#math-and-meta

1 messages · Page 361 of 1

digital wing
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I mean i have more than enough rocket fuel to sustain it, but i do kinda wanna build a battery factory lol

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Need to see what the production for batteries looks like

dusky dust
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Batteries unfortunately became awfully niche in 1.0

unique cypress
dusky dust
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They used to be the only drone fuel, and a required component for one of the SE parts

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Nowadays they're just an alt fuel for drones+vehicles, and used in one alt recipe

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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. :)

digital wing
digital wing
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Does anyone know what the uranium stack size is actually

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Is it just 100 like other ores

digital wing
green topaz
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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?

dusky dust
green topaz
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Yeah, so have the 720 and the 1080 flow into their own refineries

dusky dust
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I do what Leonidas suggested, which is to loop the recycled back but keep the fresh + recycled totally separate

green topaz
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I am literally the one who asked lol

dusky dust
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Which may require some underclocking (or overclocking) so that the numbers match up

dusky dust
green topaz
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No worries, even after a bajillion hours, mathing is still hard

dusky dust
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Like here's a sloppy+electrode setup from one of my saves (refineries at the bottom are clocked to 75%/75%/60%/15%/75%)

green topaz
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I'm not even using electrode, as coal is more readily available in my current location

dusky dust
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There are folks who swear by the VIP Junction method; IMO just keeping 'em separate is a lot more trustworthy, though

green topaz
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All my petroleum coke is being used elsewhere

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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

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And then transport that

vapid gorge
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I mean it’s simpler to feed Easter water into dedicated waste water bauxite refineries but you do you

crimson moat
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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 😄

vapid gorge
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@thorny bolt

pastel obsidian
dusky dust
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To be fair, once you have a working design they can be quite reliable; I've done it myself in the past

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I know KYO297 just has a blueprint with a working VIP that they slap down whenever they need it

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In the end it's a bit personal preference. :)

vapid gorge
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come on 1.2, break the vip exploit 😛

crimson moat
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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

deep python
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Anyone have any good manufacturer start up layout they'd recommend for phase 3?

vapid gorge
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it's really no different than any other system in the game except you need 3 to 4 feed lines

crimson moat
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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

vapid gorge
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layouts will depend on recipes, previous machines you need and personal preferences

deep python
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**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...

▶ Play video
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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

vapid gorge
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this is just 'inputs at different levels'
it's ... just a normal layout

crimson moat
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i don't do that because clipping, that's what the 2m step back each level is for.

vapid gorge
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like, it's totally fine, but you would have come up with similar just off the top of your head 🙂

deep python
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Probably 😂

pastel obsidian
# deep python https://youtu.be/exnPp_1c7-I?si=aiqNTurVRqm70bqS

you can also go the other way for a more cleaner look

https://www.youtube.com/watch?v=9N7a4fQK620

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...

▶ Play video
digital wing
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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

unique cypress
digital wing
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Gonna need a fair few drones just for the uranium and nitrogen alone

violet zealot
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best resource to sink for coupons?? to golden nut

violet zealot
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is that the most efficient? as in resources required/coupon

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and if so do you have a chart that has the list of resources required/coupon

unique cypress
inner knoll
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Probably is but it is a tier 9 product

violet zealot
unique cypress
violet zealot
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oh

inner knoll
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People usually turn to silica for sinking points, being a simple 1 step system, just raw quartz into silica into the sink

unique cypress
unique cypress
inner knoll
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Plus really the best things to sink are simple things

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I usually just use Smart Plating though

unique cypress
inner knoll
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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

frosty owl
# inner knoll I usually just use Smart Plating though

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

inner knoll
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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

crimson moat
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that gets you golden nut before you finish the game

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and because of the increasing sink points on later products, it's quite forgiving to starting to sink stuff later in the game too

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just set it up before p4 or you will miss out on a lot

loud whale
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whats the best route to make power from oil on phase 3?

crimson moat
loud whale
crimson moat
loud whale
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i just started the phase 4 so

crimson moat
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you can make rocket fuel then

loud whale
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but that needs nitrogen gas and the resource well stuffs

mint coral
wind spade
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or you just loop the byproduct back

gloomy gyro
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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

orchid brook
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how hard will this be?

unique cypress
orchid brook
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to make these

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  • i just wanna use all the oil on the beach
dusky dust
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If it were me I'd build it in modules tied to the specific nodes, rather than trying to combine it all

orchid brook
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ya i would do that

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like for every 900 pipes i will make one section

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so 3

unique cypress
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Then all plastic fits on one belt

orchid brook
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wait is there decimals?

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hold up there aint

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i might do that

unique cypress
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Though rubber doesn't

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Would be better if both fit

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Or you can do a mixer with prio mergers and splitters and build everything in one block jace_smile

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I'm gonna do that for shits and giggles next time I have to build a big recycling plant

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But it's probably not a good idea

orchid brook
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helll nahhh i just take the extra belt over that

unique cypress
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Even if you make them output either rubber or plastic

mint coral
inner knoll
mossy shard
orchid brook
unique cypress
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though it's not like decimals are an issue

orchid brook
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Ik they arent an issues buttttt i like being safe and i dont want any more fluids nightmere

unique cypress
orchid brook
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ya ya something like this

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but like this specificly for plactic or rubbur

wintry rivet
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steam is stealing play time

oblique hollow
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time traveler spotted

leaden wadi
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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

glad apexBOT
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Official Satisfactory Wiki

The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...

leaden wadi
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Damn it takes way less. Thats why people like it so much 😭 what have I been doing

unique cypress
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I don't bother with it at all

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regular fuel is just easier to make

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turbo only saves you 50% of the oil in exchange for a lot of coal and sulfur

leaden wadi
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I'm gonna try it out, needing coal and sulfur for more power using the same amount of oil seems worth it to me

unique cypress
digital wing
leaden wadi
digital wing
leaden wadi
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Whats a GW?

unique cypress
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1000 MW

leaden wadi
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Thanks twin. Mine is going to make 30gw then

wind spade
leaden wadi
wind spade
leaden wadi
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You are indeed correct. Out-nerded my ahh 😞💔

digital wing
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Will a vip junction work if the input is on a side and the top?

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I want the top to be consumed first ofc

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Like this

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Assuming the top pipe has enough headlift as well

unique cypress
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I guarantee nothing

unique cypress
digital wing
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Oh i got it mixed up

dusky dust
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IMO it's more complex than any of the aluminum chains, and every other fluid loopback in the game is even simpler

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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

digital wing
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If i need to transport 1200 ore per min via drone, will i need as many receiving drone ports as i have incoming drones

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Or could i just bundle them into 2 or 3 ports?

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Cuz i imagine ill need 4 ish drones to hit that 1200 per min number, if not more

dusky dust
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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

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(not to mention the longish land/takeoff animations, even if their cargo unloading isn't getting in the way)

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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

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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

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More power investment, sure, but it saves me from having to account for that kind of thing. :)

digital wing
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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?

dusky dust
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Yeah, probably

digital wing
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That doesnt fill me w confidence

unique cypress
digital wing
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Is it by a big margin?

dusky dust
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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)

digital wing
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Can i sink uranium? If so i can test easily

dusky dust
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I don't often actually math out vehicle/train/drone logistics too much ahead of time

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Just eyeball and adjust to suit is my usual methodology

digital wing
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But otherwise ill only know when everything is running lol

unique cypress
dusky dust
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Yeah, Uranium can be sunk

digital wing
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Ah okay i can test it before turning it on then

unique cypress
digital wing
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I just wanna fill up all the manifolds as i go cuz i have 144 npps to fill lol

dusky dust
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Yeah, I nearly always set up my full logistics prior to actually building any of the factory

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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)

unique cypress
dusky dust
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Gives the system plenty of time to "burn in" and allow me to notice problems ahead of time that way, too

digital wing
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Is there a way i can blueprint the npp and water extractors lol

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I really dont wanna place 300 water extractors and hook them up

unique cypress
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Not without mods or SCIM afaik

digital wing
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Fml

unique cypress
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Hmm a NPP might fit in a mk3 BP

digital wing
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Is the incoming transfer rate any better than the max transfer rate

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Or will i just have to figure out how to meet the throughput needs myself lol

unique cypress
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Yeah NPP's max dimension is 43 m, mk3 BP goes to 48

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So you should be able to fit on with a splitter and merger, foundations, floor hole and power pole

digital wing
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Cuz i might be able to raise the npp slightly to enable the water extractor to be slightly below it

unique cypress
digital wing
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Oh great

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Its okay i wanted to place 300 water extractors

unique cypress
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The dimensions probably fit, but you aren't even allowed to try

unique cypress
digital wing
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I mean if i decide to make ficsonium i will need a lot more

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Will be close to 1k as well

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But i need to figure out sam for that, i might just dupe some somersloops if i decide to do it

unique cypress
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Unless you max plutonium

digital wing
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  • however many i need for the ficsonium which ig will be less
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So yeah you’re right

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Tf did you need 1000 for lmao

unique cypress
digital wing
unique cypress
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It wasn't even max nuclear. It was max Plutonium. Which I thought was max nuclear until after I finished

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But no, fertile uranium was and still is shit for power

digital wing
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Jesus

dusky dust
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(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)

digital wing
digital wing
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Its not that difficult to set up tbh

unique cypress
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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

digital wing
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I got all the components for the fuel rods and the blenders for the encased cells setup in about 4 or so hours

digital wing
wind spade
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loop it back

unique cypress
digital wing
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If it doesnt work I’ll just feed the 480 into the non fissile anyway its not rly a big deal

unique cypress
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Both of these can have a closed loop?

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First one either acid, second both together

digital wing
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The excess comes from making the encased uranium cells

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Thats where my vip is

unique cypress
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Why aren't you using the alt XD

digital wing
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I’m not rly sure why didnt pick it when i made the plan in modeller

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I think its cuz i couldnt be bothered to get more quartz for the silica

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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

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This adds a bit of danger

dusky dust
# mossy shard 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

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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

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(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)

mossy shard
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Petrochem sort of solves itself if you just smart splitter into the inputs for the machine and overflow to your output

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You can get around belt limits by keeping it modular

dusky dust
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In the end my argument is undeniably vibes-based, so other folks' vibes may differ.

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I just don't find basically anything else in the game especially complicated, in a way that I think that petrochem loop is

mossy shard
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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

dusky dust
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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

mossy shard
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I actually find a specific balance of diluted packaged fuel to be one of the harder things to get right

dusky dust
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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

mossy shard
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Since if you have too many, or too little empty containers in your line, you can get jams or under production

dusky dust
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Yeah, diluted packaged fuel I'll grant is up there as well

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(Though the solution to not having to worry about container count is by having "closed" isolated loops, rather than manifolding across machines. :)

pastel obsidian
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It is strange how some people have issues with feedback and others don't

dusky dust
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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

graceful dove
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I don't have a problem with feedback. You should shaddup

graceful dove
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Eww more feedback! Hissss

mossy shard
graceful dove
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I think the magic lies in running the loop belts above or below

dusky dust
mossy shard
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That’s not a bad idea

dusky dust
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Yeah, really simplifies the setup

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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

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But otherwise it's just click-click-click. :)

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(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. :)

mossy shard
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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

dusky dust
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heh, yeah, IMO that's a recipe for pain

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(as you've noticed, in re: trying to get a "good" amount of empty packages in the system)

mossy shard
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I ended up just adding some ISCs to deal with the backlog issues

dusky dust
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Closed loops are the key. Like literally just 20 Empty Canisters pre-loaded into the blueprint and it's good

mossy shard
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I feel like closed loops could also back up no?

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Or do you just have a small enough number of packages where it’s not possible to

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As that’s sort of what I ended up doing with the ISCs

dusky dust
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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)

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But in practice you rarely need more than like 20. Each package only spends like 8-10ish seconds going one circuit through the loop

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(Might need more if you're using, like, mk1 belts)

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(Though back to the original topic: indeed, this particular problem definitely ranks up there among the "actually complex" factory lines in the game. :D)

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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. :)

mossy shard
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Fully agree

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I think packagers might be my favorite machine in the game just cause they add a different type of complexity

dusky dust
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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

mossy shard
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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

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So you have a balance of trying to keep pipes full for flow and using all / not needing more byproduct with soffit recipes

vapid gorge
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why wouldn't you just keep the different sources of DMR seperate?

mossy shard
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I’m talking if you wanna use it without needing to add in more from SAM

vapid gorge
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you mean the waste product DMR right?

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cause that's a non issue if you don't try to merge it in with other sourced DMR

glossy delta
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I just don't understand why the turbo diamonds recipe uses packaged fuel!

wind spade
glossy delta
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people are afraid of pipes and train stations

wind spade
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not really

glossy delta
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extremely

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six figure yootoobers will make package unpackage lineup instead of raise pipe too

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everyone ape monkey see follow

wind spade
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youtubers are not really a good role models for playing the game

glossy delta
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but they have the most outsized influence on people's opinions

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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

sand epoch
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Anyone looking at a tuber for building lessons is already a lost cause

vapid gorge
glossy delta
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this is a planet in the galaxy in the marble at the end of men in black

worldly island
wind spade
vapid gorge
glossy delta
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most reputable sloptuber (but still slop)

worldly island
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The heck you mean sloptuber?

glossy delta
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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

worldly island
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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.

wind spade
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keyboard shortcuts are on your screen 😄

worldly island
wind spade
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other ones are in settings 😉

worldly island
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Like holding Ctrl to snap to output lines to set up perfect manifolds.

glossy delta
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that has to be information available in the game somewhere, I figured out how to do it without a tuber telling me

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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

vapid gorge
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I wish

dusky dust
glossy delta
glossy delta
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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

vapid gorge
vapid gorge
inner knoll
# vapid gorge

How does this work? The little bend at the end isn't making much sense to me

glossy delta
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3 overclocked coal generators isn't 600

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👁️

vapid gorge
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in the image example fluid would come in from the right into hte loop and feed the manifold that way.

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the little U bend on the right is just how that end of hte fluid manifold loop connects

inner knoll
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Ah okay I see

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thank you

vapid gorge
# inner knoll thank you

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

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I'm just very dedicated to the look of pipes coming from below like that so it was worth while for me

vapid gorge
# inner knoll thank you

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

inner knoll
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Yeah I think about 500 hours of playtime ago I tried to bottom feed, didn't work, and I haven't touched it since

vapid gorge
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Well if you do decide to go all in on it I'm happy to help you prep the layout 🙂

inner knoll
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Well I mean I do bottom feed a lot of water for pure recipes but

vapid gorge
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well fresh water systems tend to be more stable. Also if you run like 300 flow pipes

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Those in the image are running at near or at 600, so pretty proud of them

inner knoll
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Oh nice

pastel obsidian
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It just looks different

frosty owl
# wind spade other ones are in settings 😉

And that I hate evildoggo
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 tired_jace

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It's as if it holds your hand just to abruptly let go without clear reasoning

oblique hollow
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I had to look up most controls in the settings anyway

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The game holds your hand with the initial mechanics but not with controls

unique cypress
frosty owl
oblique hollow
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No clue

mystic steppe
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how do i split it without splitters

unique cypress
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Also, don't bother using this godawful calculator

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Find literally anything else

mystic steppe
digital wing
mystic steppe
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lol

digital wing
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You either make 2 at 50% and feed each one into the subsequent machine

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Or you put a splitter at the end and feed a belt each into the subsequent machines

mystic steppe
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yeah

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its justfunny how the website syas

sand epoch
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It's funny that it doesn't do your thinking for you?

cedar folio
#

The calculator just assumes you have everything unlocked.

If you don't, then you gotta think.

old lintel
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I mean I messed around with it a few times and you can go into settings to limit it

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I think I wanna try to figure out how to do them by hand and derive a few formulas though

wind spade
old lintel
mystic steppe
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wot???

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how does more people finished it then built the elevator

bright juniper
digital wing
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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?

sand epoch
digital wing
stray tapir
sturdy sage
wind spade
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honestly best planning tool for splitters is Satisfactory

stray tapir
#

Nice layout

wind spade
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tbh I think that looks horrible 😄

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but that's just my personal opinion

stray tapir
faint oracle
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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

wind spade
#

and how many you should aim for is "how long do you want to wait" and "how much do you want to build"

faint oracle
unique cypress
wind spade
#

well there's planners for this game 🙂

faint oracle
unique cypress
wind spade
faint oracle
wind spade
unique cypress
vapid gorge
#

and that's a full on crime

sturdy sage
#

dont know if this the place but why does this glow sometimes but not others and why can i copy the glowing one?

digital wing
dusky dust
digital wing
dusky dust
#

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

digital wing
sand epoch
digital wing
#

Ive not rly touched load balancers in general tbh

dusky dust
#

Ah, yeah, if you're splitting up a transfer across drones, I'd definitely personally want to load-balance it

digital wing
#

Hmm I’ll give it a try

dusky dust
#

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

digital wing
#

So would adding another source drone port not solve anything

dusky dust
#

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

sand epoch
#

Yea.. a manifold drone setup would result in large fluctuations as everything gets diverted to the first port after every liftoff

digital wing
#

Yea that make sense

dusky dust
#

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

digital wing
sand epoch
#

I do a lot with drones 🙂

digital wing
#

And its just fixing the manifold

#

Is there anything else i could try/add in case that doesnt solve it

sand epoch
#

3 with 6 drones should be fine, unless you are flying across the entire map

digital wing
sand epoch
#

2 with 4 may even be fine

digital wing
#

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?

sand epoch
#

The destination port can have one too. You just set it to the source

digital wing
dusky dust
#

(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

digital wing
#

Oh yea i didnt rly think about the timing

sand epoch
#

Will take from wherever you are feeding it. The initial flight will need to be manually fueled though

digital wing
sand epoch
digital wing
sand epoch
#

Yup

digital wing
#

Okay sick

dusky dust
digital wing
#

Im gonna load balance it and then put extra drones, i cant imagine that shouldnt fix it

dusky dust
#

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

sand epoch
#

122 active drones atm here

digital wing
digital wing
dusky dust
# digital wing How would i do this?

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

sand epoch
#

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

dusky dust
#

But I prefer to just stick to one drone per port-pair

digital wing
sand epoch
dusky dust
#

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

dusky dust
#

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)

sand epoch
#

They aren't trains, nothing stops.

pastel obsidian
#

Drone ports have 18 slots so it doesn't really matter when the drones come if you have 2 of them

digital wing
dusky dust
#

I should avoid trying to brain things out after a long day like today

#

So yeah, agreed, in the end. :)

sand epoch
digital wing
#

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

sand epoch
#

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

digital wing
sand epoch
#

It also let's the ports fully empty without relying on the machines

digital wing
dusky dust
#

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)

digital wing
#

Given this is for nuclear power, id rather just keep any excess uranium just in case theres an issue w the logistics lol

dusky dust
#

(Though to be fair that might stem from an obsession with doing sushi deliveries with vehicles/trains/drones, too. :D)

digital wing
#

Tysm

vapid gorge
#

@grand moth keep your fresh and waste water split like this, blue is fresh red is waste

grand moth
#

So fresh water goes into one, comes out of three and goes into two? Am I understanding that correctly?

vapid gorge
#

for example the clockign in this system is the top image here

grand moth
vapid gorge
dapper drum
#

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?

vapid gorge
vapid gorge
dapper drum
#

huehuehue

quaint condor
#

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.

vapid gorge
#

A split system like this should be able to recover w/o fiddling with it

grand moth
vapid gorge
#

whenever possible keep fluid systems in their own little groups 😉

dapper drum
vapid gorge
#

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

grand moth
dapper drum
#

agreed, and one little blip can drive you nuts

quaint condor
#

Keeping it in blocks of 600 makes the math and managment super easy.

vapid gorge
grand moth
vapid gorge
#

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

grand moth
vapid gorge
#

is this for the nuclear chain?

limber prawn
#

how is 780 possible? the belts are supposed to move at 1200

vapid gorge
#

some sort of bottle neck further ahead

limber prawn
#

there's gotta be a tiny mk5 belt i missed during the conversion somewhere

vapid gorge
#

either that or you're not consuming everything in the first place

limber prawn
#

oh it's consuming everything

vapid gorge
#

and oof, that piping 🙁

limber prawn
#

first playthrough lol

vapid gorge
#

avoid valves and buffers - also you don't need to loop outputs

limber prawn
#

it's ultra sloppy but somehow it just works

limber prawn
#

the consumption rate of fissile uranioum is 1000/min, and 250/min uranium waste

vapid gorge
#

if it was all getting used are you actually using more than 780pm?

limber prawn
#

this should never ever lock up right? the throughput monitors are returning 1000/min and 250/min respectfully

limber prawn
#

the monitors return that now

vapid gorge
#

@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

deep python
#

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

deep python
#

Sorry I completely forgot to add it 😂

vapid gorge
#

would have t osee the whole system, use photo mode or build something tall

deep python
#

Sorry for shit quality my xbox isnt uploading to the network for some reason

vapid gorge
#

what's the packager doing there ?

deep python
#

Sitting next to the constructor thats making containers?

vapid gorge
#

ok and it's basically going like this?

deep python
#

It's that a bad spot for it?

vapid gorge
#

just trying to get a full grasp on what's going on 🙂

deep python
#

Yeah

#

But past the last gene its not getting any flow

vapid gorge
#

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

deep python
#

I'll reorganise my pipes then

#

Thx!

vapid gorge
#

no prob!

#

basic rule of pipes - if anything could be simpler about it, do it

deep python
#

Ahh ok, and itd working now thx

vapid gorge
#

glad it is 🙂

crimson moat
# dapper drum agreed, and one little blip can drive you nuts

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).

crimson moat
#

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.

frosty owl
#

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

frosty owl
crimson moat
frosty owl
#

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

crimson moat
#

want me to just say "yes" or "no" instead? 😄

frosty owl
#

That would answer my question in a way I can immediately understand, yes 😅 (unless, of course, that is not an aviable answer)

crimson moat
#

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

frosty owl
#

That would make plenty of sense (to me) as they don't have any room to recover from flow issues

crimson moat
#

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.

frosty owl
#

So you eventually see one side starving and one side backing up

crimson moat
#

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.

crimson moat
frosty owl
#

The nice/bad thing about precise setups hehe

crimson moat
#

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.

frosty owl
#

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? ^^

crimson moat
#

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

frosty owl
#

Ahah, the envy 😆
That one is really annoying to nail down by oneself tired_jace

frosty owl
# crimson moat I would like to use them, but not with the bug

... 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 jacelul

crimson moat
#

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)

frosty owl
#

My autoincorrect is really working overtime lately...

frosty owl
crimson moat
deep python
#

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

crimson moat
#

not really special or good/bad

deep python
#

I thought it'd be a better fuel alternative for coal power

frosty owl
# crimson moat

It's fine to just tell me to Google it myself 😆
I feel bad for using you as a search engine 😅

crimson moat
#

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.

vapid gorge
#

@whole relic pls, in here, it's just much simpler

#

you can post images directly and you don't have tons of people chatting

frosty owl
whole relic
#

I still have to paste I use discord on my phone and the ss is on my pc

vapid gorge
#

You could download discord for your pc? would skip a step

crimson moat
whole relic
vapid gorge
#

whatever you did in discord... seems like madness

#

modeler

vapid gorge
#

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

frosty owl
rain lichen
#

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?

vapid gorge
#

20 x 2.5

rain lichen
#

close enough

vapid gorge
#

xD

rain lichen
#

misremembered the max clockspeed 😭

vapid gorge
#

no, 250% is right, 250% just equals 2.5

rain lichen
#

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

vapid gorge
#

well all splitters will split as evenly as possible

#

smart splitters will be a little different depending on teh comannds you give it ofc

rain lichen
#

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

unique cypress
#

But good luck figuring out which side is left and which one right

quaint condor
#

@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:

unique cypress
unique cypress
#

Full nuke + augmenters + mods to make max Ficsonium possible without slooping

#

2.565 TW of nuclear + 4x augment

quaint condor
unique cypress
#

I'm currently automating shards for it

quaint condor
#

I'm currently apparently breaking the game and have to wait 4 minutes between placing these bluprints 🤣

unique cypress
#

I was wondering what kinda BP takes 4 minutes to place but yeah that'd do it

quaint condor
#

So far 6 minutes on the one I just placed from that screen shot (placed right at 08:30 🤣 )

versed violet
#

I hope you are using creative save with empty world. Building placement can get really confused when there are multiple objects around.

dusky dust
#

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

prisma hamlet
#

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

frosty owl
#

Why build one to start power when you can always just leave your starter one? rolljace

naive haven
dusky dust
noble wind
#

i need to split 8 belts to six does anybody have a blueprint or a screenshot of a splitter

unique cypress
#

Or if not, I can definitely make one

#

In a few hours though

noble wind
#

thank you so much

unique cypress
#

But if it's not for a train, you don't need a proper balancer

crimson moat
#

if you want to deal with unequal belts but equal outputs, that's more complex

wind spade
worldly island
worldly island
#

Blue crater might also work but by that point you'll probably already be onto fuel and thus turbo fuel.

prisma hamlet
prisma hamlet
worldly island
#

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)

digital wing
#

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?

dusky dust
digital wing
dusky dust
#

Though since you presumably technically have a finite amount of waste to get rid of, you could theoretically go the doggo or toilet route. :)

digital wing
#

So surely eventually itll even out and theyll all start working

digital wing
dusky dust
digital wing
#

Ima just wait i think, gone up 100k mw in like 5 mins of waiting

#

So i hope itll all balance itself out

worldly island
worldly island
dusky dust
worldly island
#

I always have keep full inventory on so I don't know how death crates work.

dusky dust
# worldly island Would it not be off the map?

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. :)

old lintel
#

i know that overcloaking power is expendatal compered to liner output you get but i cant i figure out the formula

#

anyone got it?

old lintel
#

oh wiki
...
its not a fandom wiki is it?

wind spade
#

no

wind spade
dusky dust
old lintel
dusky dust
#

Oh hey, no, the word "official" no longer appears on the Fandom page titles! Woo.

#

To minor victories! 🍷

wind spade
dusky dust
#

Yeah, I must've missed it

glad apexBOT
#

This is the totally awesome community driven wiki for Satisfactory!! Come on in and check it out!
<3 @unique cypress

wind spade
#

apparently all it took was make a ticket 😄 (previously it was directly contacting some wiki staff that said "we'll look into it" afaik)

graceful dove
flat lark
#

heres what im working on. how can i make it better?

graceful dove
#

can't read a thing

wind spade
dusky dust
#

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

flat lark
frosty owl
#

Or just "download picture", I don't know recall the exact wording of that option

unique cypress
graceful dove
flat lark
#

or js look at the other one

unique cypress
#

just share the link

frosty owl
unique cypress
tulip fiber
#

How well do independent factories hold up in Phase 4 when materials start to get more complex?

vapid gorge
#

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

floral mica
#

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.

wind spade
#

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)

dusky dust
#

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

limpid knot
#

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.

vapid gorge
#

!wikisearch fuel_generator

glad apexBOT
#
Official Satisfactory Wiki

The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...

vapid gorge
#

right in the wiki

limpid knot
#

well, I'll own my shame on that one, it's right there - thank you!

crimson moat
thorny onyx
#

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

crimson moat
#

unfortunately not

thorny onyx
#

Dang.......

crimson moat
#

and: usually just pipe, but most oil is in a good place to process on site

thorny onyx
#

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

pastel obsidian
#

Honestly there are no bad ways to transport oil, you can always do a pipeline

thorny onyx
#

They're so messy though.... orange spaghetti thrown onto the ground

pastel obsidian
#

Belt it and do something different 🙂

crimson moat
#

like straight lines and 90 degree curves

thorny onyx
#

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?

pastel obsidian
#

Sometimes I'll just fill a truck with plastic and rubber and drive it as a hot fix

crimson moat
cold moth
#

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.

vapid gorge
#

fluids just do not do this

unique cypress
#

You can try building an 8x15 grid of junctions, and it might work

vapid gorge
unique cypress
#

It definitely would if your pipes were 500 or less, but getting the full 600 might be difficult

cold moth
#

Thanks i wil check and change it

brisk smelt
tulip fiber
# dusky dust One thing to keep in mind is that Independency-style stuff can still make use of...

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

dusky dust
#

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)

digital wing
#

How do people build these huge refinery towers without running into flowrate issues?

#

Or am i okay to trust pumps lol

graceful dove
#

Pumps are trustable... What's got you worried about them?

dusky dust
#

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

digital wing
digital wing
#

I thought you could just stack headlift as much as you wanted no?

dusky dust
# digital wing What do you mean by this?

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)

digital wing
#

Oh yeah i always put them a bit before the headlift indicator line

dusky dust
#

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)

digital wing
#

Yea lol i learnt that lesson when i made my turbofuel plant

#

Shit just did not work lol

steel knot
#

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

tulip fiber
dusky dust
#

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)

crimson moat
unique cypress
#

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

shadow sinew
#

it feels ridiculous that max distilled silica isn´t enough to fill max aluminum production

unique cypress
shadow sinew
unique cypress
#

distilled silica + quartz purification has better output than pure quartz + cheap silica, but only if you use all of its output

shadow sinew
#

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

crimson moat
#

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 😄

shadow sinew
#

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

shadow sinew
# unique cypress 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

unique cypress
shadow sinew
#

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

digital wing
#

I have like 25 bwd + the other phase 5 parts and breezed through the tickets i needed to buy everything from the shop

quasi whale
vapid gorge
#

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

quasi whale
#

do you prefer base or the other one then?

vapid gorge
#

depends on the location -
OC is just very resource pricey for benefits I don't like

quasi whale
#

wb around here

vapid gorge
#

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

vapid gorge
quasi whale
vapid gorge
vapid gorge
unique cypress
worn delta
#

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

vapid gorge
#

trying to 'math' by number of machines is a really really bad idea

worn delta
#

I was just doing the fuel with the byproduct nothing else.

#

Just one refinery or so you news multiple ?

vapid gorge
worn delta
#

Had extractor to refinery with just fuel and by product

dusky dust
#

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)

worn delta
#

Ok thanks. Coal sea.souch simpler now lol

#

I just didn't know ifultiplw refinerys made a difference

vapid gorge
#

also - don't believe random things you read online

worn delta
#

I swear it was on the wiki

#

MAybe I misunderstood

#

I have one pure oil node overclocked to 150%

vapid gorge
#

I gave you a link - it's using 600 oil with the base recipes. Pls use it

worn delta
unique cypress
worn delta
#

I ahve one of the alt recipes but can't remember which one.

shadow sinew
#

maybe then I´ll reorganize, but probably not

digital wing
#

Its a lottt of tickets lol

shadow sinew
# digital wing 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

digital wing
#

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

shadow sinew
#

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

digital wing
pallid silo
#

Should i rather do manifolds or load balancers early game?

wind spade
pallid silo
#

Alr thanks

rough chasm
#

Manifolds are usually more expensive cause your main through put you'd wanna use your highest tier belt

wind spade
unique cypress
#

And every building material is free after you automate it properly

crimson moat
#

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.

summer flare
rough chasm
unique cypress
#

Or at least there's no practical reason to want to use slower belts

#

Some like the aesthetic, but that's not practical

rough chasm
#

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

unique cypress
#

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

unique cypress
#

Well, the number of splitters

#

The area they take up scales much worse

crimson moat
# summer flare Wdym "scales quadratically"?

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.

rough chasm
#

you'll still have to upgrade them later more than likely

wind spade
wind spade
unique cypress
#

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

floral mica
#

And this is why hybrid manifolds are perfect.

#

Linear ish scaling and fully load balanced 👍

unique cypress
#

only if you can match machine's production/consumption to the belt perfectly

floral mica
#

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

unique cypress
#

20 doesn't match any belt?

floral mica
#

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

unique cypress
#

then you're gonna have to show me what you mean

floral mica
#

Please excuse the shitty Google photos markup

unique cypress
#

idk what I'd call that but yeah that works

floral mica
#

It's what I tend to do for any larger projects

#

Hybrid hybrid manifold

#

Manifold balancer

opaque token
#

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

dusky dust
#

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

digital wing
#

Like the power power lights for example

dusky dust
digital wing
#

Awesome

#

Time to make my megafactory and nuclear plant look cool

dusky dust
#

(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)||

rough chasm
wind spade
shadow sinew
#

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

unique cypress
#

if I wanted to spend sulfur for whatever reason, I'd spend it on leached caterium

wind spade
#

as you're most likely not gonna run out of most resources anyway

oblique hollow
#

Instant Scrap

scenic rose
#

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?

vapid gorge
scenic rose
#

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.

vapid gorge
#

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?

scenic rose
#

Figured it out I threw on two valves on the pipe loop and that solved the issue.

vapid gorge
#

... yeah don't use valves.
or buffers

vapid gorge
scenic rose
#

Noted.

rough chasm
#

I take it you don't understand sarcasm very well

outer meteor
#

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

shadow sinew
vapid gorge
digital wing
summer nexus
#

@knotty vessel

#

Second example specifically

#

First example is for context

knotty vessel
#

Ah I see

#

That’s really interesting

shadow sinew
#

Do you lose a lot of power by not using the cube plutonium rod? Also considering ficsonium

unique cypress
#

The resources? Mostly, yeah

#

Until you do Ficsonium, then absolutely not XD

shadow sinew
unique cypress
shadow sinew
unique cypress
#

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

shadow sinew
#

Fair enough

wind spade
#

But not as cool 🙂

vapid gorge
digital wing
shadow sinew
#

You need a field of water collectors though

wind spade
#

You need that for diluted fuel as well

shadow sinew
#

Dilute fuel you need a field for every part of the process yes

unique cypress
#

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

wind spade
#

Depends on recipes

vapid gorge
tribal ravine
#

Ok, i need help with effective iron plating factory

wind spade
tribal ravine
#

2 normal iron ores mk1 miner give me 10 plates per minute

#

15 plates would be nice

wind spade
#

if you want more... you need to make more 🙂

tribal ravine
#

I am in phase 0

wind spade
#

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

vapid gorge
#

You're in the pre tutorial - just keep pressing forward

tribal ravine
#

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

wind spade
#

snitched plates sound fun 😄

tribal ravine
#

I will be fine

wind spade
tribal ravine
#

Only i need to explore clocking

unique cypress
tribal ravine
#

I life in right corner

unique cypress
#

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

wind spade
# tribal ravine

well the game is about expanding a lot, so where you are now doesn't really matter

tribal ravine
wind spade
unique cypress
unique cypress