easier to work backwards from the end point, breaking it up into groups that way
that is what i did
up to you. I'd use a belt mixer
what is that?
something that's silly and a lot of work. You can just clock machines to output the numbers you need on the belts you need
this fkin thing #math-and-meta message 
what's your fastest belt?
automatically distributes items so you don't have to think about it
it's a lot less work than doing math
1200
oh well each of these groups of machiens could just be 1 belt
oh god no pls
just clock the constructors to use what they need
it's actually simple to build
ya that is wayy ezier
then send a blueprint or a vid
and then merge the machiens as you need π clock them to put the right parts per min as needed
ya this like planned so when i have the max belts and automated power shards
i replaned phase 5, 5 times so i can skip on decimals as much
I have neither because I invented it lol (I think)
it's just a bunch of manfolds though
can u make one and also how and what does it do
it automatically distributes items across belts.
you feed it a random mix of belts and automatically get any other arrangement of belts you need
the belts just have to be allowed to back up to be able to overflow
they can look like this
no thanks
that looks nothing like the one I linked
that's probably a balancer, not a mixer
not necessary here
Yeah, I have no clue what that is. why are there mergers on the input?
there's really not much difference from a belt 'mixer' and 'balancer'. At least not in anything I've ever seen posted on here.
Mixers just.. mix the belts up evenly.
mixers don't mix belts evenly. that's why they're much simpler to build than balancers
balancers are only really needed for trains
inside a factory, there is no functional difference
these are gone be my main factorys in my world
Fuel
Plactic (WIP)
alummunuim
main phase 5
and the other 2 are still not planned yet
if something uses 300.65 iron ore do i bring 300 ore or is that gone miss thing about?
if you give something that needs 300.65 iron 300 iron, you're gonna get 99.78% of what you want
and would that the entire factory?
@mint girder if you mix trap and crystallization, you can use up all DMR exactly
of course? like I don't know how you're expecting to get exactly what you want while giving it less resources than it needs to make that amount
Ik but can that like effect the end result by a lot?
it's gonna cut the output by at least 0.2%
ok
might only decrease one of the outputs by more than that, depending on how you connect things
but if that deficiency is distributed among all outputs, then it's gonna be 0.2% of all of them
more, if the deficiency is concentrated on one of the products
you wouldn't have this issue if you used mixers, you know 
Can anyone explain the functions of train Block and Path Signals to me?
well then i am gone need to bring in that .65 somehow cuz its like making a part for the rest of the entire factory
ok fine i will
not
ooo interesting ty
Ok thanks
Iam good with power for a while?
I do have the option to add a third coal generator.
Add 7
the factory must grow
Only have mats for 3 for now. I can expand later
decimals are the same numbers as non decimals
huh?
if you have machine making 70 and machine that needs 90, how do you connect those? you clock one or both so that they make/need the same amount.
Same goes for decimals, if you have machine making 3.75 and machine that needs 5.25, you clock one or both so that they are equal π€·
Ohhhh wait facts
are there any train signal cracks here? We got this layout for 4 Train Stations and we cant figure out how to make this work, could anyone help us out with that? Signals always complaining that it loops into itself. This is the sketch we made of it:
Here are ingame Screenshots:
is it wise to use all the bauxite on the map for aluminium?
show with segment colors
also that station is super weird π
If you plan on actually using all of it, sure. If not, then no, not really
sure
it takes a nonlinear amount of effort to build more than to go back again and expand a factory
if you're a lazy bum u can also use the excess on ficsite ingots to save some effort
wtf is that lmao
Hello I read a reddit saying the maximum theoretical of BWD per minuite was 136.575 but i have been trying to reach that in satisfactory planner and have tried all sorts of combinations with sloops in diffrent places and diffrent recipies and there was never enough sam ore.
just build your stations like this
@unique cypress
???
im gonna convert it all to alclad and casnings, but i haven't planned what to do with them yet, but i know aluminium is annoying to set up, so i wanna do all the pain now for all the gain later
That's the guy who you're asking about
Ok
it's most likely coming out of satisfactory optimizer, and doing some stuff that you won't be able to calculate by hand
I use tools though
ah ok thx
and where you put sloops is a really difficult question sometimes
i did that lol
I can redo the calculations, if you want and show how optimizer assigned sloops, what is used to generate power, etc. Which number are you interested in?
basically as high as possible
basically as high as possible
also what software r u using?
Like aeryn said, SF Optimizer
ok Thx
In a regular world or creative?
Because generating enough power to supply the factory obviously takes away from the BWD production
So the question is whether you want to do it "legitimately" or with No Power on
And how many sloops do you consider to be "available" for this? 103, 104, 105 or 106?
106 sloops and im not worried about power
but why do you aks about th number of sloops?
Because they're needed for research. You either cheat to complete it, and you have 106 left.
The bare minimum to do this "legit" is spending one on unlocking slooping - 105 left.
And there are 2 researches that aren't required for this project, but you might've spent sloops on them already and therefore not have them available. So that's 1 or 2 more spent
Ah then 105 and im doing the calculations before the project so I havent started yet
though of course this gives no room for pumps or trains or anything other than machines to take power
ye but nuclear requires resources
yes you start with a coal then build your nuclear then erase the coal
No, it costs ore to run nuclear
yes but the only esource being 100 percented is sam
maybe there is enough leftover to not hurt production, i dunno
i still have 100 percent of all the uranium vaines
uranium is the easy part
so far after looking at it it looks fine
There was a difference of 10 BWD/min between having "no power" enabled and actually generating power to power everything
Iβll play around in sf optimizer once I get home
unless KYO297 can before me
you can
How?
I don't remember how many sloops I assumed were available when I made that comment, so the numbers are probably gonna be different when I redo it for 105, but I suspect the same ~10/min difference is gonna stay
just input the number of sloops
where?
what the i thought where talking about the online version
There is no online version of Optimizer
And that's the only calculator I know of that can optimize sloops and power
oh I was using the SF tools
you canβt do things like this in tools
yh i found the right thing on git
We changed it up a little bit this is what it looks like now but now the train spits out a signaling issue:
also how do I use SF Optimizer
The readme and some trial and error should suffice
It mostly was enough for me to figure it out
though ofc it does require knowledge of cmd
its not working π it needs dark matter crystals but it cant make that until it actually makes the dark matter residue
then give it some dark matter crystals to kickstart it
lfg π power shards are automated
@unique cypress How do I make sf optimizer be allowed to store nuclear waste?
Would it be more effictive to research & use coal plants for power, or does my current setup work? (11 biomass burners using solid biofuel)
yeah definitely make coal...
Set the waste as an unlimited output
in sf optimizer got a error messgage (ussing windsurf btw)
so where do i put the arguments i dont understand what to do
are you sure you want to use a command line tool then
there are online tools that just have a graphical interface
no i need SF Optimizer to calculate a 130 BWD per minuite factory
yh but does it take into acount sloops
that's the only thing it doesn't do
yes i need sloops to be calculated otherwise the 130 isnt posible
well, if you're insistent on using the tool
you pass arguments after the command
a more basic comand would for example be ls and with arguments you'd write ls -a
oh its also not a command based tool it has configs
the command it runs is essentially python.exe path/to/the/python/program.py
I don't know what it wants as content of those arguments, but it has at least one required argument, which is the name of a file to write errors to, I assume
so just press arrow up in the terminal and write " error.txt" after the command and it could work
says you don't have numpy downloaded
that was the previous run
did you get it working with the error file?
no
with 103 sloops, the most bwd you can make is 131.389. With 105 sloops, the most you can make is 132.579
I can send either solution
yes but what do i do to fix the argument erroe
You need to pass in the problem file as an argument. I use cmd where it's python3 satisfactory-optimizer.py bwd.json
Not sure about what you have
could you explain in simple terms
i downloaded it from github
no I mean I'm not sure how to run something with an argument in your ide
don't put the " there
is there something i can do to do it wothout a command
I meant just a space followed by the file name
if you can't get it to work, open a #1038092680493801533 thread and ask for someone who uses the tool to guide you
do u use SF Optomizer
yes but in cmd
looks like you are doing something similar, but just remove the "
and you should be fine
okay
replace the error.txt with whatever file you are solving
like for me I'm solving bwd.json
okay
Here's the problem file I've been using, if you want
if you do something like this for something else, on your own, I'd suggest using the employee_of_the_universe file, as it contains all of the inputs on the map already
for the recipies how do i do fully overclocked miners mk3
my file should already do that
(unless the calculator deems it better to not overclock)
You need to add the path to the problems file to launch arguments
No clue where that is in the IDE you're using though
do what you did here but replace error.txt with bwd.json
In the same directory as satisfactory-optimizer.py
Well, you don't need to put it there, but it's easiest if you do
like this
Yes
and then what
Now you need to have bwd.json in the launch arguments for satisfactory-optimizer.py
okay
I know how to do that in command line and in pycharm but not the program you're using
But you can probably google how to do that
Worked for me when I didn't know how to do that with pycharm
Or maybe you can just use the console the same as the command line
Maybe in the "run" menu at the top?
here
It can be put in as a launch argument. No need to edit Optimizer's files. And, because it's supposed to be input as a launch argument, I'm not even sure if a simple edit would be able to hardcode it in
so how do i change the launcg argument?
I'm guessing it's gonna be either under the "run" menu in the top left or the dropdown menu next to the play button in top right
In pycharm it's called "configuration" I think
the software im using is windsurf but what is the command
In pycharm, it's not a command, it's a menu
okay so ill will search up how to do launch arguments in windsurf
It's a command in the command line, but that's because it's command line
???
When you check satisfactory settings on steam or epic, there's also a menu for typing in launch arguments, like forcing dx11 or whatever
Same thing here. You have a menu for typing in launch arguments for satisfactory optimizer
so the launch argument should be for the satisfactory Optimizer.py
Yeah, in pycharm, you run it once, get the error that the problem file hasn't been specified, and now you can edit its configuration to include the problem file's name as launch argument and it works
So you might need to run it once, but not from the console
Like use the run button in the top right
Or at least that's what I think it is
I got it to work witht he inbuilt ai in windsurf (i can recomend) but i think the output is to large for my terminal
You can replace the print statement with a write-to-file statement. That's what I did
Inputs
To produce 132.579 Ballistic Warp Drives / min, you are feeding:
Thermal Propulsion Rocket: 85.079 / min
Singularity Cell: 425.393 / min
Superposition Oscillator: 170.157 / min
Dark Matter Crystal: 3403.142 / min
Outputs
Ballistic Warp Drive: 132.579 / min
Power Consumption
Total: 418,157.377 MW
This is extremely high, even for late-game dark matter production.
If you want, I can also provide:
β
A dependency chain breakdown (all upstream resources required)
β
A power efficiency analysis
β
How many Somersloops are consumed per minute
β
A machine count sanity check
β
A visualization of the entire BWD production chain
Just tell me what you'd like next!
got the data from chatgpt
i asked it to scan the file
the json file
that wa outputed by SF optomizer
Optimizer doesn't output files
By default, it prints to console
i mean the output into the terminal
You could've just read that instead of putting it through chatgpt
input the extra materials manually then
That's just literally reading this:
"Ballistic Warp Drive": {
"configurations": [
{
"machine_count": "1",
"clock_speed_setting": "0.078539"
},
{
"machine_count": "26",
"clock_speed_setting": "2.500000",
"somersloops_slotted_per_machine": 2
},
{
"machine_count": "8",
"clock_speed_setting": "2.500000",
"somersloops_slotted_per_machine": 3
}
],
"inputs": {
"Thermal Propulsion Rocket": "85.079",
"Singularity Cell": "425.393",
"Superposition Oscillator": "170.157",
"Dark Matter Crystal": "3403.142"
},
"outputs": {
"Ballistic Warp Drive": "132.579"
},
"power_consumption": "418157.377"
enjoy your wrong data
no it's correct. Just missing a lot
oh no i asked it to excluded evrything and just give me the ballistic drive part
guys i got it thx for your help
Just search for ballistic warp drive on the file
optimizer solves for that too if you set it to do that
it should have power included
do note that this is optimized enough so you can't use any pumps/trains
so you might want to set the max_power_consumption in the problem file to a negative value so it'll produce extra
or i can just build extra
there's no extra resources though
uranium?
uranium requires other things
like?
sulfur?
and non left im guessing?
not seeing any left
oil, iron, copper, limestone are all necessasry iirc
this
https://satisfactoryplanner.net takes somersloops in consideration
Production chain planner for Satisfactory game
but sf optimizer is waaay stronger
What does that mean?
finds the optimal step to put sloops into for max input/min input
well
it takes power and genning power into consideration
it's exceedingly customizable
finds optimal slots for sloops
etc.
Same there...
somersloop placement is simple - as late in the chain as possible. Generating the entire chain is the deal
Nope not as powerful
is not that simple
except max ficsonium rods, for example, puts sloops in RSAM, Ficsite ingots and Ficsonium Rods
IΒ΄ve placed down 2 5 freight module train station and have just realised thatΒ΄s not enough through capacity for producing 100 heavy frames even with mk6 belts and some pure nodes that donΒ΄t need transport, IΒ΄m officially scared xd
it is enough though?
even with iron and limestone only HMFs
with pure ingots yes, although Im also scared at the size of the refining array xd
why would you make 100 HMF without pure ingots
itΒ΄s at the southern island biome, so I do have so pure nodes on site so it reduces logistics a bit, and nitrogen is pretty close too
nitrogen??? for HMFs???
itΒ΄s for fused frames
yep thqts the one i used before
idk why youΒ΄d need 100 HMF per min for anything else xd
for shits and giggles?
because that's why I did 100 HMFs for once. but I never needed 100 for FMFs
even for my insane power plant projet, I only need 60
I want to make about 90 thermal rockets per minute pre sloops, and Im building in a 10 buffer for nuclear enerrgy, and nuclear pasta or whatever
i need to transport 1800 quickwire/min do i need 2 stations just for quickwire.,mk.5 belt
train stations
transport ingots
I mean 2 platforms/wagons is enough for straight QW
for ingots, depends on recipe
but it's not like 2 platforms is a lot
even if you could fit the ingots in 1 (you probably can), that's not that much of a difference
Are conveyor belts 1 price of whatever material per segment ?
it's 1 every 2 meters iirc?
all building materials are free, really
Well amount needed
a few stacks
why does my smart splitter only lets through 600, while its getting a input of 1200... everything is mk6
probably sending half up?
jeah bu why
probably set incorrectly
?didnt know you you have that setting, where can i find a setting to put half input through...
if you set both to overflow for example, it'll split in half
its at none, any and screws
that also splits in half
or at least for screws
everything except screws would go entirely to "any"
ok thats new to me.... so i cant do all screws through at once... so if i understand it correctly i can never put evey screw through
half of my screws are going to any.... but i have a input of 1200, i want all my screws to go through, if i understand you correctly i can only put though half my screws
then use a different setting?
any undefined, overflow or none
any undefined works indeed, well this is new information for my haha thanks!
Better q... if you are feeding 1200 screws and don't want them being diverted... why have splitters at all??
im guessing itΒ΄s overflow protection
but itΒ΄s weird to have more than one of those
like, maybe for a nuclear power plant you are hyper paranoid and do many smart splitters, but weird for screws
1200 input / 2 make two times 600... better downgrade or create an loadbalancer
its in my main storage, i have a belt running through every item with smart splitters to sort everything
Also, overflow is a better choice than undefined. Will keep flow going if a splitter ever backs up
There are cases where you want the undefined to go to the next sorter and the overflow into the sink
My entire factory is running perfectly except for a single wire constructor running 99% and making a pure copper refinery run at 99%. The end of the manifold it goes to overflows to central storage with plenty of extra space on the overflow belt. The main manifold is 4 wire constructors at 200% 60/m and 1 at 100% 30/m with a mk3 belt. Does the game just bug or clog sometimes with max capacity belts like pipes? The difference is too small to be a wrong belt type or something, so I have no idea why else it would be doing this. Of course it doesn't matter, but I want it to be 100% anyway.
is this based off the efficiency meters?
if so, ignore them. They are lying liars that should never be paid attention to. Stare at the lights for 30 seconds, see if there's a stutter
Overflow does both
yeah I can't think of a situation where I'd need 'undefined' hoping that the flow to one side just never clogs?
I'm sure some weird niche situation exists?
You have screws go right overflow go left and undefined go straight into the next sorter
Maybe some sushi belt if there is even a chance of something unwanted ending up on it an cloging a machine
Yea.. that undefined is not needed
You don't want screws going into the next sorter
but wouldn't undefined be just replaced with over flow then? with teh same results plus safety of no clogs from defined objects?
It's more for sushi belts/sorting
Why does it matter if they do? The next one isn't looking for them so they keep going all the way to the end and into the sink
It does go idle very briefly sometimes
are you wearing a hover pack? that can stutter a system if you ahve power switches anywhere around
why is it when i connect certain limited output/inputs on Satisfactory modeler the whole factory jams on recalculating? it shouldn't be projecting new capacity or anything...
I imagine because it's poorly programed
Add a container between the two
It might be a rounding error in the code somewhere or it's stuck in a recalculating loop
I'm currently mapping out my playthrough where I'm aiming to make 60/min of each of the phase 5 Space elevator parts. What are some recommendations for best use of Somersloops when trying to max assembly components in phase 5 like I am? This is what I have allocated so far:
8 Sloops for my Singularity cellβs manufacturers (2). Allowing me to make 150 singularity cells from 10 pasta, leaving plenty for Ficsonium.
48 Sloops for my Ballistic warp drive manufacturers (12), turning 30 BWD into 60 total.
8 Sloops for the Neural Quantum processorβs quantum encoders (2). This would turn 15 into the 30 I need for the AI expansion servers and doubling the 375 Dark matter residue into 750 as a bonus.
12 Sloops for the AI expansion serverβs quantum encoders (3), turning 30 into 60 and 750 dark matter residue into 1500.
I plan to only build ONE Alien power augmenter and rely on making as many alien power matrixes as possible. (I still havenβt figured out how many I can automate alongside my current goals).
This plan will use 86 of the total 106 Somersloops and leave me with 20 remaining.
What should I do? Should I make an additional two Alien power augmenters and try to pull off 15 alien power matrixes/min to post my grid by 90%? Should I sloop as much SAM as possible to potentially give myself more leeway on scarce resources like nitrogen?
(I apologize if this is the wrong feed)
so is your question at the end of all of that 'what to do with 20 spare sloops' ?
yea sorry
... do whatever? it's just a duping mechanic. Pick a thing you want doubled
have a goal to make 10 ppm of something - then ... I guess make 20?
Yea I get that haha. I just figured since this is the math and meta channel theres an objectively "correct" opinion floating around here on where they're best used in crafting chain when maximizing.
also, just as a thing, if this is using anywhere near all the resources on the map pls don't expect to be able to finish it. Your computer will probably catch on fire
it's a sand box. Do whatever you like - duping items isn't really ... a big deal? you just basically boop a button and w/o making more production line you have more parts per min in the end.
the only difference mechanically is more points per min into the sink I suppose if that matters to you?
is this enough to get me through the game or should i double* it and go 20, 10, 5, 2?
Quadrouple xD
(previous cubes would be used for the ones after so take-home cube ammount would be 10, 5, 3, 2 if doubled) (currently 5, 3, 1, 1 take-home)
fr? damn i didnt think i needed that many
you only really use them for space elevator right?
depends what you mean 'get me through the game'
if you let a bunch of items store up in containers while you build and explore? it'd be fine
you can unlock everything and then build more sandbox like factories
That's explained in the description of the simulation mode you're using.
If you're using "manual", you need to make sure that things make sense or the plan will find ways to make numbers work out (this normally ends up with some nodes highljted for possible errors)
In short, there are conflicting details in your production plan
They're joking. The point (that I assume they were trying to make) is that everyone has different preferences so it makes little sense to ask how much you should be producing to keep up with your preferences, if you don't also explain such preferences so people can actually help guiding you in getting there^^
Eg: some might like to build/progress through the game about 4x as fast as you, so they would quadruple the production you shared...
ohhhh sorry
idk im doing a slower playthrough (250ish hrs not started on phase 3 parts) but i just wanted to make sure i wouldnt have to do like 0.0001 items per second with something later on down the line
im fine with letting stuff stockpile though just not when it comes to production
but im fine with stockpilign for buildings
For personal use, 2.5/min of each might be enough too then ^^
Ie: you could reduce modular and heavy frames to the output of the Fused Frames
should i be overclocking my fuel generators? in the process of building my second fuel power plant for this save but im using turbo fuel, is it better to overclock the generators or just build more?
Are you planning to be using these as inputs for other productions too though, @unique vault?
Depends on how annoying you find building more VS sharding them and how aviable are shard to you (ie: how many you have in stock and how freely you like using them)
im fine with going and getting more, ive made sure to put them all thru a slooped constructor double them and ive fully overclocked almost all 60ish refineries for this factory
the turbo fuel?
As you can see from the @, there was an ongoing conversation xD
oh my bad lol
No wait, I actually pinged you instead of the right person π€¦ββοΈ
So, my bad lol
if you want - all it does is save space though
Can someone tell me the how many smelters I should have for one pure iron node
Do you know how much ore does your miner produce and how much does one Smelter take?
check recipes, check miner. They give you the numbers
Mk1 4
Mk2 8
MK3 16
You can also overclock
don't spoonfeed answers π
Yeah I saw manual mode. I usually work in full. So Iβm thinking I switch to manual, address the highlighted nodes since theyβre off somehow, and try again. It also does it for an output-constrained pair of sulfur inputs. If I split one sulfur node it βcrashesβ but supplying 2 is fine (and doesnβt lead to wonky numbers)
No hover pack. I emptied the output buffer to about half and left it afk for a while and the number was higher when I got back.
It's hard to spot the issue "remotely" as I got too used to "manual" mode, but you might want to try using splitters/mergers instead of just linking machines directly, or even try using Containers... I recall that was the "fix" in similar scenarios for me
i'll try that out. switched to manual and i see what might be causing the issue but not exactly sure why it won't accept my limiting of blueprints:
negative blueprints lol
How'd the modeler even come up with negatives?
No idea. And I can only set upper bounds. I posted in the satisfactory modeler discord to see if itβs a bug I can work around
no, but it's a your design issue you can work around π
Iβm all ears
with properly managed byproducts and loops, manual mode doesn't produce negatives
Sinking isnβt properly managed?
no clue what's offscreen and in the BPs
And while I agree it should work if designed correctly, Iβd consider it a bug to allow for a physically impossible negative number of buildings or blueprints
80000000 nuclear reactors? Fine. -1? Not fine
here's the contents of the BP. i dont think there's anything wrong here: capped the output as necessary, output the byproducts because i may use them in other aspects
I'm having some issues with congestion of Ore
120/m Iron ore
120/m Coal
Being split into 3 foundries using 45/m each.
I'm not sure if my maths is wrong and I'm missing something but I was under the impression I'd be under generating both iron and coal by 15/m
However my machines are congested despite the under generation of resource.
120 coal + 120 iron = 120 steel in the base recipe. Maybe underclock your 3 foundries into 40 each
Are you using 120 steel/min?
I'm using technically 135/m but my ore is congested despite using more than I'm generating
My ore belts are already congested with 135/m reducing them to 40/m each would cause more congestion
are the miners full too or slowly emptying?
Miners are also full, belt congested, and Max stacks on foundries
maybe empty them manually and see which fills up first
Which is why I'm confused because I assumed I'd be operating at a deficit not surplus
you don't have a mk1 belt or lift somewhere in there right?
I've upgraded everything to MK3 Belt/lift wise
As I thought that was the original issue
manifold? load balanced?
Manifold I believe, I got it all going into 1 spitter into the next
At any point did you change things up and leave in a bunch of ore? If so, it would mean that foundry is producing at 45 per min when its source should have it producing less (eventually) maybe flush the system and see what happens
@limpid vapor (from #1441597560069558414 message to a better channel)
While powerful, SFTools has limits that makes it impossible to reproduce some Modeler plans on it. This becomes obvious as soon as one tries to make a plan where they want to use multiple recipes for the same item and desire to fine-tune how many resources go to which production line.
And that's not mentioning the convenience of having all production lines in the same space (not different "tabs") and not having to manually keep track of their individual inputs (the "tabs" in SFTools can't communicate).
Ofc, it's not unlikely that someone making such a plan is going to actually plug the (automatically calculated) numbers into SFTools to actually run the maximization and then follow up on Modeler 
In the end it's a case of the two being fundamentally different tools. They solve different problems
Some folks seem to like pitting them against each other, but IMO they're not easily directly comparable
Eh, they have some everlap, that's what sparks debate over "this better!"
Some overlap, sure, but the fundamental usecase they're addressing is miles apart
sftools can't do what modeller does, and modeller can't do what sftools does
my whole point was that those that don't need those features, can still do that
i use tabs, its good enough for me
for me, the way i build is good enough documentation not to need to duplicate the information outside the game, but i can see how for some it can be useful to do that
Either the ingots arent getting used fast enough or you had a giant store of them at the start itβs still being chewed through
Or using a mk1 belt somewhere I guess
starter base irong shenanigans
If I have two fully overclocked and sloops rocket fuel blenders, how many fuel gens coll I power with that?
I slooped the pipes and 2 turned into 4β¦
wha
great job absolutely butchering SI units 
What did I do π
ah
got a small math error then somewhere probably
Using only the standard caterium ingot recipe is their a way to evenly distribute 780 ore per min
use a manifold?
I mean getting 100% efficiency on the machines.
use a manifold
780 does not evenly divide by 45
You can clock the machines to a lower number or sink the extra ore if it means that much to you
clock a machine to take up the left over amount
I am asking how to do this specifically because the numbers do not work out evenly. And I am not good enough at math to know how to easily solve this problem on a calculator and I don't want to sit here for an hour just testing every possible combination. If I have to, I will, but I would prefer to not.
so 780/45 is 17.3333333
that means you need 1/3 of a machine left over
have 17 machines clocked at 100% and 1 machine clocked at 33.3334%
with a manifold
Can't do that on console we can only do 0.1% increments as our minimum.
It is very infuriating
rip
I understand that resources are β infiniteβ but if they werenβt would pumping water through a package and into a sink just eradicate all the water on the planet somehow?
deal with a machine being off a little bit while it waits then
If none of the resources on the map are infinite, then yes, that would do that. Unless the devs made an exception for the ocean.
you can't really run out of anything, with exception of sloops and spheres, those are fininite
Random fun fact. You cannot generate 2,400 iron ore a second from miners. You can only do like 1500 something a second.
They are talking about all the nodes on the map at the same time
and that's technically incorrect.
SAM exists
generate more ore pm
1,500 something iron ore a second.
A second? No. you would need to be able to generate 144,000 iron ore a minute to do 2,400 a second and you can only do I think it's 92,100 iron ore a minute using miners
you don't need to use miners to get iron ore π
I meant using miners.
and some processing
So I was right then, because from miners you can only do 92,100 a minute.
you can mine other things that turn into ore though, with miners π
But that needs more than just miners.
mining iron ore also needs more than just miners π€·
I wonder how fast you could mine iron ore with portable miners 
As in actually take it out of them and put into containers for production
the first step would definitely be figuring out how many miners can you fit on a single iron node and then figuring out if that is enough to overstress your capability of extracting from them.
If it is, then time yourself running around that iron node and putting iron into things and then figure it out from there. If it isn't enough, then good luck because things get very complicated very quickly.
Based on very rough estimates, I think you could saturate a mk6 belt, possibly 2
I don't know about saturating two mark six belts. You might be able to get close, but you're definitely not doing much more than that.
Don't forget to practice techniques in 4-player coop! Think of the throughput!
I think there are better uses of time for 4 players but I could just be an idiot
anything i could fix here? waters been backing up more often then id like so i tried adding a valve
not sure if it would work though
direct feeding waste water back into fresh isn't a very reliable way of doing things
have some refineries run off fresh water, some on waste only - blue is fresh, red is waste
mk its just that my main alluminum setup right now works by feeding waste water back and thats working reliably so far so i hoped that i could do it again
that's what 'unreliable' means xD
sometimes it works, sometimes it doesn't
it's not impossible to do - but hard to get teh same results reliably
alright id hope there was a surefire way to do it
there is. Keep it split π
and that set up will work later with other by products, as well as gasses in tier 9 that you can't prioritise in any way
some ratios for various recipe combos. Could be handy
these are constrained: can't produce more than 120 / 60 on the Wengen side and doesnt take more than 37.5 of each on the other outpost. why would it be that when I connect either output to its input that the calculator chokes?
try their discord? I sent you a link
Now I'm going to leave their discord to not be associated with it.
looks like the fix for now was to add a storage container between the two
Anyone got good Knowledge on Fuel production?
What are you currently thinking about doing
its about what ive already got but its just not working (trying to understand why it isnt)
built this all finished a couple hours ago
Post a picture of your build
Someone can do a better job but it's hard to get 600 fuel into a pipe,
it's hard to tell how you're piping things
but get rid of the buffers first, then flood the system by underclocking a few generators
even with turning off the end generators to completely fill them then turning them back on the power still fluctuates
did you get rid of the buffers before flooding the system?
i put the buffers there to stop sloshing between the generators, is this not a good idea?
this is not the case.
easiest and least effort to try
- remove buffers
- under clock a few gens and flood the system
if that doesn't stabalise it we can get some more detailed overhead images of whats going on
Yeah ill just need to remove some architecture to get a good view
just suggesting that first as you don't have to do much and it could work
only other thing im having an issue is, some blenders aren't at 100% efficiency, i have 6 blenders (each 1 produces 100 fuel per minute) to one pipeline which feeds 12 generators (250% clock on each generator so each one consumes 50 Fuel per min)
yeah back flow generally comes from the input section of the next process
in this case , the generators
every now and then the system backs up and the blenders halt production due to the fuel not coming out of the blender, yet i have generators not filling
back flow from input of generators
Apologies, i think im just really fkn dumb, what do you mean by back floww from imput of generators?
poor pipe layouts can cause back flow from fluid further along the line
if fluid flows backwards agains the fluid moving forward to the destination, that can have a knock on effect that will eventually clog the producers
sometimes a system will self stabalise if it's flooded completely - but it depends on the layout you're working with
so I'm getting you to flood the system w/o the buffers (that can cause further issues) to run as abasic test
i do also have a valve after the last blender in each line, thought that would also stop backflow into the blenders.
valves don't effectively stop back flow
well shite
well all the fluid can back flow to the front of the valve right?
and if the front of the valve is full it acts as a wall so the fluid behidn the valve continues back wards
ahhhh
you'd want infinite valves at every point along the pipe
they really don't have any reliable uses. And depending on the situation can do weird things
guess ill take em all out see if that helps
I suppose technically they're used in water towers. But those are basically an exploit and pointless
yes, also take them out π I didn't see them in the image
alr systems flooded, increasing the clock speed to see if it holds
heres a close up to the start of the fuel line on the last set
if this doesn't work I'll get you to go over in photomode to show above the gens
will do
and this section
are those 3x 600 flow pipes?
ok so having really really short inputs like going into those generators can sometimes cause issues, but we'll change those as a last resort
Fluctiuations have started again fml
yeah not surprised
ok so you'll want to change up the manifold to look like this
raise the pipes here to be tall enough to feed the top pipe of each loop
on the fuel generators or just on the Refinery's
the generators
ah so it flows downwards into them
the example image was just to be very clear on how it should look - appliccable for all inputs to machines
well the input is still the same level - but the loop is important to help manage possible back flow
and it's probalby more reliable to feed it from the top
oh and make sure you keep the pipes perfectly straight
along the feeds
flood and go
alr systems flooded, turning last ones back on, gonna go have a quick shower and see how it is after
just come back to it and its fluctuating again fuckkkkk
Go to a blender that's got a yellow light and see why it's yellow
got multiple blenders around the 91% to 100% range
before it was every few minutes or so it would back up with fuel and stop producing
The issue is you are trying to push 600 fuel in a pipe
thought mk2 pipes meant you could do that, i guess fluid mechanics are just saying no?
They say they can but they rarely do
so w/o seeing more of the system in detail (it's pretty compact) I think your easiest solution at this point is to make multiple 300 flow pipes instead
this is probably the easiest way to do it
with the least reworking
ah so instead of having 6 blenders feeding into 12 gens each, have 3 blenders feed 6 gens each
alright ill try that
yeah. 300 flow pipes are a lot more tolerant of mistakes or poorer piping
Might as well keep the loops - just have 2 on each row unconnected from each other
actually one sec
try straightning this bit, and put a powered pump on the X
Back to square one sadly
having a powered pump before a manifold like that can sometimes help with directionality. It's not a fix all but could save you some work
ahh all good, thought you meant straighten the whole line
no stress , thoguht I'd clarify π
Yet to see any fluctuations since putting the pumps on, will continue to monitor
it's a sometimes fix, if things are just a liiiiittle bit wobbly from some aspect of the system
Sadest thing is this is just a Temporary system to redo my other Fuel generators on the western coast
oh, why didn't you just build a bunch of power storage? could have charged it up and then restarted your rebuild with it
and why redo your other fuel system?
other system just has the basic Heavy oil residue into fuel system and i wanted to update it into the Diluted fuel system that uses the blenders
I guess. Could just set up some nuclear power later and sit on these. Or make a new power system entirely if you don't have enoug hto get to nuclear
If you want a quick and dirty solution you can just make it one big o loop, it's what I do when I'm feeling lazy you just need three pipes on the right side to complete the loop
It would add the extra capacity that you need for the fuel to flow freely
it's what they did, but not connected as simpler pipes are easier pipes and doing head on things like that is less reliable than running 2x 300 instead of a looped 600
Burning 16 hours to test and all good so far β¨
Pumps did not fix, will be redoing it later when i can be bothered to have 300 flow pipes
no sweat - heres hoping that there isn't a more critical, unseen, issue or that rebuilding for 300 in mind will fix it along the way π
Note to self in the future, dont fkn run for exactly 600 flow xD
look you can, you just have to plan it appropriately.
I'd avoid such short input pipes for example, but there could be other niggly bits that are just hard to see since it's fairly compact
with a few basic rules you can reliably run 600 flow pipes
but if you run smaller grouping of machines with fluids you can slap 300 flow pipes around almost as much as you like
just cuts out some of the restrictions and you ahve to think and plan less
i ended up splitting the pipes for the blenders into 3 blenders per pipe rather than 6 and power has been smooth for 20 minutes without me even flooding the system
At least it's working π
Happiest ive been all day xD
yeeee
only thing i question now is, im running 600 water though a pipe aswell and not having the same issues with the Fuel
but thats a problem for another day
exactly what ive done
which works fine
But noooo 6 blenders making 600 fuel into one pipe doesnt workkkk
It's because there are 6 connectors
The fluids don't always know which direction they should be going so they go the wrong way
ahh
A pipe can handle 600 but if 20 is going the wrong way it has its capacity reduced to 580
That's the tldr
i just putted valves everywhere where i could, seems to work fine (altough i am feeding only 300 through mk 2 pipe)
We weren't able to fix it so ended up downgrading to 300,
The next boss is water recycling when you get to aluminum production
Look forward to that discussion when it happens
oh ive already done mine, (90% sure its fucked but im not caring since i have full boxes of aluminum products xD)
like now you have 2 mk2 pipes carrying 300 each?
also, why not turbo fuel?
300 of it is enough to feed 40 generators
you can even get some plastic or rubber out of it
also you can do this if you want
or you can do this instead
you dont even need to do any balancing work
I will eventually, when i get into Turbo fuel i want it sort of to be the Last or second last power plant i make
this is my eventual plan
dont forget that you also need 1,333.33 of water
Yeah i see that, just didnt bother connecting it
... why turbo blend fuel?
You could get 75% of the power by doing regular-ass fuel
Is turbo blend not a good option?
And way more by doing rocket
Which planner is that?
Satisfactory Modeler, its a Free Steam app
just remembered, i did it to reduce the amount of sulfer id need
Regular fuel costs 0 sulfur
And default rocket fuel is sulfur efficient too
Default rocket fuel still needs alot of sulfer to make the Turbo fuel if your using default Turbo fuel Recipe (only refunds a little)
With your 1700 sulfur you can make over 6000 rocket fuel
Which is more than triple the power
Though that would require tapping 2 nitrogen fields
Youre always very super cautious re sulfur, im curious to know what else do you use for it/plan to save it for?
The only thing i need it for is my batteries and my nuclear facility
i know theres limited sulfer and im just trying to plan for the futre
sulfur is there for power, basically, and you won't run out before you're in the multiple terawatts range.
You can technically get more caterium by using sulfur instead of water with it, but it's only relevant in full world plans
It's typical to finish project assembly with 75%+ of the map sulfur sitting unused
no to mention its a bit difficult since i dont have mk6 belts
This time it's not me who's trying to be sulfur efficient, it's Aerilyn
Yeah i know, i was just asking generally
I'm not really trying super hard to be sulfur efficient. Like Aeryn said, it's mostly for RF and Nuclear. And for that, even both at the same time, there's more than enough.
If you do all your ingot processing with leached, and aluminium with instant scrap, then maybe you'd have issues.
The last time I had sulfur issues was in U6, because there was 3000 sulfur less available, I did max nuclear, half my steel with compacted steel and most of my aluminium with instant scrap. Had to rebuild one steel factory from compacted to solid to free up one sulfur node to be able to do the max nuclear project
But now, with 3k sulfur more? It's much less of an issue, because that mostly covers the entirety of max nuclear. You now have 6k sulfur to use up on other stuff, as opposed to the 3k before 1.0. You could probably still run out, but you'd have to do max nuclear, a lot of RF, and use a bunch on other stuff. Not likely
Yeah i imagine when i get to tier 9 id have no issues with sulfur, its just that atm i only have mk5 belts and can only draw out a maximum of 780 sulfur from a Pure sulfur node (could be 1200 if i had mk6 belts)
Still, rocket fuel is way more sulfur and oil efficient than turbofuel
Are you talking about the Nitro Rocket fuel Alternative recipe?
the most sulfur efficient is the regular rocket fuel recipe
but that still requires turbo fuel..?
yeah, but it makes way more power per sulfur (and per oil) than turbofuel does, because of the additional processing
or in other words, it requires much less turbofuel per GW
Like, a quarter.
The most sulfur efficient chain requires a mix of default and blend turbofuel, so using all your oil on blend doesn't lend itself to a future upgrade
Is there a tool for figuring out building size?
Like how many foundations I need to have to set a certain number of machines on?
We aren't up to that yet
Creative works, there is also a website where you can measure footprints not sure what it is I'll post it if I find it
fresh water and crude oil also tend to be more resiliant to pipe shenanigans
it's a LOT faster just using the game as a planner, setting up foundations eye balling things and practicing - and after you sort out the layout in game you get teh bonus of having hte machines laid out already instead of having to do it agian
im doing stage 2 of space elevator and just need automated wiring. should i also build motors and is there anything else i need to prep in advance?
The Space Elevator is a special building used to complete phases of Project Assembly by supplying it with Project Assembly Parts. The first three deliveries unlock two higher Tiers of Milestones, while the fourth one unlocks the 9th and final Tier and the fifth delivery launches Project Assembly and...
k thxs
Not if I'm waiting on resources
ty
explore - or build more resource production. It's very easy to get thousands of parts stored up of everything while you go pick up hard drives slugs and things or just exploring.
If you aren't getting lots of parts in that way then your main issue is build more basic part production
Currently building my first coal power plant on this save so I can expand production and dont want it to look like spaghetti
Very early game
And this plant is likely going to be around a while because I normally end up using it to get rid of coke later on
yeah that early a stage just do basic foundations and small groups of machines. No real planning needed unless you're doing weird stuff.
!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...
eary basic layouts for coal power - easy for beginners
I'm doing 10 gens from 3 pumps
I have decided to just let the foundation alignment be supoptimal and pait it asphalt later
if you mean extractors (not pumps), then 3 extractors can't feed 10 gens (unless you clocked them)
Unless they changed the numbers it sure can
they didn't change the numbers since 0.3 and they never could
one extractor makes 120, one gen needs 45. Three extractors make 360, ten gens need 450
I've used this design before, did they change the numbers in 1.1?
no, they didn't change any numbers for coal gens since 0.3
cause I'm looking at it and you're right
it was always like this
Thing is I've used this config on previous saves
unless I did only do 8 but I'm pretty sure when I blueprinted it in the past it was 4 4 and 2 on the coal gens, maybe it was 3 3 and 2
no I guess it was in fact 8
the other convenient thing about doing it in groups of 8 is it takes 1x mk2 belt of coal exactly, and you can expand with mk3 belts to do 2x groups of 8
Due to the landscape in this area its only ever going to be a single bank
can always build up
I'm unhinged and build it on that vaguely phallic lake right next to the grassy fields spawn
andthere's always at least 1 spot with 3-4 coal nodes next to water near every start zone you can do this in
I don't put one in the bigger lake until later
it's very convenient for early power, just do 4x banks of 8 gens and your set for ages . but you do you
That one I put extra effort into looking nice and I need the big power lines for it
I mean little ones are also fine
here's my problem. hope u don't mind my handwriting
so over head images are much much better because you can see details - you can enter photomode by pressing P for that
also - don't use buffers or valves, they'll wreck the flow
with some over head shots and what you're actually producing by number I can probably fix it in a couple min, but going to be shortly π
use the snipping tool in windows?
yeah im trying
it's listed in #faq
im produing cooling system which consumes 60/min nitrogen per blender
yeah remove all the buffers and valves, first step
hope it helps
then try to get it going again
that looks like image of things to not do π
then how do i store gases
im trying anyway
why would you store them?
the answer is 'you don't'
fluid buffers can wreck havoc with liquids, they are VERY bad with gasses
I'm transporting them by train as the gas well is billion mile away from my factory
that doesn't require you to store them
so i need to store them and keep my machine running when the train leaves
package the gas π
as mentioned, gasses behave really poorly with buffers and train platforms
nooooooo
gas compresses 4x with packages, so you can have an even shorter train
ah, that's called "buffering"
in any case, heading to bed, you'll want to rework your gas train to be packaged
and don't use fluid buffers with it, use regular ISC's for the packaged stuff
good luck and good night!
thank u so much!
but it's just 11pm here
omg it runs perfectly now
just removed all the buffers
What is going on? I added turbofuel to it and all the resources needed to make it and it still wont work
enable recipes
well, if it doesn't work, you haven't
usually the issue is that you don't havem turbofuel and/or compacted coal on
Does it even accept turbofuel? I don't see the recipe by itself, only the packaged version. Btw, I also had compacted coal on as well and it still won't work
Package it
Yeah, it doesn't like to leave "unaccounted" outputs. If you connect an output to a node, it'll try to use all that output; adding a connection to a container (or a container in between as you did) allows the planner to "overflow" the output there and not force it all into the input of the other node
Yeah Iβve been playing around with limits on sinks to help add a buffer. Itβs the only thing I see that can limit an input
ok so i need 100 quickwire/min to go into my assemblers for ai limiters, but fused quickwire only makes 90/min and i am at mk.5 belt so i cant transport 900 quickwire/min how would i distribute it
14.222 assemblers producing 90/min each (except the overclocked one) and then 12.8 assemblers that need 100/min each
clock assembler to need 100 or make 90
ok
then match 1:1
ok thanks
ill just round up to 13 assemblers
what would i want the last assembler to be with modular frames if i need to have 11.25 assemmblers
Lots of ways to divide it up, but you could have 11 running at regular (100%) speed, and then the twelfth at 25%
Or you could have 10 at 100%, and then the eleventh at 125% (using a power shard to allow overclocking)
Or you could use 12 total and set each one to 93.75%
Basically whatever you like, so long as the total clock adds up to 1125
or anything else that sums up to 1125%
Or just have twelve all at 100%, and know that occasionally one of them will go idle for a bit
You don't generally have to tailor the clock speeds exactly unless you actually want to
Though if you do that, you should make sure that the uptimes add up to 1125%, because if they don't, you'll end up with a slightly different factory than planned. Which might be fine, but it also might not be
I'm curious, how do yall decide on how much you're going to make on a specific item? I'm planning to build my first heavy modular frames factory and I also got the alternate recipe for it (heavy encased modular frame), but I'm struggling on how many do I build. Should I just max out my belt speed and overclock the required nodes for it if needed? Or is it ultimately just preference on how large do you want the factory to be?
I look at what the item is used for and try to estimate how many of each machine I might want to build
Do note that I practice independency - every factory produces items exclusively for me. So I don't have to worry about more advanced items that use the item in question as an ingredient
look what buildables are built from it, do some estimation how often you'll build those, if you don't know, start with small number. You can always build more, but you won't get back the time you "wasted" on building your 1000/min factory that ends up unused (or sinked)
Those are great ways to put it. I guess I'll start small first since I don't need a lot of them as of now, and can always expand later. I remembered when I built 4 manufacturers for crystal oscillators but now I don't use them as often, now they're just going to the sink
(also yeah, look at the independency and see if that's something you like, I personally very much recommend it. Practically it means that f.e. if you build modular frame factory and later need modular frames for HMFs, then you make new modular frames as part of the HMF factory instead of being dependent on other factories)
Is there any way to add overflow after the storage? What I usually do is add a smart splitter before a storage container and set forward output to Any, and one of the side Outputs to Overflow so when the storage fills it automatically starts sending excess items to the side. But I kinda want a solution where I put the storage first, and once it is full, excess items kinda pass through it forwards.
The image shows my current storage of 3 different items and if I were to add a smart splitter before the storage I would have to do some vertical shenanigans, i was just hoping for a different cleaner option for overflow
Not really, no -- a Smart Splitter "behind" the storage is really the best bet there
Could route the Overflow output under the foundations and have it pop back up in front of the container, if you've got some room for belt routing underneath
I normally leave a logistics floor beneath a machines floor but for some reason I didn't this time and it will clip through other machines on the lower floor
I regret that decision
Welp, I guess Conveyor Lifts connected to smart splitters are the way to go then
Definitely not in vanilla. A container outputs always as long as a belt is connected, and said belt has space on it. And anything you put after that has no clue about the container, and will deal with incoming items according to its own programming.
Is there any mod that does this? Or allows me to somehow "program" the storage itself to act as a smart splitter to output any overflowing items forward?
Not that I'm aware of but you can check the modding server and/or search the modding site
Will do, ty ty
Im working On my BWD factory wondering how much extra power I should reserv for pumps and trains. I am tottaly aware that this affects my total BWD and am ok with it going down to 120 per minuite. here is the file im using to calculate. right now I am using a spare of 300,000 power units probably Megawatts.
I need 600 uranium per min, gonna likely move it by drones. Is it as simple as having enough drones which have the βstacks per minβ number add up to 600 ore per min.
Yeah, basically. I tend to set up the route and just see if it'll work with one drone, and then expand as needed. :P (Though with 600/min I'd probably start with 2 or 3)
Im right in thinking the fuel type will impact this stacks per min number cuz of how it changes the drone speed right?
I don't tend to bother mathing it out ahead of time. I just start out with the receiving end sinking stuff and then making sure that the input buffers get fully cleared out when drones leave with material
Iβm gonna figure it out when i do it yea, but i just want to make sure my understanding is correct
Yeah, fuel type affects drone speed. In the end it's just round-trip time which matters, but it's doable with any of the fuels. Just might need an extra drone port or two on "slower" fuels
I use turbo fuel for everything now which suffices, but im tempted to make a battery factory
I need to look at the speed numbers
Batteries and Rocket Fuel are awfully similar, fwiw. Rocket Fuel wins out slightly by having a higher energy density
Cuz its only 7m/s quicker but i guess that adds up quick in long distance travel
I use turbo fuel
I suspect most folks would find Rocket Fuel the more attractive target than Batteries, though that could depend on your situation
Yeah, was just saying that RF+Batteries are in a practically identical "class" in terms of drones
Exact same speed, but RF lasts slightly longer
Yea i guess its maybe worth making some packaged rocket fuel
Yeah, for most folks that's likely to be the more straightforward option
Just annoying getting the aluminium there lol but nothing a drone wont fix
Oh its just aluminium ingots for the packaging thats so easy
Iβll just do that its way quicker
When I was first setting up my drones on my 1.0 save, I'd needed to spin up more aluminum anyway, whichever I went with (since I'd need to package the RF), and for me it felt more convenient to just do batteries, since there was already sulfur right next to where my new aluminum plant was gonna be
So my first drone deployments were all battery-based
Once I was running low on those, though, I switched over to RF for all the new ones
Yeah, if you've got the spare aluminum already, packaging RF is quite a bit more straightforward