#math-and-meta
1 messages · Page 361 of 1
Batteries unfortunately became awfully niche in 1.0
worse than packaged RF that's for sure
They used to be the only drone fuel, and a required component for one of the SE parts
Nowadays they're just an alt fuel for drones+vehicles, and used in one alt recipe
Although, as I say, depending on circumstance they're not difficult to make, and might be more convenient than packaging RF (though I'll be the first to admit that circumstance is awfully niche. :)
I would be doing it for fun rly lol
Thanks for helping out!
Does anyone know what the uranium stack size is actually
Is it just 100 like other ores
Ty!
I've got 9 refineries for sloppy alumina, which all go into aluminum scrap refineries. 1800 water requires, 1080 as byproduct. hypothetically, I could just have 720 water flowing externally and it would work, right?
If you just smoosh the fresh + recycled water pipes together, you're likely to end up with flow problems
Yeah, so have the 720 and the 1080 flow into their own refineries
You can combine the fresh + recycled by using a VIP Junction (as described in https://satisfactory.wiki.gg/images/Pipeline_Manual.pdf), though setting those up can be a bit finnicky (I personally don't like to use them)
I do what Leonidas suggested, which is to loop the recycled back but keep the fresh + recycled totally separate
I am literally the one who asked lol
Which may require some underclocking (or overclocking) so that the numbers match up
lol, sorry, reading is hard. :D
No worries, even after a bajillion hours, mathing is still hard
Like here's a sloppy+electrode setup from one of my saves (refineries at the bottom are clocked to 75%/75%/60%/15%/75%)
I'm not even using electrode, as coal is more readily available in my current location
There are folks who swear by the VIP Junction method; IMO just keeping 'em separate is a lot more trustworthy, though
All my petroleum coke is being used elsewhere
Oh wait I have 3 pure copper nodes nearby, I'll just use that to make the two aluminium products my factory needs on site
And then transport that
I mean it’s simpler to feed Easter water into dedicated waste water bauxite refineries but you do you
For pumps you can roughly use 8mw = +40m for 600/min liquid. You need to know where you need elevation gain on liquid, and how much of it.
trains are complicated and a bit expensive
i doubt you'll need 300gw but more than 10, maybe 100. Definitely calculate and test first 😄
@thorny bolt
that would be me but its not worth spending the time
To be fair, once you have a working design they can be quite reliable; I've done it myself in the past
I know KYO297 just has a blueprint with a working VIP that they slap down whenever they need it
In the end it's a bit personal preference. :)
come on 1.2, break the vip exploit 😛
there are at least two, and the second one is a lot harder to address since it has to do with the way that the fluid simulation is built
Anyone have any good manufacturer start up layout they'd recommend for phase 3?
it's really no different than any other system in the game except you need 3 to 4 feed lines
you can do inputs on different heights
e.g. connection 1 with an elevator at minimum height. Connection 2 elevator placed back 2 meters, and going up 2 meters more. Repeat
layouts will depend on recipes, previous machines you need and personal preferences
I see 🤔
**Download links for my BP series! https://satisfactoryblueprints.com/author/krydax **
In this blueprinting series, we will establish a wonderful set of early-game blueprints that you can use to keep your base clean, compact, and running at full speed in your Satisfactory 1.0 playthrough!
➡ Support on Patreon -- https://www.patreon.com/Krydax...
Would this guys blueprint be good? I've got no idea what to do with the manufactures tbh, I've got most of my stuff being made all in the same area mainly because its all derived from the same things and I'll just have to cart stuff from my oil refinery back and forth for the plastic and rubber
this is just 'inputs at different levels'
it's ... just a normal layout
i don't do that because clipping, that's what the 2m step back each level is for.
Ah true 😅
like, it's totally fine, but you would have come up with similar just off the top of your head 🙂
Probably 😂
you can also go the other way for a more cleaner look
When you unlock the manufacturer in Satisfactory, it can be a challenge to find an efficient and organized design that works. This video shows two different manifold design ideas on how feed your Satisfactory manufacturers and avoid conveyor belt spaghetti.
The first design is an easy efficient one for your first manufacturer experience that yo...
Wha would be my best bet for transporting nitrogen gas halfway across the map? I assume i should just package it. I dont need a whole lot, just like 400/min
Yeah, package and drone is prolly gonna be easiest. You likely won't even need more than 1 drone
Building this nuclear plant is more of a logistical nightmare than anything
Gonna need a fair few drones just for the uranium and nitrogen alone
best resource to sink for coupons?? to golden nut
BWDs
is that the most efficient? as in resources required/coupon
and if so do you have a chart that has the list of resources required/coupon
Max sink points/min uses mostly BWDs so I'd say yes
Probably is but it is a tier 9 product
I see but say you are looking for smt else is there a list or smt
That entirely depends on the alt recipes
oh
People usually turn to silica for sinking points, being a simple 1 step system, just raw quartz into silica into the sink
The more complicated the item is to make, the more points it's worth. Generally. So you definitely want to sink phase 5 parts if you want minimum resources for maximum points
Brother that stops being useful at like tier 5
Yeah I know but u just gotta take things into consideration
Plus really the best things to sink are simple things
I usually just use Smart Plating though
You'd need to sink about 500 million silica to get the golden nut. At minimum
Oh yeah, I'm not saying it's good in late game at all, it's absolute dog piss once u even send up the phase two space elevator stuff and get into tiers 5-6
Whatever tier you are, if you have automated spelevator parts... well, that's what's most worth sinking ^^
No need to make a dedicated production line for the sink most of the time, just connect to it stuff you built
Yep, like if you have all your plates or rods going into a box, just have the excess go into a sink once the box is full, it's quite simple really
that gets you golden nut before you finish the game
and because of the increasing sink points on later products, it's quite forgiving to starting to sink stuff later in the game too
just set it up before p4 or you will miss out on a lot
???????
whats the best route to make power from oil on phase 3?
heavy oil residue alt + diluted packaged fuel alt
what if i have blender? this recipe?
blender is phase 4, but yes
i just started the phase 4 so
you can make rocket fuel then
but that needs nitrogen gas and the resource well stuffs
Nitro rocket fuel is very over power and worth the resources in my opinion.
The compact coal bi product is great for steel too
or you just loop the byproduct back
How deep can a manifold go before it takes exceptionally long for it to balance? I feel like some of my manifolds are too many machines long
how hard will this be?
One question: why?
More tedious than hard, though IMO the recycled petrochem loop is about the most complex thing you can make in the game
If it were me I'd build it in modules tied to the specific nodes, rather than trying to combine it all
Modules of 450 would be better
Then all plastic fits on one belt
Though rubber doesn't
Would be better if both fit
Or you can do a mixer with prio mergers and splitters and build everything in one block 
I'm gonna do that for shits and giggles next time I have to build a big recycling plant
But it's probably not a good idea
helll nahhh i just take the extra belt over that
Modules of 300 oil fit on 1 belt
Even if you make them output either rubber or plastic
Not that bad
Yeah like someone else said, not hard, it just takes up a lot of space, get them blueprints ready and your good
I disagree, smart splitters trivialize the logistics then it’s just a matter of fuel piping
then we get decimals in the prossecs
actually, you might be able to use 450 and swap the order of the prio merger and splitter
though it's not like decimals are an issue
Ik they arent an issues buttttt i like being safe and i dont want any more fluids nightmere
so something like this
time traveler spotted
Do fuel generators always take the same amount of any type of fuel per minute? I know they take 20 fuel per minute, but I'm tryna upgrade to turbo fuel and don't know if they need the same amount per minute or more
!wikisearch fuel gen
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...
Damn it takes way less. Thats why people like it so much 😭 what have I been doing
turbo is actually not that good
I don't bother with it at all
regular fuel is just easier to make
turbo only saves you 50% of the oil in exchange for a lot of coal and sulfur
I'm gonna try it out, needing coal and sulfur for more power using the same amount of oil seems worth it to me
it's not like it's terrible so you do you
Its not really a lot of coal and sulfur in the grand scheme of things, esp if you have the foresight to build tf knowing you’re gonna use rf or smth else in the future
I'd only need 1 normal node of coal and sulfur at 150% for what I'm planning to do so I don't mind 🤷
Yeh mine was smth similar for 40gw of turbo fuel
Whats a GW?
1000 MW
Thanks twin. Mine is going to make 30gw then
GW to MW is the same as GB to MB 🙂
Technically MB and GB is 1024 🤓 but I get what you mean
no, that's MiB to GiB 😛 nerding you back
You are indeed correct. Out-nerded my ahh 😞💔
Will a vip junction work if the input is on a side and the top?
I want the top to be consumed first ofc
Like this
Assuming the top pipe has enough headlift as well
build it like in the manual. the top junction can be rotated, but other than that, idk
I guarantee nothing
Wdym rotated
Oh i got it mixed up
Sure, but there's also literally no other factory line in the game which requires that kind of feedback looping between things
IMO it's more complex than any of the aluminum chains, and every other fluid loopback in the game is even simpler
I mean, I'm not saying it's hard but I don't think there's another factory line in the game which approaches it for complexity
If i need to transport 1200 ore per min via drone, will i need as many receiving drone ports as i have incoming drones
Or could i just bundle them into 2 or 3 ports?
Cuz i imagine ill need 4 ish drones to hit that 1200 per min number, if not more
I don't personally like having more than one drone delivering to the same spot, since drones won't leave until they can fully unload, and I don't like to be in a position where one drone is holding another drone up
(not to mention the longish land/takeoff animations, even if their cargo unloading isn't getting in the way)
Though that might depend on how close to the drone's ideal throughput you're pushing them. If on each drone journey, the drone's only got like one stack of room left, and it encounters an unexpected delay, the next trip might not be able to make up for the lost time
I guess what I'm saying is personally I just tend to do a 1:1 drone port mapping when I've got multiple going to the same place
More power investment, sure, but it saves me from having to account for that kind of thing. :)
I think thats what im gonna do
My max transfer rate is 2.18 stacks per min. I need 1200 uranium ore per min at the receiving location. Is it as simple as having 6 drones taking uranium?
Yeah, probably
The drones' reported transfer rates tend to be ... inaccurate
Oh dear
Is it by a big margin?
I always just set up what feels about right and watch it for a few cycles
If it turns out I need more, I add more. (Or if it turns out I massively overestimated, maybe I'll strip it back a bit)
Can i sink uranium? If so i can test easily
I don't often actually math out vehicle/train/drone logistics too much ahead of time
Just eyeball and adjust to suit is my usual methodology
But otherwise ill only know when everything is running lol
Ore? Yeah. Same with cells and rods
Yeah, Uranium can be sunk
Ah okay i can test it before turning it on then
A few percent at least
I just wanna fill up all the manifolds as i go cuz i have 144 npps to fill lol
Yeah, I nearly always set up my full logistics prior to actually building any of the factory
I like making sure I've got all the material coming in properly before building (though I know other folks sort of do it the other way around)
Fill them when they don't have water - it'll take 4h max to fill then
It'll take days if you try to fill them when they're running
Gives the system plenty of time to "burn in" and allow me to notice problems ahead of time that way, too
Yea thats what i was gonna do
Is there a way i can blueprint the npp and water extractors lol
I really dont wanna place 300 water extractors and hook them up
Not without mods or SCIM afaik
Fml
Hmm a NPP might fit in a mk3 BP
Is the incoming transfer rate any better than the max transfer rate
Or will i just have to figure out how to meet the throughput needs myself lol
Yeah NPP's max dimension is 43 m, mk3 BP goes to 48
So you should be able to fit on with a splitter and merger, foundations, floor hole and power pole
Yea i have the npp bp already, i was just wondering how water extractors work w blueprints
Cuz i might be able to raise the npp slightly to enable the water extractor to be slightly below it
The game just says "no" when you try afaik
The dimensions probably fit, but you aren't even allowed to try
Better 300 than the 1045 I did in U6
yea thats hellish
I mean if i decide to make ficsonium i will need a lot more
Will be close to 1k as well
But i need to figure out sam for that, i might just dupe some somersloops if i decide to do it
Nah it's not even gonna be double
Unless you max plutonium
Yeah it would be 27 plutonium rods which is 250 alone
- however many i need for the ficsonium which ig will be less
So yeah you’re right
Tf did you need 1000 for lmao
It's barely possible when you're doing 630 GW of uranium (the regular max). With your 900, you might actually need to dupe/cheat sloops. Unless you do min instead of max plutonium ig
Yea i would just dupe more sloops
Max Nuclear. But no automated shards or slooping so everything was at 100%. Plus NPPs took 300 water back then, not 240
It wasn't even max nuclear. It was max Plutonium. Which I thought was max nuclear until after I finished
But no, fertile uranium was and still is shit for power
Jesus
(Counterpoint: Fertile's fine. Yes, you can get a bit more power-per-uranium if you spent that Uranium on the original Uranium step instead, but the difference isn't huge. If you want to go Fertile, go for it)
I’m doing non fissile just so i dont have to bring more uranium in lmao
Heh, for sure. :D
Its not that difficult to set up tbh
You get 15% more power and uranium rods are generally cheaper than plutonium, and less plutonium means less plutonium waste. I see only benefits to not using fertile
I got all the components for the fuel rods and the blenders for the encased cells setup in about 4 or so hours
Assuming my vip junctions work, but then i can just deal w the excess acid somehow
loop it back
You don't need a VIP for nuclear acid? Iirc all recipes have some 1:1 ratio to be found somewhere for a closed loop
For me its not 1:1 w sulfuric acid. When i make non fissile uranium i need 1080 sulfuric acid, and my blenders only make 480
If it doesnt work I’ll just feed the 480 into the non fissile anyway its not rly a big deal
Both of these can have a closed loop?
First one either acid, second both together
Why aren't you using the alt XD
Thats a good question lmao
I’m not rly sure why didnt pick it when i made the plan in modeller
I think its cuz i couldnt be bothered to get more quartz for the silica
Dealing w fluids and their waste is probs one of the more fun parts of the game imo. Its v boring just placing down factories i know are gonna work perfectly
This adds a bit of danger
Dark matter?
I'm inclined to rank that below as well; it's a feedback loop for sure, but it feels straightforward to me in comparison
Like when I was first doing Tier 9 stuff it didn't really strike me as difficult to plan, whereas I continue to use solvers to give me numbers, etc, for the petrochem loop
(and again, not saying that's difficult in an objective sense, but IMO it remains one of the strangest things to build in the game)
Petrochem sort of solves itself if you just smart splitter into the inputs for the machine and overflow to your output
You can get around belt limits by keeping it modular
Sure, I'll give you that, but arriving at that kind of solution is, IMO, far from obvious, and not something that the majority of players are likely to stumble across on their own. (Obviously that does happen, but I'm willing to bet upwards of a nickel that that's rare. :D)
In the end my argument is undeniably vibes-based, so other folks' vibes may differ.
I just don't find basically anything else in the game especially complicated, in a way that I think that petrochem loop is
I’ll give you that initially it looked really complicated and it probably would be if not for smart splitters being one of the most broken logistical items in the game
Like there's really no other examples of recipes literally feeding back on each other like that, and requiring a specific set of alts to really take advantage of, etc
I actually find a specific balance of diluted packaged fuel to be one of the harder things to get right
Everything else in the game is just "follow the production line back until you get to ores" -- the petrochem loop just feels special to me, still
Since if you have too many, or too little empty containers in your line, you can get jams or under production
Yeah, diluted packaged fuel I'll grant is up there as well
(Though the solution to not having to worry about container count is by having "closed" isolated loops, rather than manifolding across machines. :)
It is strange how some people have issues with feedback and others don't
And, again, I'm definitely not even saying that the petrochem loop is hard, just that IMO it's about the most legitimately "complex" factory line that the game has
I don't have a problem with feedback. You should shaddup
Not nice!
Eww more feedback! Hissss
Yeah, but when you have dozens of machines and packagers, I think the belt work for a bunch of closed loops is awful
I think the magic lies in running the loop belts above or below
An isolated 2x Packager + 1x Refinery loop can be fit nicely inside even a 4x4 blueprinter, with all belting in place, and even 20ish Empty Canisters pre-loaded into the Packaged Water packager. One-click mini-blender: takes in water+HOR, spits out Fuel
That’s not a bad idea
Yeah, really simplifies the setup
The only real downside is that if you want to change the clock on a unit you've gotta do it on all three machines
But otherwise it's just click-click-click. :)
(Well plus the usual Packaged downside that it's 60/min instead of 100/min output, and takes slightly more power overall than the Blender version, but whatevs. :)
My current plant is dilated packaged and recycled products, I have the water being packaged about 200m away and go into a belt balancer were each line manifolds into a row of machines
heh, yeah, IMO that's a recipe for pain
(as you've noticed, in re: trying to get a "good" amount of empty packages in the system)
I ended up just adding some ISCs to deal with the backlog issues
Closed loops are the key. Like literally just 20 Empty Canisters pre-loaded into the blueprint and it's good
I feel like closed loops could also back up no?
Or do you just have a small enough number of packages where it’s not possible to
As that’s sort of what I ended up doing with the ISCs
Unless you're putting more than like 200 into the system it shouldn't back up (it'd have to fill up both input+output buffers plus the belt inbetween 'em, before it'd back up)
But in practice you rarely need more than like 20. Each package only spends like 8-10ish seconds going one circuit through the loop
(Might need more if you're using, like, mk1 belts)
(Though back to the original topic: indeed, this particular problem definitely ranks up there among the "actually complex" factory lines in the game. :D)
As with the petrochem recycled-loop, once you know how to work with it it's easy, but getting there can be a bit of a journey. :)
Fully agree
I think packagers might be my favorite machine in the game just cause they add a different type of complexity
It's possible I'm underestimating the Dark Matter stuff, I suppose. I've been playing since Update 3, and am quite used to all this stuff, so perhaps it felt a lot easier to me on the first round through just 'cause of accumulated game experience
Dark matter can just be a bit annoying as it’s a fluid byproduct that can be self contained, but getting that right can cause fluid issues
So you have a balance of trying to keep pipes full for flow and using all / not needing more byproduct with soffit recipes
why wouldn't you just keep the different sources of DMR seperate?
I’m talking if you wanna use it without needing to add in more from SAM
you mean the waste product DMR right?
cause that's a non issue if you don't try to merge it in with other sourced DMR
packagers complex? most people use them to bypass using pipes!
I just don't understand why the turbo diamonds recipe uses packaged fuel!
I doubt that's true. No reason to bypass pipes lol
people are afraid of pipes and train stations
not really
extremely
six figure yootoobers will make package unpackage lineup instead of raise pipe too
everyone ape monkey see follow
youtubers are not really a good role models for playing the game
but they have the most outsized influence on people's opinions
the bitz video where he says that pipe lengths are causing people to have fluid flow problems has done incalcuable damage to 600/m credibility
Anyone looking at a tuber for building lessons is already a lost cause
I don't really see people here depending on them much - especially when warned off with evidence of their non sense
this is a planet in the galaxy in the marble at the end of men in black
Except Doc. Doc is good.
I've heard the opposite
I've seen questionable things people hvae brought onto the server claiming doc did it
most reputable sloptuber (but still slop)
The heck you mean sloptuber?
here's the top 5 ways to do basic things you should be able to figure out with a middle school level of inductive reasoning
I guess, but I'm several hundred hours in at this point and he's still teaching me stuff (mostly keyboard shortcuts and whatnot). Plus teaching the names of different concepts such as manifold vs load balance vs sushi belts.
keyboard shortcuts are on your screen 😄
Not all of them.
other ones are in settings 😉
Like holding Ctrl to snap to output lines to set up perfect manifolds.
that has to be information available in the game somewhere, I figured out how to do it without a tuber telling me
css should lay the rumors to rest and make an announcement video condemning people for feeding pipe manifolds from the bottom and merging them up instead of just saying haha we're fixing fluids winky face
I wish
Nah, just the Diluted packaged fuel loop; a lot of folks by that point have gotten manifolding down pat and try to solve it that way, which ends up working against them
screw them people
sometimes people have a hard time adding numbers together and plugging machine outputs into inputs
where manifold
idk, to me it was self evident the first time I did dpf to change the numbers to have a 1:1:1 closed loop
the manifold pipe runs under the refineries there
How does this work? The little bend at the end isn't making much sense to me
so this is a thing I created as a fairly reliable method of bottom feeding.
It depends on having really clean set ups though so I still don't recommend it
in the image example fluid would come in from the right into hte loop and feed the manifold that way.
the little U bend on the right is just how that end of hte fluid manifold loop connects
no sweat! but don't take this as an endorsement for bottom feeding - it's very tricky and you have to be willing to spend the time doing clean piping and planning
I'm just very dedicated to the look of pipes coming from below like that so it was worth while for me
oh and if you do use it, sometimes making hte input pipes to the machines mk1 instead + having a powered pump right before the manifold can help stabalise it
but those aren't cure alls
Yeah I think about 500 hours of playtime ago I tried to bottom feed, didn't work, and I haven't touched it since
Well if you do decide to go all in on it I'm happy to help you prep the layout 🙂
Well I mean I do bottom feed a lot of water for pure recipes but
well fresh water systems tend to be more stable. Also if you run like 300 flow pipes
Those in the image are running at near or at 600, so pretty proud of them
Oh nice
You basically have two pipes dealing with 300 each rather than one pipe with 600.
It just looks different
And that I hate 
Game be like: "Lemme hold your hand and babysit you through your first steps: press this for menu; do this to equip weapon; check codex for tutorial messages and everything you need... Surely you'll know everything if you just follow my commands!"
Proceeds to never mention the existance of commands or building techniques, player now confused as to why they need to dig through setting sir the internet to know something they (rightfully) assumed they would have been told about 🤦♂️
Just add a note "see full list of commands here" instead of making one think all info is provided 
It's as if it holds your hand just to abruptly let go without clear reasoning
Factorio was kinda equally bad with that in my experience
I had to look up most controls in the settings anyway
The game holds your hand with the initial mechanics but not with controls
TBF unless a game literally has like 5 controls, it rarely tells you all of them
I had the opposite experience and that is now my best standard of in-game tutorial 🤷♂️ (I have less than, like... 3 complaints about it xD)
Did you play with tutorial off? Or did they add it only in the past year...? 
No clue
You don't
Also, don't bother using this godawful calculator
Find literally anything else
i was just intrested lol
Make 2 at 50% each
You want to split the output of the copper ingots?
You either make 2 at 50% and feed each one into the subsequent machine
Or you put a splitter at the end and feed a belt each into the subsequent machines
It's funny that it doesn't do your thinking for you?
The calculator just assumes you have everything unlocked.
If you don't, then you gotta think.
I mean I messed around with it a few times and you can go into settings to limit it
I think I wanna try to figure out how to do them by hand and derive a few formulas though
No need to split if you never merge
Go into settings and set it to realistic
It'll so you the spilliters and mergers then
starting a game on a later phase
I need to transport a consistent 1200 per minute of uranium. I have 6 drones set up, all with their own ports, but receiving machines for this uranium goes down every once in a while. Is it just a case of adding more uranium drones from other nodes?
Pre-1.0 saves
If the nodes you are already on total 1200, then the problem is with how you setup the splits to the source drones.
Ok ill maybe add another drone to each miner and see how that changes
Use https://satisfactoryplanner.net if you want proper production chain generation. It actually lets you draw what you want or generate them automatically
Production chain planner for Satisfactory game
It’s good, but it has no grid snap and that makes me twitch, especially when it has a grid as a background
honestly best planning tool for splitters is Satisfactory
Nice layout
Game looks better 😄
how many elevator parts per min should i go for at phase 4? every number ive put into satisfactory tools gives me uneven numbers with like 10000 decimals lol
decimals are completely fine to use
and how many you should aim for is "how long do you want to wait" and "how much do you want to build"
i wanna build alot but i hate planning
I don't bother fully automating space elevator parts at all. except pasta in phase 5 because it's required for something other than the elevator
well there's planners for this game 🙂
like this is for 6 assembly director systems a min, i just want a smooth number/m where i dont have to over/under clock so many machines
you don't have to change the clock speed at all. ever
you only "need" to over/underclock one (if you want machines running at 100%)
i have autism...
EVERYTHING NEEDS TO BE 1000000% EFFICIENT!!!!
yeah, then you need to clock just one machine
and I have autism and I couldn't give two shits about machine uptime
this is almost as bad as SCIM's realistic view
and that's a full on crime
dont know if this the place but why does this glow sometimes but not others and why can i copy the glowing one?
What did you mean by this? I just have the 600 uranium per min going into 3 drone ports which go to my power plant area
So when the drones leave from the "source" ports, do the internal buffers on the port get totally emptied out?
By internal buffers you mean the storage inside of them?
One thing to keep in mind is that that kind of transfer (ie: splitting up between various drone ports) is generally best done load-balanced rather than manifolded (IMO)
Yeah
I’ll need to test it, but now theyve filled up the receiving ports so idk if i need to wait for that to empty first
And how are they fed? All off 1 splitter.. or are you doing a manifold setup? Manifolds for drones are not great
Its a manifold, but i can do it off one splitter i guess its not rly a big change
Ive not rly touched load balancers in general tbh
Ah, yeah, if you're splitting up a transfer across drones, I'd definitely personally want to load-balance it
Hmm I’ll give it a try
Like, a manifolded setup should presumably even itself out over time as well, but what I'd personally want to see from my ports is to have the input buffers totally cleared out when a drone picks up its cargo
That way I know I've got sufficient capacity in the system
So would adding another source drone port not solve anything
If a drone ever can't totally empty out the input buffer, that means I don't have enough throughput in the system
But you'd only be able to see that easily if you load-balance between the ports
Yea.. a manifold drone setup would result in large fluctuations as everything gets diverted to the first port after every liftoff
Yea that make sense
I admit I've honestly never really thought through how exactly a manifolded-across-drone-ports route would act, so I definitely can't speak too authoritatively about that
Ive never needed to transport a consistently large amount of resources w a drone so its been a learning curve for me as well lol
I do a lot with drones 🙂
So you think 3 source ports and 3 receiving ports is fine for 600/m of ore?
And its just fixing the manifold
Is there anything else i could try/add in case that doesnt solve it
Someone?
3 with 6 drones should be fine, unless you are flying across the entire map
Wait sorry wdym 6 drones?
2 with 4 may even be fine
each source drone port has its own drone, so there are 3 in total for the 600 per min
Can you add multiple drones to a drone port?
The destination port can have one too. You just set it to the source
Will it take fuel from the source port
(personally I tend to just keep it as one per pair -- I don't like having to worry about making sure that the timing is about at the midpoints)
'cause you wouldn't want both drones arriving at the ports like one right after the other
Oh yea i didnt rly think about the timing
Will take from wherever you are feeding it. The initial flight will need to be manually fueled though
What about the timing issue apoc mentioned?
Timing is largely irrelevant with multiple drone ports
Even if you have a drone at the source and a drone at the receiver?
Yup
Okay sick
Sure but if one drone arrives like immediately after the other, it's gonna be carrying hardly any throughput at all. And if that particular port-pair doesn't mind that, then you could've just done with one drone in the first place
Im gonna load balance it and then put extra drones, i cant imagine that shouldnt fix it
If you're doing a port pair which each has drones going between 'em, you'd want to make sure they're about at the midpoints
122 active drones atm here
How would i do this?
Or is that overcomplicating things^
Would i set off the second drone as the first is halfway through its journey?
Basically just take a look at how long the one route takes to complete, and then stopwatch it from there -- when the other drone is at its other port, then set the new drone's schedule
If you just let them run, you will see the timing works itself out in the end. What matters is the belt speed being enough to ensure loading and unloading
But I prefer to just stick to one drone per port-pair
I just have all the outputs merged at the receiving end into 1 mk6 belt
If you like. Imo it's a waste of time worrying about it
I mean, you'd want them to at least be not right on top of each other
'cause you're hardly adding any throughput at all in that case, versus just one drone
If you say so. 🙂
If the goal is to maximize throughput, you'd want them as evenly-spaced as possible (and, obvs, it'd only be useful if the throughput headed into the port exceeds what a single drone can carry)
They aren't trains, nothing stops.
Drone ports have 18 slots so it doesn't really matter when the drones come if you have 2 of them
Does the belt work on the receiving end have to be anything fancy? Can i just msrge all 6 ports into one belt
Ach, yeah, okay, my brain finally clicked into gear, you're right. :)
I should avoid trying to brain things out after a long day like today
So yeah, agreed, in the end. :)
Not really. So long as belt speed meets or exceeds the throughout you expect on the destination side, balanced or manifold work the same
Sorry my question was about the destination side
Like I just have the 6 ports in a row, all connected via mergers
And i need 1200 per min, so a mk6 belt satisfies that
The only thing I always do on receiving ends is funnel everything into a isc with an overflow to a sink so if there is ever a glitch drones would keep flying
An isc is a good idea, thanks so much for your help
It also let's the ports fully empty without relying on the machines
Yea i think its defo worth it
Yeah, ISC buffers on any "bulk" delivery method, drone or otherwise, is well worth it
(I actually generally also smart-splitter-overflow to sink, ahead of the ISC. I like my station output buffers to be empty if at all possible)
Given this is for nuclear power, id rather just keep any excess uranium just in case theres an issue w the logistics lol
(Though to be fair that might stem from an obsession with doing sushi deliveries with vehicles/trains/drones, too. :D)
Yo you are actually a drone genius you completely fixed my throughput issue lmao
Tysm
@grand moth keep your fresh and waste water split like this, blue is fresh red is waste
So fresh water goes into one, comes out of three and goes into two? Am I understanding that correctly?
well the ratio of how many refineries changes based on recipes and clocking, but yes
for example the clockign in this system is the top image here
Fair. The small planet I have is all normal speed. Gotcha that makes sense. Thanks
you basically just need to figure out what % of yoru system runs off fresh water, and what % runs off waste 🙂
can fresh/waste ever be fully effective in the same circuit? or is it one of those things that you're just playing with fire?
I also very much recommend keeping these in their own small processing units - for ecample process 1 belt of bauxite like this and don't connect it to others
yes - but those set ups aren't reliable in that sometimes they just don't work and need to be rebuilt.
depending on your method you may also need to flush the system to help restart it
huehuehue
The "key" to recycling is to make sure that the "fresh" comes in to the "center" of the manifold going between machines, that it comes it from the top, and that [fresh water]=[total required for production]-[total waste produced]. Works everytime, all the time.
A split system like this should be able to recover w/o fiddling with it
Gotcha, I have waste coming back into the fresh pipe line currently. Yes I only have one line currently.
I mention it because sometimes people try to link up the waste of like 5 ore lines and it just becomes a mess quickly
whenever possible keep fluid systems in their own little groups 😉
seconding this advice. ever since i started doing this, i've never had a single issue
it's not that it's not possible to link it all up, but it's much harder to layout and trouble shoot things like that
Makes senses. I try to keep each setup small for whatever I’m working on but it’s harder since I hit phase 4
agreed, and one little blip can drive you nuts
Keeping it in blocks of 600 makes the math and managment super easy.
keeping by product fluids split like this will also help in later on production lines
I’m sure. I discovered that with fuel residue quickly
there's a production line later on with byproduct gas that can't be packaged so you basically have to use a process like this to manage it
I wouldn't want to try to directly merge waste and fresh gas
Gotcha. I just setup sulphuric acid and a nitrogen setup so that’s good to know. Not sure what I’m doing with those yet
is this for the nuclear chain?
how is 780 possible? the belts are supposed to move at 1200
some sort of bottle neck further ahead
there's gotta be a tiny mk5 belt i missed during the conversion somewhere
either that or you're not consuming everything in the first place
oh it's consuming everything
and oof, that piping 🙁
first playthrough lol
avoid valves and buffers - also you don't need to loop outputs
it's ultra sloppy but somehow it just works
found a tiny mk5 belt that was causing the bottleneck
the consumption rate of fissile uranioum is 1000/min, and 250/min uranium waste
if it was all getting used are you actually using more than 780pm?
this should never ever lock up right? the throughput monitors are returning 1000/min and 250/min respectfully
yeah its 1000
the monitors return that now
@sharp sphinx ok change your plan for them in the inputs section with this
you'll get the same results
Like I said, it takes a little bit of practice and working with the options, but once you've done that it's a very powerful tool
Can someone explain to me how the highlighted pipe has consistently no flow even tho all my petrol genes are full, its got maybe 5m of headlift and there's a pump right next to it?
The pipes towards the end of the line (where the pump is) have barely any fuel in them even tho im over producing fuel to pump into a packager for more awesome points
I went through and turned all the genes off to let the pipes fill but the empty pretty much instantly
image?
would have t osee the whole system, use photo mode or build something tall
Sorry for shit quality my xbox isnt uploading to the network for some reason
what's the packager doing there ?
Sitting next to the constructor thats making containers?
ok and it's basically going like this?
It's that a bad spot for it?
just trying to get a full grasp on what's going on 🙂
ok so main issue here is , probably, that manifolds don't like elevation changes
and it's best to keep fluid systems seperate
and that pipe goes upwards at the packager
your best bet is to clock a group of refineries to feed exactly what the generators need, and clock another refinery to directly feed the packager
Ahhhh ok
I'll reorganise my pipes then
Thx!
Ahh ok, and itd working now thx
glad it is 🙂
I've got dozens of pipe/machine systems built that consume their whole inputs, and the game has a bug which temporarily breaks fluid flow when you load.. that makes some pipes partially empty, and it takes 15+ minutes and thousands of machine stalls to recover fully. After which it runs completely stable without any stalls indefinitely (i've tested it for 18hr continuously - this always happens immediately after loading, and never happens if the game hasn't been loaded recently)
To be perfectly resilient against this bug (such that it won't interrupt production even if you save and reload many times in a short span of time) you need to have input significantly larger than consumption, which is a royal pain in the ass in Satisfactory unless you waste resources and deliberately undersize your production a bit (e.g. send 600/min oil, but only hook it up to stuff consuming 580/min)
If you have flow rate headroom and some buffer, usually this is buffer in the machines themselves and in the pipes, it might not stall. But if input=consumption then it will drain the buffers each time you load and it will never recover until it stalls, because the stall taking consumption below input is how it recovers.
If you start adding in stuff like different fluid flows competing against each other, this bug and a few others like it can be far more catastrophic. Loading into the game and having that priority shift, or having some flows interrupted more than others because they're at different flow rates.. very very very bad.
With simple systems like mine (e.g. no mixed waste/fresh) at least i can set them up with preferential feeding to certain groups of machines and mixing/balancing on outputs and inputs, and then the worst that happens is the world runs at 97% of nominal resource consumption and output for a bit. With mixed fresh/waste and complex systems you can cause much greater dips or even deadlocks because you loaded the game or you moved between two different powergrids with a hoverpack.
Another thing, actually, because it's random/biased which machines stall (when you have multiple fed by the same pipe/s) to make up for the input deficit, this actually caused my uranium waste and non-fissile uranium to be produced in the wrong ratio, which caused non-fissile uranium to fill buffers and back up. I built that system with the assumption that feeding the same amount of rods to each reactor would make their waste output equal - and so feeding NFU with 3 reactors and Pellets with 1 reactor would do so in a 75/25 ratio. That assumption was broken by the pipe-flow-on-loading bug asymmetrically starving NPP's. I had to rebuild it to collect and mix all of the waste from all of the reactors, then re-split and distribute it from there.. so that no matter which reactors stall when, uranium waste and non-fissile uranium are created in the correct ratio and go to the correct machines (no machines full of A while other machines are full of B and neither run).
So this bug was bad enough to make certain simple and logical builds not work, at least not without deliberately working around the issue (such as piping for input>consumption).
Literally spent like 20 hours just working around this pipe flow bug because i didn't understand it until after i built big the first time, and i'm not even done mitigating it after that. I hope it's fixed in 1.2.
Some speculation - i think the issue is that the dynamic pressure is reliant on not just where the liquid is, but how the liquid was previously moving - and that said data isn't stored in the save file. At the moment of load, the liquid isn't flowing properly and it takes some seconds to start flowing properly. Every tick before it reaches full flow is lost flow, and in the case where that stalls a producer downstream, essentially (but not literally) deleted liquids.
Am I misunderstanding or can this be ignored completely so long as one doesn't have maxed pipes and/or with too little buffering?
Ie: system needs 400/min, due flow issues doesn't get it, but machines can easily keep running for ~60s just with what they have inside + pipework behind and that's enough for fluid to stabilize, leading to no noticeable issue
Yeah, sorry about all my bottom-fed pipefolds working 
Buffering (machine buffers, pipe buffers, actual buffers, or even packages out of an ISC etc) does not fix it because every time you load, part of the buffer is consumed instead of the input.
Amount of liquid in the buffer goes down on load. Amount of liquid in the buffer never goes up because consumption=input.
(deleted a bunch cause incorrect)
That doesn't make much sense to me...
Are you saying that the producers will end up backing up on fluid?
Why wouldn't they just send that into pipes, given they have 200/600 aviable throughput?
Ie: unless fluid disappears, if there's room in the pipes the fluid should balance out within them
Funny how that doesn't feel like an answer xD
want me to just say "yes" or "no" instead? 😄
That would answer my question in a way I can immediately understand, yes 😅 (unless, of course, that is not an aviable answer)
TBH i think you are actually right there, if you have flow rate headroom then the downstream extractor shouldn't stall and it should be able to input more later to account for inputting less now, and balance it out. Enough to stop the stalling at least.
This issue is specifically bad for me on pipes of 600/600 water or oil
That would make plenty of sense (to me) as they don't have any room to recover from flow issues
Yeah i think that is it. Pipe flows at say 200/600 briefly on load, and then it goes back up to 600/600, but that flow that was expected before is gone and it can't be recovered because the pipe cannot do 1000/600 or even 610/600. It gets stuck in the extractor and stalls the extractor, so it's lost. It's not literally deleted, but there is failure to extract.
If you're not drawing [pipe flow rate capacity] then this should be able to correct itself, since the extractor buffer will absorb the "unflowed flow" and send it as extra later.
So you eventually see one side starving and one side backing up
also due to the mechanism of the problem (dynamic pressure i think) it seems much less bad on mk.1 pipe at 300/300, but probably still there.
Yes. Within seconds in my case 😄
The nice/bad thing about precise setups 
Even 2% headroom (e.g. pipe 600 in, consume 588) seems fine as long as you don't spam save/load/save/load (i.e. play normally), but 600 in vs 600 out is really going haywire on load and not recovering promptly. If you save again within like 15 minutes then it hasn't stalled enough machines to fully recover yet and it gets even worse next load.
BTW, how did you happen to know about the hoverpack bug?
Did you have to figure out its existence through experience or did you have some more luck, like hearing about it? ^^
heard about it ages ago, and avoided multiple grids because of it ever since 😄
I would like to use them, but not with the bug
Ahah, the envy 😆
That one is really annoying to nail down by oneself 
... I found out about it after having made a pretty big factory, so I re-wired things (mainly organized for lighting and light control panels) so that there were just 2 grids and the only point where they met was next to a Plutonium Fuel Rods production line... The thought process was: if you reach here, you'll want to ditch the hoverpack for a hazmat suit anyway (also I put giant "NO HOVERPACK" billboards all over the place)...
Then came the update to use hazmat and hoverpack together 
this one pipe flow bug is easily half of the errata fixing time on my max nuclear. Most of the rest are other belt/pipe bugs that are known and some of them have been fixed between when i built the stuff and when i turned it on (such as autoconnect between 1.1 and the bugfix - or a +50m pump is incapable of elevating water by 44 meters because of error in pipe height calculation)
My autoincorrect is really working overtime lately...
"Errata fixing"?
First time I hear that ^^
Is compacted coal worth the hassle? I've just rebuilt my coal plant and was wondering if compacted coal is worth carting the sulfur from my sulfur mine
it basically converts sulfur into more coal
not really special or good/bad
Ah, so just keep pumping coal into it, got it 😂
I thought it'd be a better fuel alternative for coal power
It's fine to just tell me to Google it myself 😆
I feel bad for using you as a search engine 😅
some other minor but definitely existing bugs:
Sometimes when you build a merger/splitter on a belt, the belt isn't remade properly so the merger/splitter isn't connected to it, belt just clips through it. Strange one because it's like "95% of the time it works every time" but i'm certain it does break sometimes. Might be performance related.
Certain types of connections on vertical conveyer lifts are sometimes unconnected after a save and load.
@whole relic pls, in here, it's just much simpler
you can post images directly and you don't have tons of people chatting
You're sure that's not a "placing splitter on foundation instead of belt" thing, right?
I can't quite imagine why or how that would happen 
I still have to paste I use discord on my phone and the ss is on my pc
You could download discord for your pc? would skip a step
Positive, it's happened right in front of me half a dozen times recently. With floating belts that i am using to place the merger/splitter above ground
I have but I’m not good at typing on keyboard
these are example ratios
basically you take a belt of bauxite - figure out what % of the total water used is fresh and what % is waste, then have 2 groups of refineries
like so, blue is fresh water, red is waste
Concerning news 
Thx for the heads up!
just to confirm (cause im not the biggest mathhead out there), 20 * 2.25 IS how you calculate the fuel consumption in a fuel gen at 250% right?
20 x 2.5
close enough
xD
misremembered the max clockspeed 😭
no, 250% is right, 250% just equals 2.5
yyup i meant 2.5
also do smart splitters even work vertically
considering the input indicator is... as the bottom? (yk, my output) i get the impression they dont
well all splitters will split as evenly as possible
smart splitters will be a little different depending on teh comannds you give it ofc
yeah i THINK i got it working
problem was
the output i wanted to adjust
was the one with an input indicator 😓
but with some finagling around i got it working somehow
Works the same as a regular one
But good luck figuring out which side is left and which one right
@unique cypress realized that doing it they way I have been actually used 455.6 less power for the same output, Though it does end up using a total of 82 refineries at the end of the day, I'd say still technically more efficient:
I'm gonna be putting this in a 10 TW power plant. Methinks power consumption doesn't matter XD
full nuke/fuel and augs?
Full nuke + augmenters + mods to make max Ficsonium possible without slooping
2.565 TW of nuclear + 4x augment
Start on it yet? Pics?
The only pic I have is the plan XD
I'm currently automating shards for it
My eeeeyes 🤣 Good luck though! 😛
I'm currently apparently breaking the game and have to wait 4 minutes between placing these bluprints 🤣
I was wondering what kinda BP takes 4 minutes to place but yeah that'd do it
So far 6 minutes on the one I just placed from that screen shot (placed right at 08:30 🤣 )
I hope you are using creative save with empty world. Building placement can get really confused when there are multiple objects around.
no
Heh, yeah, for power-generation purposes, it's probably not really worth the effort. It'll give you more energy for your coal, yeah, but I don't think the difference is huge
And you'll probably end up wanting that sulfur for something else later on
I suspect Compacted Coal in coal gens is probably the least-built power gen solution in the game
Though if you want to do it just to have done it, go for it, of course. :) I did a small setup on one of my playthroughs just 'cause I'd not in the past
I feel like like my 1200MW Bio-Burner plant may be lesser-built
But also, who is out here building that large of a Bio-Burner for use as a backup/jump starter
Why build one to start power when you can always just leave your starter one? 
Liquid biofuel in fuel burner generator
Hah, fair, yeah. :D
i need to split 8 belts to six does anybody have a blueprint or a screenshot of a splitter
I think I might have one
Or if not, I can definitely make one
In a few hours though
thank you so much
But if it's not for a train, you don't need a proper balancer
if all of the belts are equal, you can do this:
1
2
3
4
5
6
7 split into 7a/b/c
7a merge into 1
7b merge into 2
7c merge into 3
8 split into 8a/b/c
8a merge into 4
8b merge into 5
8c merge into 6
if you want to deal with unequal belts but equal outputs, that's more complex
why not hook each belt to machines that the belt can feed?
You don't need that as a jump starter you can just use batteries with a power switch.
hmm
I've done it before and it's worth it only if you have a water source kinda close to both sulfur and coal. The eastern grasslands are the only spot I've seen so far that works.
Blue crater might also work but by that point you'll probably already be onto fuel and thus turbo fuel.
The Bio-Burner is left over from before I had batteries
and it's a neat little build so I figured I'd leave it if I ever needed it
I have a small bio burner setup too, but it's pretty unnecessary. I just have it for a little buffer between my production and capacity.
But seriously I highly recommend you make a blueprint that's just a ton of batteries and before you know it you'll have 69600 MW when you only use 6000MW. (It's helped by the fact my factory runs at like 25% efficiency on average)
I had some issues i have fixed w my nuclear setup, how can i clear out the excess waste in the power plants
Or should i just wait for it to clean itself
I should have built buffers but im stupid
But now its all running smoothly, slowly slowly all the plants are turning back on
So i imagine itll sort itself out eventually lol?
If your next-step processing was engineered for the exact amount of waste you were producing, then the only real way to automatically deal with the excess waste would be to build more processing
But if some of the machines are turned off, i wont be producing the amount of waste my processing system is designed for
Though since you presumably technically have a finite amount of waste to get rid of, you could theoretically go the doggo or toilet route. :)
So surely eventually itll even out and theyll all start working
I dont really wanna sit there for an hour flushing like 10k waste hahaha
Ah, true, that'd be an option too
Ima just wait i think, gone up 100k mw in like 5 mins of waiting
So i hope itll all balance itself out
Or you can turn off keep inventory and hypertube yourself off the map at mach 7 with all the waste.
You have 8 unsaturated belts that you want turned into 6 saturated belts?
That can still leave a death crate with radioactivity on the ground, though
Would it not be off the map?
I always have keep full inventory on so I don't know how death crates work.
The game attempts to put your death crate where you were last touching land. Sometimes it screws that up and the crate can end up somewhere else, though. You could have some success with that method.
Though you could also just save yourself the respawn by building a storage container offshore somewhere and slapping the waste in there. Would be the same thing, in the end.
(Or even do it inland somewhere. It takes a lot of radioactive material for the effects to reach a larger area; the radiation creep often isn't the problem a lot of folks think it is)
(Though, of course, constant waste accumulation in one area could definitely end up with the effect being noticeable throughout one biome, depending on the biome in question)
But a set amount of waste which is never gonna grow would be quite easily contained elsewhere. :)
i know that overcloaking power is expendatal compered to liner output you get but i cant i figure out the formula
anyone got it?
It's on the wiki
oh wiki
...
its not a fandom wiki is it?
no
for machines, they need more power than if you'd build more
for gens, it's linear (they make same amount of power when clocked as when built more)
Official wiki is https://satisfactory.wiki.gg/ . At one time the official wiki was a Fandom one, but it was moved over quite awhile ago. (I believe the Fandom one still claims to be "official" even after all this time and plenty of effort spent to get them to stop, but fortunately they seem to have mostly dropped off of search results by now)
ok good to know
but in this cause im building my first coal power plant and have 2 water extractors feeding into 4 coal generators that. they're getting 1.5x water then they need.
Oh hey, no, the word "official" no longer appears on the Fandom page titles! Woo.
To minor victories! 🍷
afaik we got rid of the "official" a while back
Yeah, I must've missed it
apparently all it took was make a ticket 😄 (previously it was directly contacting some wiki staff that said "we'll look into it" afaik)
I can do worse
ticket?
heres what im working on. how can i make it better?
image compression has been unkind to this image
can't read a thing
For late-game parts like that I'll nearly always end up chopping the plan into subsections and doing sub-factories for things. IMO it makes the builds a lot more straightforward, even if one or more of them happens to be sited in the same location
So like the entire plan lets you know how much DMC/NP/etc you need; I'll generally end up splitting those off into their own graphs, etc. (For Nuclear Pasta in particular I'll often even have more than one sub-component for those)
Has the benefit of making the graphs a lot easier to read, too
Can use the "Inputs" tab to tell a solver what items you're "importing" to the factory
i could just go steal the nuclear pasta from my other factory
If you want you can get around that by "downloading the original picture"
Or just "download picture", I don't know recall the exact wording of that option
which belt do you want
do that and it's still blurry
or js look at the other one
just share the link
Yeah, that's just a "bad" picture 😆
I'd do this probably https://www.satisfactorytools.com/1.0/production?share=W4OW4TQFL4fH8D8nEMA1
yes thats what i used
Imma need you to DM/friend me because I can't send BP files here
How well do independent factories hold up in Phase 4 when materials start to get more complex?
perfectly fine? there's basically infinite ways to manage things.
There are also recipes and location combos you can build very high tier items entirely, or nearly entirely on location
Independent factories work great if you use alternative recipes to mess with the resources and amounts of resources you need like sloppy aluminum and pure aluminum ingot instead of shipping in silica and coal.
eh, I don't see how pure alu would help you in independency
(apart from giving you less alu per bauxite, which is pretty bad deal imo)
One thing to keep in mind is that Independency-style stuff can still make use of subfactories and such. Like for lategame parts, I've probably got them split up geographically between 3-4 (or maybe more!) smaller factories, each doing a dedicated export over to the "next step"
Which is often real helpful because it lets you site those subfactories right where it makes sense, rather than trying to find somewhere where, like, eight different resources happen to be vaguely nearby
At 80 Fuel/m, how many fuel-powered generators can I run? I can't seem to find a clear answer about their per minute burn rate of fuel.
!wikisearch fuel_generator
The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...
right in the wiki
well, I'll own my shame on that one, it's right there - thank you!
p4 is the best case for independant factories IMO
Is it advisable to transport packaged oil via belt far distances instead of in pipes?
Or should I wait and get a train set up to go back and forth
(I don't have drones yet, and vehicles are completely unreliable, even after I built a highway with railings and everything)
And another thing, can you combat sloshing by having the liquid fall a good distance? Like a water tower
unfortunately not
Dang.......
and: usually just pipe, but most oil is in a good place to process on site
True...... I never thought about not having everything in the exact same place
If I have to make things with oil-based stuff, I'd bet it'd be more efficient to transport the product rather than the raw oil
Honestly there are no bad ways to transport oil, you can always do a pipeline
They're so messy though.... orange spaghetti thrown onto the ground
Belt it and do something different 🙂
you can make them neat with autoconnect BP
like straight lines and 90 degree curves
I feel like it'd be annoying to try to throw a bunch of blueprints on the ground, but I could see that working actually
I haven't tried it
How far can blueprints be for them to try to autoconnect?
Sometimes I'll just fill a truck with plastic and rubber and drive it as a hot fix
about 50m, but you can place each 50m with two clicks
Do you think this setup will work, or will the water flow be too unstable/buggy? It’s a water balancer and buffer that goes from 8×600 to 15×320.
this will not do what you think it will, do not do this
fluids just do not do this
You cannot build a balancer for pipes
You can try building an 8x15 grid of junctions, and it might work
clock the extractors to put what water you want in the pipe in the first place
It definitely would if your pipes were 500 or less, but getting the full 600 might be difficult
Thanks i wil check and change it
just build an array of 15x300 pipes and crossfeed 15x20=300 from a injector pipe
Actually, this is my first time making factories that aren’t fully standalone. I set up an aluminium plant that does 3k ingots right now, and it should hit 6k once I unlock Miner Mk.3. With a small rebuild, I could push it to around 12k. Aluminium just felt like a good thing to produce in one place and ship everywhere else.
My only problem now is that I have no idea how many RCUs I should be making to stay future-proof. I don’t know if 5 is enough, or 10, or 100. I’m trying to plan ahead, but without experience it’s kinda hard to guess
I can see that RCUs are used in a ton of stuff, which is why I want to 'centralize' their production
Yeah, trying to "plan ahead" is, IMO, really just not worth the bother
Even once you're more experienced with the game, you don't necessarily even know what recipes you're gonna end up using for future builds, so knowing how much of something you'll need for the rest of the game is pretty much impossible unless you're willing to literally plan everything out
On my 1.0 save I ended up with three different factories making RCUs for various purposes. :)
It can help to keep in mind that, y'know, even if you did figure out exactly how many RCUs you're gonna need, and then set up that bigger factory, it's still basically the exact same amount of factory that you'd've built if you'd just done it bit by bit as needed
And doing it bit-by-bit might let you have the smaller factories sited in more convenient locations, too -- if you centralize RCUs somewhere, then you've gotta get them over to where they're needed. Whereas if you build new ones fresh, they might be right next door
(Granted, by that point of the game you may have a nice robust train network, plus you're probably about to unlock drones (if you haven't already), so setting up logistics at that point probably isn't a huge deal)
For aluminum in particular, yeah, I too tend to think that it makes sense to at least centralize Ingot production to a degree. How I end up handling aluminum is that I'll sort of max out a single Bauxite node making Ingots (via whatever recipe chain is convenient for the local resources), and send the ingots to a sink. Then, as other factories need aluminum products (sheets/casings/heatsinks/tanks), I'll set up that specific export (like, dedicated ingot-producting machines sending stuff over to wherever needs it). Over time the amount of ingots being sunk shrinks, and when it gets nearly empty, it's time to go set up another aluminum plant
I do tend to produce the sheets/casings/heatsinks/tanks right onsite near the ingots, and ship those rather than the ingots, but in some cases that can depend on local copper availability (so I may end up shipping ingots directly sometimes)
How do people build these huge refinery towers without running into flowrate issues?
Or am i okay to trust pumps lol
Pumps are trustable... What's got you worried about them?
Yeah, pumps are entirely reliable so long as you're not pushing your headlift limits to the absolute max
Though in re: fluid-fed towers in specific, the way people build those without running into flowrate issues generally boils down to a lot of debugging when your initial setups inevitably encounter problems. :D
You can do practically anything in the game, even with pipes, but it's often down to how long you're willing to spend figuring out why things have gone wrong. :D
I just dont trust fluids enough to not have their pipes all level or going down into inputs lol
What do you mean by this?
I thought you could just stack headlift as much as you wanted no?
Like, if you've got a pipe whose headlift is taking you 20m up (which technically means closer to 22m), I wouldn't personally place the next pump right at that 20m mark
I'd put it at like 18 (or even a little below)
Oh yeah i always put them a bit before the headlift indicator line
If you're placing The Next Pump™ right at the headlift limits of the previous pumps, you can get some odd behavior (stuff that seems to work for a bit but then mysteriously fails after awhile, etc)
Yea lol i learnt that lesson when i made my turbofuel plant
Shit just did not work lol
What’s the use case for power augmenters? More of a fun project? Or something I should try to get running before I save the day? I made it through my first playthrough without one but wanted to set one up this time around
so i just should make handfull number of rcu-s for personal use and dont care abt future yeah ?
Well, as with so much in the game, "should" is entirely up to you. :)
If you want to "overbuild" a large RCU factory and would enjoy the process, go for it
Worst-case scenario is you under-estimated and have to build more factory anyway
That or it turns out you over-estimated so some of that factory is "useless"
But if you had fun building it, who cares? :)
I don't even always follow that advice; on my 1.0 save I actually did literally plan out all my Phase 4+5 Supercomputer requirements ahead of time, so that I could just do a single supercomputer factory
(Though since I'd fully planned it out, I had all the individual exports all ready to go, via separate machines, for when I had the factories built which needed 'em)
the use-case is either full map resource builds or, more commonly, building a few to avoid having to make a good powerplant 😄
Getting power for free and without effort
Either temporary for opening drop pods, temporary for getting big power plants online, permanent if you just can't be bothered to build more power, or permanent in a max power build
it feels ridiculous that max distilled silica isn´t enough to fill max aluminum production
keep in mind that distilled silica has worse silica output than cheap silica
yeah ik, but you still need quartz for other stuff, like oscillators mainly
distilled silica + quartz purification has better output than pure quartz + cheap silica, but only if you use all of its output
Aluminum is my main bottleneck resource for my plans so I just have to accept the cost I think
Pure Aluminum has made me weak xd
it kinda hurts, because Pure Aluminum Ingot is such a good recipe, but the question I must answer is how much aluminum I need, and the only valid answer is yes
in practice this usually means having some machines doing quartz purification (up to your quartz consumption), and others filling out the rest of the silica via cheap silica
but if you don't have a good plan for that quartz, probably avoid distilled. It's a lot easier to screw yourself over than it is to get the slight efficiency gain if you're not pre planning many products 😄
I do need about 400-450 radio control units per minute, so I will do 5k quartz crystals with that at the very least
the factories I´m setting up I´m taking the time to calculate them for the late late game, even if they still lack stuff like mk3 miners and mk6 belts to reach the actual calculated numbers
for what XD
turbomotors for thermal rockets mostly, also using the OC supercomputer recipe and there will also need to be some pressure conversion cube production
OC supercomputer is expensive af so you could save yourself some effort by not using it
I´m not planning to make many, I´ll probably switch them out when the thermal rocket production is up to the max I intend, for now I have tons of spare cooling units
so yeah, mostly just Im planning to make 83 thermal rockets per minute before sloops, and using the 9x rcu turbomotor recipe
I haven´t been to tier 9 yet, so I´ll figure out what to do from there, turning as many of those into ballistic drives should mean very good ticket production
This will be a fuck tonne of tickets lmao
I have like 25 bwd + the other phase 5 parts and breezed through the tickets i needed to buy everything from the shop
do you prefer superstate computer?
or base
OC recipe is very pricey in parts
as far as I can tell the only real benefit is probably space saving on production location as its assemblers and fast
do you prefer base or the other one then?
depends on the location -
OC is just very resource pricey for benefits I don't like
wb around here
I'm sure some people like it for reasons? but it's like Electrode Circuit board. It has reasonable use cases, but I'll always design the factory and location to not need it
it's never so easy as that - what nodes are available? what othe recipes are you using in the chain? how much??
30 a minute
every alternate recipes that makes it easier
play around with recipes, compare resource needs, compare location, edit both as needed https://www.satisfactorytools.com/1.0/production?share=8clUXC0mmDzzWZgMoGaF
an example squeezing the resources. No idea where woiuld be a good spot for it, look at scim 🙂 https://www.satisfactorytools.com/1.0/production?share=X55ADxaNmaj0vZc8Mhdm
Base costs a lot of caterium, but no bauxite, super-state costs bauxite, but is pretty cheap in general
One pure oil node should be able to make 5 fuel gens run correct? Becaue theast 2 or 3 were not getting any fuel any ideas?
Shiuld pipe be in a straight line? Or does rhat matter
depends on the recipes - do the math
trying to 'math' by number of machines is a really really bad idea
I was just doing the fuel with the byproduct nothing else.
Just one refinery or so you news multiple ?
I don't know what you mean https://www.satisfactorytools.com/1.0/production?share=zQqjpd40i7fzjkUU14G8 here's a plan
I can't type , is one refinery enough? , unless I'm confused I read that one pure oil node should run 5 fuel.Generators
Had extractor to refinery with just fuel and by product
I'd advise against relying on that kind of "knowledge"
Just look at the numbers, and make sure the numbers line up
Saying that "this many extractors/miners/whatever can power this many final machines" relies on so many conditionals that it's just not worth trying to remember stuff like that. Use the in-game numbers (and optionally solvers like sftools or planners like Modeler)
Ok thanks. Coal sea.souch simpler now lol
I just didn't know ifultiplw refinerys made a difference
where did you read this?
also - don't believe random things you read online
I swear it was on the wiki
MAybe I misunderstood
I have one pure oil node overclocked to 150%
I gave you a link - it's using 600 oil with the base recipes. Pls use it
Ok thanks.
Now I see what I did wrong. Thanks
It can do 80 with 2 alt recipes and some water
Whaaaaa...😂
I ahve one of the alt recipes but can't remember which one.
i prob will end up around that with my current plan after sloops
maybe then I´ll reorganize, but probably not
Its a lottt of tickets lol
thing is I´ve started planning for this since before I even had particle accelerators unlocked, which was just yesterday after I jerry rigged a temporary fused framework line, so I don´t want to make concrete plans for tier 9, until I actually am tier 9 xd
Yeh i put my fused modular frames on top of my first aluminium factory. I ship in rcu and hmf to get to pccs.
But like you dont need more than 10 bwd even if you’re trying to buy everything from the shop imo, unless its just a goal of yours to make loads
some of my production lines needed for the 100 thermal rockets per hour are built, but require mk 6 belts for max rate, and I havent built most of the assembler buildings because I want the mk3 designer first
Yea i bought the stuff from the shop to rush the mk3 designer once i got to t9. Super helpful
so 30 thermal rockets works too
Should i rather do manifolds or load balancers early game?
doesn't matter in the long run, so pick whatever you like more
manifolds are very easy to set up, but need a bit of time to work at 100% (but they work at reduced % from start)
Alr thanks
Manifolds are usually more expensive cause your main through put you'd wanna use your highest tier belt
you want to use highest belt everywhere
and if you find your highest belt tier "expensive", then you should automate more of the ingredient
You want to use the fastest belts you can everywhere
And every building material is free after you automate it properly
consider manifold if you need more than 6 machines for that production step
the main advantage of manifold is that it scales near linearly, while lb scales logarithmically. That means that lb is more effective/efficient with small machine groups, but takes much more time to do with large ones.
Wdym "scales quadratically"?
you don't necessarily need to
Need? No. Want? Yes
Or at least there's no practical reason to want to use slower belts
Some like the aesthetic, but that's not practical
if something only produces 60 a min unless you are transporting a item across the world there is no point in using a mk6 belt lmao
There's also no reason not to
There's no reason to use a mk1 specifically
There are no benefits, only downsides
The items will take longer to get to the end, though that's usually a one-time thing
But if you want to send more than 60 later, you'll need to upgrade the whole thing
A mk6 can handle anything between 0 and 1200 just fine
Actually, a manifold scales linearly but a 1:n balancer scales logarithmically 
Well, the number of splitters
The area they take up scales much worse
Manifold requires n-1 splitters/mergers, so having 2x machines basically means 2x build time / area.
Y-splitting everything gets much more complex and area consuming when scaling up. It takes less/same area and time with few machines, but more with many.
i mean fair
you'll still have to upgrade them later more than likely
thats a really big word
For manifold startup it's actually beneficial to use higher belts
why would you want to upgrade them?
god I'm tired. the number of stages scales logarithmically. the number of splitters scales approximately linearly. I think?
yeah, theoretical math and simulations agree on # of splitters being linear with n
but they disagree on the constant 😂
math says 1.5, sim says 0.5
or maybe not?
yeah, ~n/2 looks right
And this is why hybrid manifolds are perfect.
Linear ish scaling and fully load balanced 👍
only if you can match machine's production/consumption to the belt perfectly
Then I'll say for some setups hybrid manifolds are perfect
When it comes to large basic recipe smelting setups they're great
And for a lot of recipes you can underclock to make hybrid manifolds easier, like setting compacted coal to 20/min instead of 25
20 doesn't match any belt?
Mk1 split into 3
Is a hybrid manifold just splitting off one belt? I've always done hybrid manifolds into more splitters so it's more versatile
And still stackable
then you're gonna have to show me what you mean
Please excuse the shitty Google photos markup
idk what I'd call that but yeah that works
It's what I tend to do for any larger projects
Hybrid hybrid manifold
Manifold balancer
I wanted to do a quick thing for ficsmas
Now I need 600 gift trees
Thats a total of 1.17M gifts, Wish me luck guys
Heh, honestly doesn't sound too outré for a FICSMAS factory. A bit on the large side, but those production lines really do like to eat up gifts. My last FICSMAS factory had about 150 trees, I think
Do you get to keep the ficsmas cosmetics year round
Like the power power lights for example
Yeah, everything you've already placed will stay put, though you won't be able to place any new decorations
(There are a few placeable items which can be placed whenever, even outside the event, so long as you still have some stored up. Though those are kind of at the fringes of what would be considered decoration. :)
||(Basically just fireworks)||
Pov: waits until unlock of mk6 belt to build a factory
Why tho? You can easily build factory before that
If you aren´t using much turbofuel, what´s a good way to use up the excess sulfur?, compacted steel?, leeched copper?
max nuclear is still gonna leave quite a bit available
if I wanted to spend sulfur for whatever reason, I'd spend it on leached caterium
tbh I'd just leave it around and see in the future if I need some or if it would be good to use it
as you're most likely not gonna run out of most resources anyway
Instant Scrap
So with the pipe mechanics does that mean I cannot feed 10 fuel generators enough fuel to keep them running even though I have enough fuel produced I can’t feed all ten fast enough on the last two. So with MK1 pipes does that mean I can only feed 6 fuel generators?
huh?
if you're talking regular fuel 1 generators uses 20 fuel pm
1x mk1 pipe could do 15
Yeah but for some reason the last 4 fuel generators aren’t keeping up and I’m confused why. Optimized my set up way better than before but still the last four fuel generators aren’t filling fast enough to stay positive against the consumption rate.
You'd have to show some overhead images of what you're trying to do
10 fuel generators should only need 200 fuel per min - did you follow the fuel back to the fuel producers? were they clogged?
Figured it out I threw on two valves on the pipe loop and that solved the issue.
... yeah don't use valves.
or buffers
they'll generally either do nothing or wreck flow
Noted.
I was joking obviously 🤣🤣
I take it you don't understand sarcasm very well
is nuclear even worth it
i did a game and js did fuel then turbo then rocket and it was plenty with like 600 oil for the whole game
Thank you, imma spend literally all my sulfur aside from the one dedicated to nuclear on that xd
Sure, you don’t wind up with fields of hideous gens
You end up with oceans of nuclear power plants instead :))
Do you lose a lot of power by not using the cube plutonium rod? Also considering ficsonium
Worth the effort? Not really
The resources? Mostly, yeah
Until you do Ficsonium, then absolutely not XD
If you don't do it plutonium is not clean
You can sink Plutonium and then it's clean
Yeah, but can't burn it
Still better than Ficsonium
If the 630 GW you can get from uranium isn't enough, then just make more uranium ore
And that's cheaper and easier than Ficsonium
Fair enough
But not as cool 🙂
?? You need 10 fuel gens for 1 nuclear. That is not a field
It was only a joke lol
You need a field of water collectors though
You need that for diluted fuel as well
Dilute fuel you need a field for every part of the process yes
Fuck refineries
For 630 GW of rocket fuel, you need 250 machines and 2500 gens (and 15 water extractors)
For 630 GW of clean nuclear you need 1500 machines, 250 gens, and 500 water extractors
Assuming everything at 100% speed
Depends on recipes
under it though
Ok, i need help with effective iron plating factory
what does "effective" mean in this context?
if you want more... you need to make more 🙂
I am in phase 0
you can also have a look at other recipes, if you'd like those more 🤷 but generally if you want more production, you need to build more factory. That's the basic gameplay loop
use 50% more iron
You're in the pre tutorial - just keep pressing forward
Snitched reinforced plate recepture need 60/min cooper and 90/min iron, where basuc one use 120/min iron. But snitched one is 15/min instead of 10/min with normal
This mean i need to tchrow away 30/min iron for higher effecinienty
snitched plates sound fun 😄
I forgot about underclocking mechanic
I will be fine
efficiency is 100% if machines run at 100%
Yea yea, i now know.
Only i need to explore clocking
And it's not like it matters
Getting 100% uptime by underclocking only saves you a tiny amount of power
Unless you build a lot of extra machines to underclock them more
well the game is about expanding a lot, so where you are now doesn't really matter
I need underclock miner to mine 90 iron instead of 120
big advantage for new players is that they can look at lights and see if things work fine
Or you can just leave it and it'll run 75% of the time
I mean that helps in general, but I achieve that without over/underclocking.
I just scale my factories to the output of n machines at 100% for the final product. If they're at 100% uptime, everything is working as it should