#math-and-meta

1 messages · Page 362 of 1

wind spade
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and if they are not, you can't easily see the issue, because other machines have random lights

unique cypress
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They would have random lights regardless. If one part isn't working right, none of them are

tribal ravine
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I will build it on up ores, i still need to get some iron

wind spade
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in your case though it could still be working just fine and have random lights

unique cypress
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Not on the final product

tribal ravine
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Real problem for me is building and transport of resouces and me

unique cypress
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And that's all that matters

wind spade
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or something is badly built

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or whatever issue you have

unique cypress
# wind spade again, I'm talking about a situation where something broke

If something broke and one ingredient is insufficient, then the others back up and aren't working at designed output regardless.

Even if you underclock everything to be at 100% uptime, it won't magically still be at 100% when it can't be fully used because the issue is somewhere else

One single missing belt will eventually make yellow lights appear everywhere

wind spade
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If something broke and one ingredient is insufficient, then the others back up and aren't working at designed output regardless.
that's assuming you have correct amount of buildings/clock speed

unique cypress
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Let's assume the math is from a calculator and therefore correct. Most of the factory is therefore correct. All the mistakes are relatively minor, like a missing/overloaded belt/pipe, or at worst a missing machine or a row of them (because you miscounted or whatever)

That mistake is gonna cause an undersupply of said item to the steps that use it, and then eventually an undersupply of at least one item in the final product which has the mistake upstream of it

That then turns into an effective oversupply of the other ingredients, leading to backups all the way downstream of those

Yellow lights everywhere, regardless of whether the machines are downclocked according to the calculations or not

The only way to pinpoint the issue is to follow the chain of missing ingredients until you either find machines with backed up outputs or empty output despite full input.

In the first case, it's a belt/pipe issue, in the second, it's an underbuilt production issue

wind spade
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having math from a calculator doesn't guarantee that you've correctly built the things ingame 🤷

unique cypress
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Did you like... read anything past the first sentence?

wind spade
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well you don't seem to read my messages either so I'm in no mood to discuss this anymore anyway 🤷 but yeah I did read your msg

mint girder
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im prefilling the pipes for my refineries rn and when i turn them on, they always unfill the pipes. do yall do it in small amounts so the pipe stays full?

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like i turned on 3 and this was full before

wind spade
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need to fill the refineries as well

mint girder
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how tho? they dont fill when i turn on standby

wind spade
mint girder
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😭 so how? even with no power cables connected they dont fill

wind spade
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underclock them f.e.

mint girder
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oo aight

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it was all good... then it drained again. if the line uses 331.373 water/min, should i make extract that much? or do like 332?

wind spade
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should be fine with exact amount

mint girder
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huh weird, one of the extractors was completely backed up. full of water and stopped producing, but it isnt putting it out to the pipe

unique cypress
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Like that has never done anything useful for me

mint girder
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why does everyone say to do it tho

wind spade
mint girder
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😭 😭 nobody is perfect

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What happened to humility

unique cypress
frosty owl
# mint girder why does everyone say to do it tho

People like to approach issues and design things differently. Some find it convenient to tinker with item distribution manually, others dislike it. There's several reasons for either (mostly comes down to personal preference) ^^

crimson moat
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otherwise, fluid manifolds slosh and require substantial flow rate headroom to still get everything from A to B when accounting for that. It's typical for a manifolded mk.2 pipe to manage around 300-500 flow per minute, depending on the number of connections, input/output locations etc. You can also bump it up a bit by doing things like having the main manifold line above inputs or below outputs, by using mk.1 pipes for machine connections that eat <=300/min/ea, and some other tricks. All in all though, 600 is a MAXIMUM and not a guaranteed rating. You'll have a much easier time if you rely on far lower flow rating per pipe for manifolds, just splitting them up and using more pipes with less fluid in each one.

wooden jasper
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how would your pipes not be pre-filled if you're building the factory in order? I guess maybe with BP but things that use fluids are all super big anyway

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never BP lil_pioneer ‼️

mint girder
mint girder
eternal wharf
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Are the calculations for production per minute different if I am importing an item via trucks/tractors from a different factory?

To be more specific, I am making a factory to produce 5 Modular Engines per minute, for that I need 10 Motors per minute, I have a separate factory that produces 20 Motors per minute. If I transport the motors to my Modular Engine factory should I count the Motor input as 20 per minute max? Because with Production and belts I know roughly the speed at which I am getting an item and the rate at which it is being produced, it's just that trucks and the distance of routes is throwing me off and idk if I need to factor them in some way in my calculations

bright juniper
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just build more trucks. Logistics do not count in calculations unless they're inefficient

eternal wharf
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So basically as long as I am not using up the stocked truck station before it is refilled, I should be fine?

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that's all right?

bright juniper
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yes

rough chasm
empty pawn
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I dont know if these are considered spoilers but i started a new file and got these 2 hard drive choices, which one do i go for

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I spawned in therocky desert, the 2nd choice

unique cypress
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I'd want cheap silica and stitched plates

empty pawn
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hmm so rerolling isnt needed?

unique cypress
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I never reroll drives. If I don't want either recipe, I just leave the drive in the library. then neither recipe will appear in future drives ever again

empty pawn
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well... silica is useful aswell as iron reinforced plates

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hmm i was gonna make a iron plate factory, do i change plans and use this recipe instead? saves space for sure but need to relocate the ores

dusky dust
# empty pawn I dont know if these are considered spoilers but i started a new file and got th...

(warning! spiel incoming!) Remember that alt recipes are just there to give you options while building. They'll trade one resource for another, or resource usage for complexity, or whatever. In general there's no way to say whether a recipe is "good" or "bad" -- it's all down to what recipe is most appropriate for your current situation, in the factory you're currently building. You might end up using a totally different recipe the next time you need to build that resource, etc.

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So my own advice is to not sweat recipe selection at all. Especially if you're not familiar with them and don't know what recipes you might end up enjoying (or not), I always recommend just flipping a coin and picking one of 'em.

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There's more hard drives on the map than you can use, anyway, so if you keep up with your exploration, you'll unlock all alts

unique cypress
dusky dust
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Even if you do find that there's a recipe you love to use, it might not be a good choice for every factory you build. :)

empty pawn
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i took the copper and iron plate one and left the other one

dusky dust
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(Though there are plenty of ways to deal with screws which make them trivial to work with. Most screw hate in the game is, IMO, misplaced. :)

rough chasm
empty pawn
empty pawn
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i either use the excess for the sink or some other recipe? it looks like im currently bottle necked by 3 assemblers

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of course to make assemblers i need more reinforced plates

misty echo
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How many oscillator and circuit board machines would be needed to get computers to about 500 per minute? Assuming all machines are overclocked and no sloop.

wind spade
rough chasm
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For what

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🤣🤣

misty echo
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For the mega factory

empty pawn
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okay,
3 mk.1 miners (2 iron 1 copper all normal)
6 smelters, 8 constructors, 3 assemblers to get almost 18 Iron plates per minute using the Stitched alternate recipe. It eats 110-130 power and its running on 100% efficiency (no boosters)

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(ignore the fact I had to turn everything else off in my base)

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4 biomass burners don't feel enough......
I've yet to find a spot to make the space elevator too

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atleast i have an endless quantity of mk.2 belts

pastel obsidian
misty echo
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Also about the space elevator... You may just want to have an elevated platform for it, no real place is perfect but foundations are gonna make it flat at least.

pastel obsidian
rough chasm
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Real shit

agile verge
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Anyone see a way to optimize this? (I pray discord doesnt blur the image)

sand epoch
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Start with a better planner?

pulsar viper
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I'm coming back to Satisfactory for the first time in years. I remember last time I played, fluid physics was a... challenge, requiring you to learn the Pipeline Manual. Are fluid physics any easier in 1.1?

agile verge
pastel obsidian
brisk smelt
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satis tools is more than enough

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it doesn't even help with multi-belt systems which is most of the difficulty in big builds

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ie systems where the throughput at some sections exceeds 1200

vapid gorge
agile verge
vapid gorge
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Put in the outputs and recipes you want to use into sftools and you can link the actual plan to people that can tinker with it

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Not that I can do that for another 8 hours at least as I’m traveling and no planners are mobile friendly

terse onyx
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Any ideas on how I could split 600 quartz into 13 constructors at 200% and 1 at 66%.

vapid gorge
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But someone else might be able to?

vapid gorge
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Do you have mk5 belts?

terse onyx
vapid gorge
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You’ve probably been using them the whole time

Just a belt with multiple splitters feeding machines down a line

terse onyx
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Yeah, I've used those before but they always end up with an unbalanced line

vapid gorge
terse onyx
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I have exactly the amount I need for each constructor

vapid gorge
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Then a manifold works

terse onyx
torn crane
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if so, hard to tell the full intent

terse onyx
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Letting the silica filll up before starting it

torn crane
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manifold = a straight line of splitters, each splitter in front of the input of a machine, feeding it

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looks like your input is that

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the output is what im a tad confused on

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as long as one belt can supply enough for all machines concurrently, that input should work fine

vapid gorge
tribal ravine
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There is some method to build overflow output to container?

pastel obsidian
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There is the smart splitter that can do that

tribal ravine
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Someone help me, i need rotor factory. I can't calculare how much i can get from 2 normal and 2 unpure iron ores output

hushed silo
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16/m

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assuming mk1 miners

thorny onyx
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I don't understand how recycled rubber/plastic is more efficient

tall siren
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what recipes should i get of these?

crimson moat
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@blazing wraith can you pass on a feature request for 1.2? It's something that i think should be relatively low complexity + high impact

Megafoundations

larger variants of the foundation building (say 16x16x4m, 32x32x4m). Doesn't have to be fancy, if it's just one foundation that looks like somebody placed 16 smaller ones (tiled texture) then that's fine

This would allow for building many of the same things with up to 16x fewer foundation buildings. If we just wanted to pave a square kilometer worth of area for example, that would take 1024 big foundations after the change vs 16,384 standard sized ones before it.

Since you have 16x fewer objects, you have to store 1/16'th of the data in memory for critical information like their XYZ coordinates - storing it once is fundamentally cheaper than storing it 16x over.

For example it would let me optimise one of my builds down from over 300k foundations to about 20k with no change in appearance or functionality. Even for more typical builds like a rocket fuel generator farm, it could cut thousands of foundations down to a hundred or so, and that should come with a corresponding reduction in RAM usage and CPU time.

It should also greatly help with the performance problems that come when you have too many of the same object (for example, when you build a new foundation after you already have a huge amount of them, it causes the game to freeze briefly).

tribal ravine
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Cooper motor need 195 scres per minute, dang it

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I have only mk2

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Underclocking is best option for me propably

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Even this can improve production by 1,5 motors/min

crimson moat
tribal ravine
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So i can improve by 60% underclocking

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Adding 2 motors/minute

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Of course still i need 6 contructors, so from 600 biofuel /20 minutes make into 1000 biofuel/20 minutes

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Yej

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Btw i still phase 1, but want automate production

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Only depends if i get damn alternative recipe on time

hushed silo
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completaly agree for bigger parts so there is less overall elements

unique cypress
hushed silo
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however ive seen ppl play and most of the time its just stairway to heaven mixed with floating vibe building

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or sea level flat platform

crimson moat
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I don't think that intentionally making the game consume much more RAM and CPU time to dissuade certain styles of building or playing is ever going to be the correct approach.

If there are optimisations that can massively cut down on CPU/RAM with no direct harm (you can just not use this building or not build in this way and your game won't be any different) then it's obviously a good move.

I would tackle the problem of pushing people to play the game differently (if tackled at all), via other areas of game design. For the most part though it's a single player / co-op sandbox, and one person doing something that you don't like isn't going to ruin anybody elses experience.

Furthermore, it's something that basically everyone would benefit from, just people who build bigger would benefit more. Kibitz's nuclear build for example is often held up as an example of "how you SHOULD build" - thematic, pretty etc - and if i'm correct about the RAM/CPU impacts, it would benefit enormously from a larger foundation to build many of the things out of. Anywhere that you want to build 2x2 foundations or larger could benefit.

hushed silo
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im all there with u
i do agree

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however im begining to think that they would also need to rework construction gun to accomodate for it, given placing big buildings or blueprints is already iffy

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but idk

wind spade
# tall siren what recipes should i get of these?

as with all recipes, the choice is yours

there's never "good" or "bad" recipe, how useful a recipe is depends on your preferences

also most advantages come from mixing recipes together in various ways, so it's never about a single recipe

crimson moat
frosty owl
# crimson moat <@202863116575309824> can you pass on a feature request for 1.2? It's something ...

I think that they already added optimization that covers the scenario you're mentioning ^^
Enter: the (little known) Zoop optimizations!
Basically, that's when they cut down on lots of uObject (effectively raising the ceiling before anyone met the "max uObject" issue) by making it so that things that can be zooped are considered basically one object (this explains why zooping was so laggy in the beginning, as this act of optimizing objects on the fly after one zooped many things at once was quite taxing at first)

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Ie: slab of 2x100 foundations might be represented internally as either:

  1. Slab of 2x100
  2. 2x Slab of 1x100
  3. 2x sets of slabs of size 1x(max-zoop-lenght)
  4. 2x100 individual foundations
    I'm thinking it's either 1 or 2, maybe a combination of them...
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Note: this implies that colouring a couple foundations differently in the previous example would break up the "slabs" that can be created

crimson moat
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That may be cutting down the amount of foundations handled internally, but it's clearly not effective on large scale as currently implemented

If it's doing that, i guess that 64x64 foundations would be 400ish "foundation zoops" which is a large improvement over 4096 individual objects, but with a bigger foundation only 16 "zoops" would be sufficient.

frosty owl
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You'd have to find the technical details about it to know more and for sure ^^
I just remember the gist of it

frosty owl
crimson moat
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Yeah, scenario #3 is not inconsistent with my data.

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Scenarios 1 and 2 are, i believe, disproven by it

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If there are such optimisations there, then the benefit would be less for small cases but still similar on large to very large builds i think.

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I was going to comment about this idea, basically "foundation welding", but doing it on a large scale is quite complex and there are difficult issues. For example, if you have 100x100 foundations and you want to delete one in the middle, you would have to split up the foundation into a bunch of smaller ones, unweld the relevant one, remove one of the constituent foundations, then re-weld everything again. That kind of optimisation is a MASSIVE headache to scale, although it's technically very efficient.

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It sounds like the zoop optimisation is a small scale version of that which gets some benefit without the hellish complexity.

That also means, though, that since it may be capped at "welding" say 10 objects to prevent most of the headaches (if we want to delete one in the middle we can use the data from the 10-foundation-weld to split it into a 6 and a 3 and delete one in the middle for example without processing the data for thousands of connected foundations) - it's neccesarily ineffective at scale.

Combining it with the option for larger foundations could be the best of both worlds, complimentary rather than competing optimisations.

frosty owl
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Your thohgt process seem correct (judging from what I remember ofc, so I advise good amounts of salt), but I seem to recall that there was something about otpimizig more than just 1x10 items (which seemed quite the low limit to me too, at the time) thinking_helmet
I'm sorry, but I really can't recall enough details to help you further though :/

crimson moat
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I have enough info to know that whatever is currently in place has a large blind spot which should be mitigated heavily by fewer, larger objects for areas which don't need as much granularity.

If you want to pave a square kilometer for example, or a tower with 20 floors that are each 320x320m. It takes a lot more memory than it has to, because it's assembled out of many small pieces rather than fewer large ones - even though the outcome is the same. This is compatible with scenario #3 or #4.

I built a giant square foundation at one point and it made the game consume 5GB more RAM, for one example. That proves to me that your option #1 or #2 aren't implemented in a way that is effective at scale, because fundamentally this is the best possible scenario for them and if they were effective, the memory wouldn't bloat like that.

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other than that, i don't know what has been done or how effective exactly it is. Devs do (:

frosty owl
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I swear I won't be salty if they fixed that before they fix Programmable splitters evildoggo

crimson moat
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what's wrong with programmable splitters 😄

frosty owl
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They can load-balance sushi, but only if output belts are higher MK than input...

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Ie: like having one normal splitter for each individual item on the sushi belt, all into one single splitter

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So far, the devs confirmed it being an "unintentional" feature and that they would be interested in keeping it... Never heard about it since 😭

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No, well, that's the thing: I'm not requesting a big change at all, as the "memory" is already there! ^^
The issue is that this thing only works if the input belt is lower MK than the outputs, else it stops splitting each item round-robin (acting more like a smart splitter sending "any" on multiple outputs)

crimson moat
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Ah. I don't really follow

frosty owl
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Why deleting messages?
Do you want to make me look crazy, talking to myself?! 😭

crimson moat
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because it's wrong and thus confusing

frosty owl
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In the first part I show the behavior I'm talking about and how it can't be achieved using a single normal or smart splitter (multiple ones can ofc)

crimson moat
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will watch soon. I generally chain smart splitters because i fully understand their behavior, but i can't say the same for programmable

frosty owl
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I got a bit deep into this due to my interest in feeding machines via one input... This is basically the only way to feed multiple machines that way by splitting the same original sushi (rather than needing to have one sushi belt for each machine)

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Tbh, the least niche usage I found so far was: splitting Uranium Ore in half between two floors without having to separate it from its Nuclear-Sushi-Belt first

crimson moat
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You can use smart splitter A to put ingredient 1 on the belt, smart splitter B to put ingredient 2 on another belt, then merge them together and split out to each machine from there.

That still uses one belt to feed many machines, you just have to do a bit of juggling to create the belt that has fewer (but still multiple) ingredients on it.

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For example that could be used to feed 64x 20% plutonium pellet particle accelerators with 75/25 NFI/Waste using a single input belt on each machine, so you only have to split it 64-ways once instead of twice.

frosty owl
# crimson moat You can use smart splitter A to put ingredient 1 on the belt, smart splitter B t...

I'm not sure I get what you mean thinking_helmet
For clarity, I mean something like: factory makes 12 rotors and 12 stators (one belt carrying exact amounts of items, the source could be a balancer or anything else really); I send these to another factory making motors, where I have 6 machines making Motors that I want to feed with one belt each. With Programmable ones I can directly split this (1->6) with 3 splitters; using smart ones, I'd have to first separate the 2 items, then balance each individually (2 sets of 1->6 splitters + filtering) then merge to obtain belts I could feed the Motors machines with...
This is how I see it (no other option, without making use of "overflow" options)

crimson moat
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I'd have to first separate the 2 items, then balance each individually (2 sets of 1->6 splitters + filtering) then merge

No, you can split, merge and then balance.

You don't have to split > balance > merge

frosty owl
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This is the part I don't understand thinking_helmet
How do you balance more than one item on the same belt at once (without programmables)?

crimson moat
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16.67% of the rotors go to each machine.

16.67% of the stators go to each machine.

You're consuming them in a 1:1 ratio, so that's fine.

frosty owl
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Let's just not focus on the 1:1 ratio, as that's a bit of a special case (normal splitters can split such a pattern evenly, but this is an edge case 😆)

frosty owl
crimson moat
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Another example splitting 64 ways.

1.5625% of item A goes to each building.

1.5625% of item B goes to each building.

Lets say that we need them in a 3:1 ratio.

We put 600 of A on the sushi
We put 200 of B on the sushi

We split the A out, we split the B out, we merge them, and now each machine gets 1.5625% of A and 1.5625% of B.

Since we put them on the belt in a 3:1 ratio, they retain their 3:1 ratio. Each machine gets 9.375/min of A and 3.125/min of B.

frosty owl
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I think I'm missing or misunderstanding something between "We split A out..." and "now each machine gets X% of A" thinking_helmet
Would you mind expanding on that? I can't picture what you mean, as a setup

crimson moat
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Gimme a few mins and i'l quickly make a demo

unique cypress
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I see a potential issue there. If you have items in a 3:1 ratio, it's entirely possible on the belt you'd have 3 of item A, 1 of item B, repeat.

Then, once split with a regular splitter, you'd end up sending 1st and 3rd item out one output and 2nd and 4th out the other. Now you end up with one belt having 2A, and the other 1A + 1B.

But I don't see how a programmable splitter helps? Does it do round robin for each item separately? If you filter them separately (instead of just any on both outputs)?

crimson moat
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I think you're right KYO. It probably only holds up if the items have randomised order on the belt.. which means that you need to make a "1:1 belt mixer", pulling stuff off the belt and re-mixing it back in a chaotic way so that the different types of items are evenly spaced across the belt

tall siren
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are any of these good or should i rescan?

wind spade
tall siren
unique cypress
wind spade
wind spade
# tall siren thank you

keep in mind that every person has different playstyle and hence will make use of different recipes. I'd recommend choosing your own set of recipes based on what you like, rather than copying someone else's factory (and mistakes)

tall siren
wind spade
unique cypress
crimson moat
wind spade
crimson moat
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I think that you can effectively randomise which belt positions have which items, like shuffling a deck of cards, but it's probably quite complicated to do it in a way that is proven to be reliable. However once done once it's widely copy/pasteable.

I have deleted one of your problems and replaced it with another 😄

However it is one that is almost definitely solvable.

For example you can split smaller quantities of items out onto belts of variable distance and speed, and merge them back in. That's essentially a belt shuffler. Enough of those stages and it should be random what is in what slot of the belt downstream, e.g. it should turn a pattern of AAABAAABAAAB into a random mess of A's and B's which statistically has 3x as many A's in it, but in no particular order.

Maybe this is even more of a headache than the "just build 2 balancers" approach, maybe programmable splitter behavior changes can fix it, i dunno.

tall siren
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alright thank you

wind spade
unique cypress
crimson moat
frosty owl
crimson moat
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why does the output belt affect it?

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I would expect that the next time an item flows into the PS, the belt has moved along 1 "notch" and has an empty slot, so long as it's not a slower belt.

frosty owl
# crimson moat I think that you *can* effectively randomise which belt positions have which ite...

I used a similar solution for a different issue: creating a sushi belt with exact ratios of items on it (rather than exact amounts) from FULL BELTS (storage, vehicles...) rather than MACHINES. Previously, my base assumption was that by having machines making the input for the sushi belt, the items would always be in the right amounts but possibly random positions on the belts (as the machines output different amounts of items at different cycle times).
In order to pull that off, I focused on a balancer setup similar to what you imagined, where you mix 3 full belts of item A with 1 belt of item B to get them in a 3:1 ratio (did that up to Supercomputers, can dig up pictures with signs on the whole balancers if you'd like)

frosty owl
steady sleet
frosty owl
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Can only say for certain: if the output belts are same MK or higher than the input one, the output is no longer balanced (it might balance out at certain points in time, but that's random)

crimson moat
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We can use statistics to prove that it's impossibly unlikely to ever fill a machine buffer, and that's good enough, despite being functionally random.

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but yes, rigid behaviors are a lot easier to work with.

steady sleet
crimson moat
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I think even if you just split a belt off and re-merge it, it will shuffle things a bit since some items take a longer path. Especially if you use a slower belt on the side path.

frosty owl
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BTW, this is the setup I came up with to feed one machine from storage/vehicles: #screenshots message
Interestingly, that kind of sushi belt can't be split to multiple machines but it has no issues when backing up. So one can clock the machine eating up the he sushi however they want or even put it on standby without clogging issues. The only requirement is for the inputs of the balancer to be full (enough)

empty pawn
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Will a 20x20 size be enough for a coal plant? i have 2 normal and 2 impure mines nearby

wind spade
empty pawn
wind spade
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and since verticality is a thing, you can technically fit in almost anything in this space

pastel obsidian
steady sleet
torpid prism
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o/ how can i prevent my oil gens from stuttering? i run 3 blender, each with 2 slugs doing diluted fuel and they work at 100% according to their readouts. so i get 600 diluted fuel which go into 30 oil gens but the ones on the end keep running out of fuel despite several attempts to let the fill up by switching them off. what am i doing wrong?

steady sleet
pastel obsidian
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You might be trying to push 600 fuel thru a pipe if you are using Diluted Fuel

frosty owl
# torpid prism o/ how can i prevent my oil gens from stuttering? i run 3 blender, each with 2 s...

If the machines consuming fluid are starving, you should check the machines making fluid too.
If those are backing up on output, the issue is in the pipework connecting the two.
If they're not backing up, they're likely going offline every so often due lack of inputs. If you can confirm that's the case, you can keep backtracking along the production line repeating this troubleshooting process until you spot where the issue is

steady sleet
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Underclock one by like 5% and see if it's still starving

torpid prism
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on the production side i see no backing up, the blenders are continously emptying after each cycle but i checked on the pipes connecting to the gens. those are not completely filled up. could that be the issue?

#

like, the fuel is sloshing from a front pipe back again in an attempt to fill it up?

frosty owl
#

If the Blenders truly are always running at 100% (Note: the smaller the error, the harder it is to spot), the it should just be a waiting game for the generators to fill up.
Putting them in standby or downclocking them can speed things up, but it should still work regardless

steady sleet
#

Turn all gens off wait til the line fills then try again

frosty owl
crimson moat
vapid gorge
torpid prism
#

okay i will try switching off one of gen parks, wait till everything is filled to the brim and then i switch them on again

steady sleet
#

And underclock 1 by like 5% and if the generator still splutters then its probobly something upstream

vapid gorge
#

Are you sure your fuel producers are also not starving ?

torpid prism
#

pretty much yeah

vapid gorge
#

Yeah, just underclock a few to like 50% and let it flood.

#

I recommend underclocking instead of putting machines on standby because generators are the only machines that accept input while on standby

#

So a better habit to have

steady sleet
torpid prism
#

pipes are so weird, i shut off all 30 gens and they are full now. yet still i see pipes changing their flow rate wildly

steady sleet
#

Just go make a coffee or smth while everything fills

vapid gorge
torpid prism
#

okay, it looks like it works now. repeated the process for the second set of gens and right now they are all working and still filled to the top

outer parcel
#

my beautiful scholars, can someone help this court jester setup a modular frame factory from 2 pure iron nodes

wind spade
outer parcel
#

ive got 8 smelters, whats the best way to distribute them?

wind spade
#

manifolds are usually pretty easy 🙂

--S--S--S--S
  |  |  |  |
outer parcel
#

ya know these tools are great and im glad they exist but when it throws me "4.5 constructors" my brain turns off

wind spade
#

that's 5 constructors, one clocked at 50%

#

(it even says in tooltip on hover 😉 )

outer parcel
#

...so it does

#

alrighty greeny ill give it the ole college try

#

thank you sir

wind spade
#

you can also use clock speed to match inputs to outputs, it's pretty powerful logistic tool

#

so if you have machine making e.g. 30/min, you clock the reciever to accept 30/min

#

or vice versa

floral mica
#

Good luck Jason, remember verticality

outer parcel
#

oh shady were goin nowhere but up

floral mica
#

Perfect

crimson moat
#

underclocking one to 50% is quickest (won't add warmup time)

clocking them all at [4.5 / 5 = 0.9x] is the most power efficient (marginal)

just rounding up to 5 is easiest and simplest

floral mica
#

Load balance everything ✅

wind spade
#

the only "problem" with rounding up is that you have uneven/unknown output per machine, so unless you merge them all back together, you have to be a bit careful in how you hook your belts (though worst case it'll just have to fill up like manifolds do)

floral mica
#

Or underclock 6 constructors to 75% and load balance it easily

unique cypress
floral mica
#

What if you raise the number of constructors and underclock further?

crimson moat
#

it can reduce power a lot more, but mainly at huge underclocks (like 20%)

underclocking all is mostly useful so that outputs remain equal.

#

or underclocking asymetrically, so that they don't, but have a specific amount on each output belt that you want

unique cypress
#

where n is the number of machines you placed and x is the number of machines the calculator said

#

if you place 6 when you need 4.5, you save 8.85%

oblique hollow
#

Generally, the dropoff point in savings per machine is about at 40%

#

Thats kinda the sweetspot, after that, yes you start saving more, but the savings per additional machine are quickly dimimishing below 40%

floral mica
#

I haven't learned what a logarithm is or how to use it in an equation.

#

Or maybe I'll save you the trouble and watch some YouTube video

unique cypress
#

~1.322

#

Just can just type that in instead

#

It's just easier for me to remember log2(2.5) than its approximation

floral mica
#

Oh alright

#

Thanks, that equations probably good to know

empty pawn
empty pawn
vapid gorge
#

don't calculate by node - we don't know what miners or belts you ahve or what you want to clock your miners to

empty pawn
glad apexBOT
#
Official Satisfactory Wiki

Mk.1Mk.2Mk.3
A Miner is a type of resource extractor that automatically extracts solid resources when built or placed on top of a Resource Node. There are 4 types of miners available: Portable Miner, Miner Mk.1, Miner Mk.2 and Miner Mk.3.
Portable Miner (see below) is an equipment that has to be held...

empty pawn
#

basically everything before steel

vapid gorge
#

all that info is on the wiki and also on the miners you set up

#

the miners tell you how much you can mine and you know how much your belts can move

unique cypress
empty pawn
#

I've tried using satisfactory calculator and other sites for makes some bases, but I can't figure out a way for it to make a build chain for power

vapid gorge
#

this is the barest minimum needed for anything in the game. If this is a problem and not interesting for you reconsidering a different game might be a good option.

empty pawn
floral mica
#

They explain the variables under the equation

#

It has to do with amount of machines at 100% vs amount of machines youre building

empty pawn
floral mica
#

There's a little fuel icon in the bottom right of the input slot in the ui

#

Or there's the wiki

#

The wikis great just don't use the fandom one

empty pawn
empty pawn
wind spade
#

hover over the fuel slot (or click it, idk now)

floral mica
frosty owl
#

No, it's just easy to miss if not looking for it

unique cypress
unique cypress
unique cypress
glad apexBOT
#
Official Satisfactory Wiki

The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...

unique cypress
tall siren
#

will this fuel packager/unpackager design work?

naive haven
tall siren
#

but ik that looping packagers can be complicated so j wanna make sure im doing it right

misty yacht
#

How many constructors do you need for a mega factory, I have around 96 now. Got everything planed but still debating whit my self,

tall siren
#

i have around 40 constructors j for a motor farm

misty yacht
#

Industrial beams and stator

arctic sparrow
#

Question, I'm about to start working on the phase 4 I think, the one after you get oil, and would like to know what kind of throughput I should be getting on some of the advanced materials so I can math out what kind of production I need

#

Correction phase 3

limpid knot
#

Multi-step products slow way down. People make heavy modular factories that produce between 2-10/min, for example.

#

Things generally slow down a ton at that part of the game. You need to spend more time exploring and building laterally to scale up; the factory must grow! Or, many factories must grow!

empty pawn
#

Spent an excessive amount of time making a coal blueprint i can work with

#

How it looks in practice

#

re build it on the sea floor

#

6 coal factory operational 450 powaaaa

shadow sinew
#

is the iron plate in nitric acid just there to justify making it in a blender? xd

#

iron doesnt even dissolve in concentrated nitric acid, although funnily enough it does in dilute acid

unique cypress
shadow sinew
#

Anyway, it's gamified and probably is so blender gets used

shadow sinew
#

also, the definition of catalyst is that it isn´t consumed (although sometimes if it´s cheap as iron would be, you don´t bother separating it from the output), and that it´s less than 1% of the mass reacting (with some exceptions), so even then it´d be sus xd

shy tangle
#

Im using satisfactory tools for the first time, how can I select which converter recipes I want to use/not use? I want to use the converter for some resources, just not all of them

wind spade
shy tangle
stray tapir
unique cypress
wind spade
wind spade
worldly island
worldly island
fluid fractal
#

I have a miner that makes 360 coal/minute, but my current best conveyor is mk3, which only transports 270/minute, is there a way to still get all 360 coal/minute?

pastel obsidian
#

Not without the next belt upgrade

#

You can tap another coal node

vapid gorge
#

I should say for most of the tiers

fluid fractal
#

ok thanks

brittle shale
#

sorry i’m on playstation so i can’t screenshot

vapid gorge
#

whhhaaaaat is going on here

worthy shuttle
#

Wait i just realised 280 fuel for 14 gens isn't enough

vapid gorge
worthy shuttle
#

Ohh i thought its 50 😭 finger interfaces

vapid gorge
#

this is a bit of a nightmare
you don't seem to have a sink for excess packaging or polymer resin

brittle shale
#

packaging loops and i do it’s just not in the picture

vapid gorge
#

then create a section that feeds fuel to your generators, however much is left over

worthy shuttle
#

? Why was i pinged 😭

vapid gorge
#

ah sorry, replying to wrong person

brittle shale
#

i have one for packaged fuel for the dimensional depot but it unpackages left overs

brittle shale
#

okay can i ask why not?

vapid gorge
#

because having random flow is a bad idea as well as merging multiple systems

#

just sacrifice X fuel pm to packaged, sink the extras.

The extra fuel when not used will not be useful for power anyway since you never want to rely on extra power that can just go away

#

so make like... idk 10 packaged fuel pm, feed 230 fuel to gens that need it

#

also get rid of the fluid buffers

brittle shale
#

i have a full industrial storage of them just waiting there incase i need them so it doesn’t make it a random source however

vapid gorge
#

yeah still make dedicated sections of power

brittle shale
#

understood

#

thank you sir

vapid gorge
#

at least if you want stable fluid systems

#

you can easily half ass 90% run time fluid systems if you like

brittle shale
#

i will use these tips thank you sir

vapid gorge
#

it makes it much simpler to get consistent flow and insanely easier to figure out any trouble shooting you need

brittle shale
#

yeah i’m trying to set up a diluted fuel setup soon but it’s such a pain in the ass

vapid gorge
wispy summit
#

Would a fluid buffer help?

vapid gorge
#

so its generally best to just not use them except for the places where you have to use them

wispy summit
vapid gorge
#

they just sometimes not work for no apparent reason

#

Now, that's not to say you can't do fancy piping, it's just you need to accept they generally aren't as reliable an option and you have to be willing to learn and spend the time for it

wispy summit
#

My 200 fuel gens looking to ruin my day. 😈

steady sleet
vapid gorge
#

that is a fair few gens. Can't OC them to reduce the numbers?

pastel obsidian
wispy summit
brittle shale
wispy summit
#

Diluted packaged advantage are one can get it early and it is using refineries.

#

Once one get blenders I don't see a reason to use it.

brittle shale
#

fair

vapid gorge
brittle shale
vapid gorge
#

no need for buffers. Its the one place where manifolds are a little awkward

wispy summit
#

Think of an array of 50 fuel gens, arranged in a grid, where each contains 4 fuel gens in 5x5 foundation. 😀

unborn dome
#

If I have a train block with multiple path signals along one rail, will the path reservation clear as the train passes each one? Like instead of it just having path signals on the entrance to the entire block, where I assume the entire path reservation lasts until the train exits the block?

wispy summit
#

CMIIW until the next block signal.

vapid gorge
unborn dome
#

Just not sure if it should be two path blocks or one big path block

#

The path blocks would be adjacent to each other

vapid gorge
#

You'd have to have an overhead image showing what exactly you're donig

unborn dome
#

Not sure if I should split the block into two blocks alongside the station

vapid gorge
#

I'm not sure sorry this seems a little convoluted to me. Someone with a better train eye would have to look at it

unborn dome
#

No worries lol

#

Ignore the second station if that makes it easier. Basically the idea is that either station can be entered and exited from either direction on the main line.

vapid gorge
#

I'd just test it honestly. See what happens

pastel obsidian
#

You can do both ways I personally like to keel my intersections as simple as possible you just have one messed up roundabout

unborn dome
#

It's technically two separate intersections, just fairly nearby

pastel obsidian
#

actually its worse

#

you have made this

unborn dome
#

Kinda

#

Both are can be entered and exited from either direction

#

Thanks to a pair of these

pastel obsidian
#

oh

#

i need

unborn dome
#

Inspired by real-life junctions often found at train station lead-in yards

pastel obsidian
#

they way you have it should work

brittle shale
#

terrible photos my apologies

pastel obsidian
brittle shale
#

which one

pastel obsidian
#

both of them

brittle shale
#

already had them like that before someone told me to switch em

#

same problem

#

no clipping minimal curvature

pastel obsidian
brittle shale
#

as minimal as i could get it atleast

#

so just change that one?

pastel obsidian
#

both of them

brittle shale
#

because if it’s both they were already like that good sir

#

and i was having the same problem

vapid gorge
#

over head images with photomode

#

but you should have train stations off the main path

brittle shale
#

it’s just a back and forth

#

not in the main path

pastel obsidian
#

@brittle shale this is how it's meant to look.

brittle shale
#

i changed it back to how you are showing me

#

nothing

pastel obsidian
#

did you set the scedule

brittle shale
#

yes

pastel obsidian
#

the only other thing is your rail is too steep

brittle shale
#

okay give me a bit let me rebuild this bs

pastel obsidian
#

i use the 2m ramps

brittle shale
#

my friend has been trying to make this work for like 3 hours lol

#

it’s driving him crazy

#

nope

#

fixed it so it’s as straight as it gets

#

nothing either

pastel obsidian
#

did you turn on autopilot

brittle shale
#

used the ramps on the parts that needed to go up

#

yes

pastel obsidian
#

whats the train say

brittle shale
#

station is unreachable

#

next stop is unreachable sorry

#

i think it’s important to say i am on console

#

@pastel obsidian please man you are my only hope atp

pastel obsidian
#

do you have a locomotive on each side

#

Trains are unable to reverse

vapid gorge
#

did you fix this station ?

brittle shale
#

yes

brittle shale
pastel obsidian
#

post a picture of the train schedule you have set up

brittle shale
vapid gorge
#

this station , is it at the end of the rail? it looks like it's in the middle of hte path

brittle shale
vapid gorge
#

can you now show what they look like pls?

brittle shale
#

so one end of the train gets stopped at one stop and the other one is stopped at the other stop

vapid gorge
#

Over head please, I cannot see the direction the stations are facing

brittle shale
#

oh sorry

vapid gorge
#

please use whatever button photomode is on console

#

or build something tall to take an image from. Either way

pastel obsidian
#

station need to be rotated 180

brittle shale
vapid gorge
#

yes they are facing the wrong way

#

the curved bit is 'forward'

brittle shale
#

i love you guys so much if this is it

vapid gorge
#

it has to poitn the way the trains are coming in, you'll probably have to rebuild your platforms

brittle shale
vapid gorge
#

shouldn't be

brittle shale
#

i love the both of you

#

i hope you know this

vapid gorge
#

I know

brittle shale
#

i love you guys so much

#

however i’m so sorry for wasting your time

vapid gorge
#

these are standard beginner issues, dw bout it

brittle shale
#

thank you for your kindness

shadow sinew
shadow sinew
#

In Chinese mythology it's a girl who died on the sea and reincarnated as a bird, and is patiently carrying rocks to the sea to fill it up so that noone else may suffer the same fate

wispy summit
somber zealot
#

For a 2 lane X intersection for trains, what’s the best arrangement of signals?

vapid gorge
#

you can jsut use block signals if you want
you can do path signals into the intersection and block out? but it won't change throughput much

somber zealot
#

I presume this will stop my trains getting stuck on them?

#

Ok yeah, that did the trick

#

Thanks

vapid gorge
#

I mean both options will just mean they won't collide and be able to use the intersection

with path signals it just means multipel trains can use the intersection at once but ... you probably won't have the traffic for that to matter, plus I've been told they slow down more for path signals so ... it's dubious if it's actually faster

somber zealot
#

I actually do have lots of traffic

#

It’s the most used intersection in my network

vapid gorge
#

dozens of trains?

somber zealot
#

8

vapid gorge
#

doubt it'll impact it either way then

somber zealot
#

It’s just the central point of everything

#

It’s technically a double x intersection

vapid gorge
#

ok?

somber zealot
#

This is what it is currently

sand epoch
#

Another reason I'm glad I don't use trains.. o0

somber zealot
#

I like trains

pulsar viper
#

If I have a mk2 pipe with 400/m and 400/m out, do I need to first flood the pipes to 600 before they'll work as intended?

pastel obsidian
#

What do you use for the red lights on the frames under the track

shadow sinew
shadow sinew
#

so map long conveyor buses as I thought

unique cypress
wind spade
shadow sinew
shadow sinew
#

also, it factory I´ve heard people refer to main buses as the conveyor monstrosities that go along your factory from unrefined material to endgame items

wind spade
#

Because "bus" is a centralised distribution system within a factory

shadow sinew
wind spade
shadow sinew
#

it is, ig you are saying it´s meant to be short range, which is true, trains are meant to be the long range xd

unique cypress
wind spade
#

f.e. this is a bus

#

See how items are split to machines and products merged back? That's what makes a bus bus

shadow sinew
#

yeah, that is what I´ve heard about main buses

wind spade
#

The "main" just means it's in your main base

#

But any "bus" is like this

#

If it's just stacked belts and pipes moving things from A to B, it's not a bus, it's stacked belts and pipes

vapid estuary
empty pawn
#

"Compact" coal plant, i wonder how viable is it making a 2nd floor, got the coal for it...

deft lichen
#

Why build up and lose power on pipeline pumps if you can build sideways?

#

You're building over the ocean, so there's no need to conserve space

eternal wharf
#

I am having trouble with setting up Trains and Stations and was hoping someone could help me. I have tried setting up a push and pull circuit, where the train reaches a station and then backtracks on the same track to the original station. Both the train stations have been built on the outermost edge of the tracks (As the photo attached also shows). Both the train stations have arrows facing inwards towards the tracks. Both stations are followed up with 2 Freight Platforms and 1 Empty Platform with Catwalks (Same as the image, mirrored for the other station). Freight Platforms on one station are set to load, and the other are set to unload appropriately. The path is not broken, nor does the train get derailed anywhere, I ran the path multiple times manually. Despite all of this, i keep getting that the Next Stop is Unreachable. What could I be missing?

wind spade
#

Both the train stations have arrows facing inwards towards the tracks
they should be facing in the direction the train arrives

#

<==------==>

eternal wharf
#

ohhh I thought they needed to face they were leaving

wind spade
#

no, the leading engine needs to dock into the station

eternal wharf
#

OH MY LORD it is finally working. Thank you so much. In hindsight it feels so simple to try with the arrows facing the other way to at least test. idk why I didn't do that

wispy summit
#

Aren't feedback loops are just geometric series?

floral mica
#

There should be a channel dedicated to train signalling

wind spade
#

that would be just "build block signals every few hundred meters" 😄

floral mica
#

And yet there's still so many questions

#

This channel should be my happy place for discussing load balancing vs manifolds and whether ficsoniums worth it

#

Jk but still a train channel could be good

empty pawn
#

kinda wish i could manage the iron rod splits better...

wind spade
#

rather just build what you need now, and leave future for future

empty pawn
wind spade
#
Official Satisfactory Wiki

Independency is a gameplay strategy where factories do not depend on each other, removing the need to distribute resources and manage connections between them. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become spread across the world.

empty pawn
#

im not looking at long term either, at most ill make a 2nd floor for 1800 power in this instance...

somber zealot
vestal heath
somber zealot
#

Yeah, although this case I'm using an existing blueprint set

sand epoch
pulsar viper
vapid estuary
random jewel
#

Im at a point where i can do either rocket fuel or nuclear, what would you recommend? I'm scanning 11 hard drives until i get some nuclear alternate recipes any to look out for? Thanks

dusky dust
#

Personally I find nuclear more rewarding; it's a more complex production chain, but the Uranium steps, at least, are quite straightforward, and even Plutonium's not bad (IMO)

#

On my 1.0 save I went ahead and did both! :)

#

Though either one on its own can easily set you up for the rest of the game

random jewel
hazy stirrup
#

ok 1 pure node of oil max boosted to 600pm, how many fuel generators on rocket fuel can that run?

hazy stirrup
#

ahh

#

normal does 10,000 at a 100pm rate

alternate does 6,000 at a 150pm rate

not sure which would be better tbh

#

alternate would take less steps lol

wind spade
#

well, depends on recipeS, for all the steps from oil to RF

formal cloak
#

So i have an idea for a factory to turn all the aluminum in the world into ingots, does anyone know a good split between alclad sheets and casings i should make? I was going to just do 50/50 but i dont know if one is used more

wind spade
formal cloak
sand epoch
#

Can't think of any reason to ever need that much

crimson moat
pastel obsidian
steel knot
#

112 nitrogen cannisters per minute should be doable by drone, right? since the stacks per minute for that route is something like 2.5?

#

im assuming that means a max of 250 for 100 stack, but i never really paid attention to stacks per minute before

vapid gorge
#

Depends on distance but I’d be surprised if 1 drone couldn’t do across the map with that

worthy shuttle
#

How much fuel generators pre turbofuel?

unique cypress
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...

worthy shuttle
#

It doesnt day how many per turbo fuel 😭

unique cypress
#

it literally does

#

also, you can just check that in-game too

granite atlas
#

is this a good diluted fuel layout

granite atlas
#

other angles

gleaming glacier
#

It looks good

#

Here's an areal view of mine

granite atlas
gleaming glacier
#

Hold on I can make it more compact

granite atlas
gleaming glacier
granite atlas
gleaming glacier
granite atlas
#

i will try to modify my blueprint to include as little verticality for pipes as possible

gleaming glacier
empty pawn
#

Ive been a bit busy, i feel like this'll cause some eyes need bleach?

#

using 4 pure nodes of iron

gleaming glacier
gleaming glacier
#

everything there is OC

gleaming glacier
#

Here's what the setup should look like for 1 Diluted Fuel refinery

granite atlas
#

also instead of throwing away residue you can combine water with it to make rubber and use fuel to make recycled plastic

gleaming glacier
gleaming glacier
granite atlas
gleaming glacier
#

You making caterium computers nearby?

granite atlas
#

yeah

#

and after when i have my fuel generators running ill make a proper steel plant

#

but right now ill remake my blueprint for diluted fuel

gleaming glacier
granite atlas
gleaming glacier
gleaming glacier
#

Alrighty, best of luck bro

granite atlas
gleaming glacier
granite atlas
#

Thanks for noticing

#

now it should be good to go

gleaming glacier
#

Looks good man

granite atlas
#

it got a wall outlet on both sides too

#

ty

gleaming glacier
#

Do you you play with mods?

granite atlas
#

No, cant really install them

gleaming glacier
#

Ah damn, shame

granite atlas
gleaming glacier
#

I don't think there's any need for only 7 fuel generators tho

dusky dust
#

Nah, best to avoid buffers. They don't really provide any benefit. And at best they cause no problems, and at worst they cause weird problems (or mask other problems until you're far away from the factory and no longer thinking about it).

gleaming glacier
#

Buffer yap

dusky dust
#

Nah, you'll find a lot of resistance to that "should"

#

The "trick" with using a buffer as a "water tower" (in a weird sort of "detached" build method) relies on various weird quirks of the fluid system, and a lot of us actively advise against that. Pumps are practically free, and can do whatever you need headliftwise

gleaming glacier
#

There edited

dusky dust
#

(And if you're doing a "water tower" of the sort that doesn't make use of those weird fluid glitches, then you also don't need a buffer; merely getting the pipe up to a certain height will be more than necessary)

#

Heh, definitely not widely "recommended" either. :)

#

At best you could say "are controversial." :)

gleaming glacier
#

Then I'll remove the message :v

dusky dust
#

Hah, you're entitled to your opinions and can recommend whatever you like! :D

#

Don't take anything I say as "omg remove that message"

#

Just providing an alternate take. (Obvs I feel that I'm "right" in this case, but I'm not trying to, like, silence anyone. :) 🍻

gleaming glacier
#

Nah, I don't want to start a whole debate with someone else about how buffers are a 'cheat' or something of the sort 😭

dusky dust
#

Heh, it's not that they're a cheat, it's just that they've got a lot of weird behavior which can be unintuitive to players, and when they're found in systems, they tend to make debugging fluid flow problems that much more difficult

#

The first line of debugging we tend to recommend, when we get problems and there's buffers involved is "remove the buffers." :)

#

And it is certainly possible to get working systems even if you've got buffers all over the place. A lot of my own advice is just kind of geared towards simplifying pipe systems, since the more complex it is, the more difficult it is to track down what's causing problems. And generally folks only ask about pipes when they're having problems. :D

gleaming glacier
#

Gotchu bro

#

Thanks for the advice

random jewel
#

Anyone know the best way to get rid of 400 heavy oil byproduct? I’m on tier 8 and have most alternates relating to it if that helps.

unique cypress
dusky dust
unique cypress
#

it would be a very desired product then

random jewel
#

Just using oil into rubber it’s easier

dusky dust
#

Once you do have all alts, yeah, you actually make it on purpose to jump-start some mega production (assuming you don't mind the extra complexity of those loops)

#

You combine HOR / Diluted Fuel (packged or otherwise) / Recycled Rubber / Recycled Plastic, along with the vanilla Residual Rubber (not Residual Plastic!) to get a 3x yield split between whatever ratio of fuel/rubber/plastic you want (though you can't push the fuel output too far before you start losing the 3x gain slightly)

random jewel
#

Alright thanks

versed violet
#

Anybody has the accurate number for power usage of fully 250% overclocked buildings?
Can't make sense of the wiki, seeing from 34% to 3.36 power increase.
Want to know how much power extra per item compared to 100% building, for deciding whether to fully oc my smaller factories to save on space and time placing the machines.

unique cypress
versed violet
unique cypress
versed violet
unique cypress
#

it's 3.36/2.5 because the machine consumes 3.36 times more power for 2.5 times more output, so 1.34 times more power per item. or +34%

versed violet
#

and the followup question for me is, how that extra 34% affects recipe economics when observed from power consumption per value produced perspective.

unique cypress
#

for power production, though, especially tier 9 stuff, the 34% increase in power consumption may significantly decrease the net power gained, and even bring it into the negative

versed violet
frosty owl
#

That'd be a mere ~6.5 GW out of the ~86 the Ficsonium could make in the plan

versed violet
#

producing 12+ uranium fuel rods per min I don't really have to worry about power for some time.

#

although I probably want to setup a power shard factory

#

wait wait wait, is power shard production net positive on dark matter?

frosty owl
#

With 2/3 recipes for dark matter, it's net positive

versed violet
#

ok, it feels like I want to convert couple more oil blotches into diamonds then into power shards

vapid gorge
#

@empty nimbus ok so what I'm talking about is something like htis

#

pretend these are like converters

#

you have fresh DMR in the blue pipe coming in, the 2nd process makes waste DMR, and some of the converters in the first step run on only the waste DMR

empty nimbus
#

What are the buildings?

vapid gorge
#

in the image? refineries and waste water

#

you can do essentially the same thing with DMR and other machines though

empty nimbus
#

Right so essentially two machines usually recycles the dmr and it balances out

vapid gorge
#

well the ratios will be different, as well as it'll depend on your clockings

#

just figure out what % runs on FRESH DMR, and what runs on waste.

#

then split it into 2 groups

empty nimbus
#

Thanks

vapid gorge
# empty nimbus Thanks

no stress! and just as an example, the machines in the image run off the clockings in the top part of this image

#

so you can see how clocking things really makes differences in layouts and number of machines

#

as well as recipe choices

rain patrol
#

@vapid gorge heres the image

vapid gorge
# rain patrol

I can almost guarantee you have a hidden low mk belt somewhere

rain patrol
#

alr ill check again

#

tysm

vapid gorge
#

might be hidden inside a splitter. no worries

vapid gorge
#

@lament ridge some better images would help

vapid gorge
#

from further overhead to actually see everything

lament ridge
vapid gorge
#

use photomode

#

so you can actually show ALL the machines in one image

lament ridge
vapid gorge
#

ok click on teh gens, what are the ymissing? water? coal?

lament ridge
#

mkachines

vapid gorge
#

entering them at ALL

#

rebuild the lifts then

#

you should be able to see the coal go down them

lament ridge
#

IT WORKED

#

W TY

#

Another issue @vapid gorge last 2 are cooked

#

Even tho i made sure everything is mk2

#

and its a pure coal

vapid gorge
#

it'll take tiem to balance out - and don't calculate by node or purity, always look at what miners are clocked to

lament ridge
#

is this lift maybe the issue ?

vapid gorge
#

basically

#

if the lift isn't feeding tgeh thing? yeah

hard orbit
#

Just takes time waiting for the rest of the machines to fill

#

Going by your ss id say only the first machine is full

unique cypress
#

For 8 coal gens, it takes about half an hour

prisma pelican
#

where can i find the time it takes my train to do a round trip or from station to station?

#

or do i need to manually time it?
cus i cant seem to find it

wind spade
#

though you don't really need to know the time, unless you want to optimise for every second

unreal idol
#

Its better factory very high or very vast ?

vapid gorge
#

whichever you like

unreal idol
#

Help

#

For logistique and esthétique

prisma pelican
unique cypress
wind spade
vapid gorge
unique cypress
wind spade
unique cypress
wind spade
#

(and you'll have to assume that it never changes, which it basically always does, unless it's an isolated train system)

unique cypress
#

Well, yeah, that's why I said "estimate"

#

But there are ways to make your throughput constant across a range of trip times

#

Then you have a margin for changes in time before you lose any throughput

spare tapir
#

my entire northern forest starter base

light zodiac
#

i got 34 blenders making 300 rocket fuel a minute (10200/min in total). how many fuel power generators i need i i overclock them 250%

empty nimbus
#

My aluminium scrap refinery is producing 4m^3 of water. Underneath it says 600 per minute. How many m^3 is it prodcing per min?

pseudo crown
#

120 coal per minute, 300 water, 6 coal plants, 1 overclocked to 167.7%. I think I got the balance right

pseudo crown
#

do tell please

unique cypress
#

more coal than necessary

pseudo crown
#

ah ok I only need 100.16 coal per minute

#

I think

unique cypress
#

also, why 167.7%?

#

166.6666 would make more sense

pseudo crown
#

sets it to the highest point of 75 water per second

#

lemme check 1666666

unique cypress
pseudo crown
#

ah ok

#

it doesnt show decimals

#

ok so lemme run this again. 6 plants, 1 at 166.6666% overclock. 300 water per min, 100.16 coal per minute

unique cypress
#

99.99999 coal/min

#

so basically 100

pseudo crown
#

im doing my math wrong somewhere.

#

wait so the miner should be at 166.6666 as well?

unique cypress
#

depends how much it makes at 100%

pseudo crown
#

lemme double check the purity

#

ok yeah its 60 per min at 100%

unique cypress
#

then just type in 100 into the output box

pseudo crown
#

typing it 100 gives me 166.6667

#

I figured lowering it to 166.6666 would give me that 99.99999

unique cypress
#

you can't get it exact anyway

pseudo crown
#

or is that pointless to get that exact

unique cypress
#

making slightly more means you won't get a dip in power once every 100 hours or something

#

though it would be best if you just used 8 coal gens at 100%

pseudo crown
#

id have to start another water extractor wouldnt I?

unique cypress
#

then that's 360 water, or 3 extractors and 120 coal, so that miner at 200%

pseudo crown
#

mk1 pipes can only move 300 so id have to start a second system

unique cypress
#

!wikisearch cg

glad apexBOT
#
Official Satisfactory Wiki

The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...

unique cypress
#

same system, just 2 pipes

pseudo crown
#

ah ok so just let them merge

#

and this is 3 extractors at 100%?

#

ok yeah

#

does this not need any pumps?

unique cypress
#

depends where the extractors are in relation to the gens

pseudo crown
unique cypress
#

you only need pumps when going up more than 10 m

pseudo crown
#

oh you dont need pumps for horizontal distance?

unique cypress
#

theoretically no

#

might need one when going like a few hundred meters

pseudo crown
#

will building a foundation through a pipe mess anything up?

#

actually wait

unique cypress
#

some people just consider this heresy

pseudo crown
#

I dont have walkways

unique cypress
#

but it won't make the pipe work any different

pseudo crown
#

so I need room to walk

#

need pipe holes to make it looks legit

#

cuz right here it looks fine

#

like its built through

#

smooth on the other hand.

#

ok I think I got it right

#

everythings at 100%, other than the miner which is at 200%

devout stag
#

I want to build a reinforced plate factory. If I understand this correctly, I should turn 2/3s of my iron ingot into iron plates and one third into screws, right?

pseudo crown
#

now as I get the ability to provide more coal, can I keep adding plants if I boost the water

#

cuz 3 covers 8, so 6 should cover 16 if I can provide 240 coal per minute right?

devout stag
pseudo crown
#

ah fair

pseudo crown
#

well the water % matches the coal, so im guessing with 240 coal per minute, that If I put all 3 extractors at 200% and all plants at 200% that will work

devout stag
limpid knot
#

So, can someone talk trains with me? I've never properly understood how they work in a game like this. Whats a good reason to switch over to them rather than belt corridors?

unique cypress
#

a proper system is also easily expandable, while belts really aren't

limpid knot
#

Makes sense. Thanks for helping me understand. Next questions - loops or reverse trains?

And single type or mixed?

If focused on large volume, they're best for moving low tier items (ore through stage 4/5 components)?

unique cypress
# limpid knot Makes sense. Thanks for helping me understand. Next questions - loops or reverse...

the main difference between pull and push-pull trains is station architecture. push-pull can be more compact, but regular pull is easier to deal with (no chance of your train ending up backwards in a station)

it's heavily inadvisable to mix different items inside one wagon, but having different items in different wagons is fine, if that's what you want. but the most efficient setups have one type of item in the entire train. it makes stations and trains easier to manage, though at the cost of the stations taking up a lot of space

and high volume parts aren't limited by tier. I often use trains for alu ingots, which are a tier 7 item item

limpid knot
devout stag
#

can I kill the poisonous flowers by clobbering them or using normal rebars? Or do I have to use explosives like the poison pillars

proud lintel
pseudo crown
proud lintel
pseudo crown
#

no idea

proud lintel
pseudo crown
#

I probably should build that lol

unborn dome
#

Is there a nice way to divide a belt into 10 machines? Usually I'd just do a manifold, but I'm trying to evenly split my radioactive stuff so it's not building up stacks at the front of the manifold.

unique cypress
unborn dome
unique cypress
unborn dome
#

Nice, thanks

unique cypress
#

Because the items on the looped belt have to fit on the input belt

unborn dome
#

Yeah this is low-volume stuff in the nuclear fuel process

unique cypress
#

With a 1:5 done this way, I think you have 83% of your belt left

rain patrol
vapid gorge
vapid gorge
# rain patrol thanks!

You may want to turn off SAM ore or the ore conversion recipes most of the time as they are considered Base recipes, not Alts, so it'll try to use them a lot. Other than that just play around with the options 🙂

unborn dome
#

I always turn off the converter machine's availability

vapid gorge
#

I can understand why though.
I just turn off SAM since the vast majority of work doesn't need it

terse onyx
#

Whats the best way to move items across the map, I have 50 RCU/min and need to ship to where i make nuclear pasta. Im wondering what the best/efficenet way to do it

frosty owl
devout stag
#

so, going off this, I want to make 5 constructors taking feed from 4 smelters, but how do I equally divide into a feed into 5 parts?

glass nacelle
#

The solution is, simply send the items to their respective machines without worrying about splitting them up mathematically. It'll work itself out

#

If this confuses you let me know and I'll explain it differently

devout stag
glass nacelle
#

Exactly. Some machines will "eat" slower, some will eat quicker. As long as they're all eating at the rate of 120 items per minute in total, they'll balance out on their own

devout stag
#

what is this

wind spade
#

S is splitter, rest is belts

#

input is from left side

#

down you have 5 outputs

devout stag
#

That makes sense, so each time one constructor is overfed it'll overflow to the next

wind spade
#

yeah

crimson moat
#

if nearby, run from A to B spamming autoconnect belt.

pastel obsidian
vernal glacier
#

Hey guys, how can i make this connection using only mk2 conveyors?

vapid gorge
#

clock your screw machines to make 60 each

unique cypress
#

or mixer

#

that'd be much easier than a balanver

timid latch
#

injection manifold

vernal glacier
vapid gorge
#

what? it's much better than an insane injection manifold or mad balancer

unique cypress
timid latch
#

they said mk2

vapid gorge
#

and they don't even need mk2s for that

unique cypress
timid latch
#

lol

vapid gorge
#

although yo ucould combine 2x 60 producers into 1mk2 belt if you want

unique cypress
#

that means it's a lot easier lol. just do a 3:3 balancer and it works

timid latch
vernal glacier
timid latch
#

tutuco

unique cypress
vapid gorge
timid latch
#

if you want you could use the default recipe too

#

rods and screw method

vapid gorge
unique cypress
#

you could also just build 6 assemblers and they'll all run at like 83% uptime

vapid gorge
#

poor man's clocking but works

vernal glacier
#

probably like this

#

just need to understand what the hell is this

unique cypress
#

a 3:3 is so much easier

#

and it's gonna work just as well

#

honestly, I've never seen this calculator ouput an acutally useful solution

vapid gorge
#

I'm deeply curious how clocking machines must have hurt you so bad that you'd do this over tapping in a couple numbers

vernal glacier
#

way better

vapid gorge
#

did Clocking mug you in an alley some night and beat you senseless?

unique cypress
vernal glacier
#

how i'll use a 3:3 with mk2 conveyors?

unique cypress
vernal glacier
#

i think i got it

forest cave
#

Bit new to this server so I apologise if I am in the wrong channel but I have a question. I completed a 60/minute modular frame factory and I'm wondering at what ratio I should split it for versatile framework/reinforced frames/anything else (as a sidenote this is my first serious playthrough so I dont know what will come in the future/ what I'll need)

vapid gorge
#

there's no one answer to this. You're going up the tiers and it's basically a tutorial - pick a number and go.

#

store extra framework if you like 🙂 you'll need them

forest cave
#

thanks for the quick response, I filled up a few boxes worth and now I need 2500 VF for phase 3. am I gonna need it in the future or are heavy frames more important?

vapid gorge
#

every previous space part is used in the next phase part - you can check the wiki (spoilers) exactly how many you'll need, but probably a good idea to have large stashes of every part honestly

#

and yeah heavy frames are used a lot

unique cypress
vapid gorge
#

10 Heavy frames pm will keep you going for ages if you make sure to store the extras

forest cave
vapid gorge
#

you'll still need regular frames for other things

#

a store of them is useful

#

there's very few produced items it's not good to have a large stash of

forest cave
#

I usually have a line with a splitter going to a big box or two and then when that fills up I send the rest to the new factory

#

I got this recipe so I can probably manage 10 pm

vapid gorge
#

that can be an iron saving recipe for sure. With a few other alt recipes you can reduce the iron consumpion of HMF by 75%~

forest cave
#

I regret not researching that earlier, I jsut picked them when they were most convenient

unique cypress
vapid gorge
#

... there's really no reason to make multiple machine intergers. Just clock them to what you need

#

clocking makes machine ratios essentially meaningless

unique cypress
#

10/min is gonna give you less convenient number

forest cave
#

just did the math for my other factories, I can make 8pm at most

vapid gorge
#

convenient numbers are imaginary

forest cave
#

so Ill likely need a second factory for support (for frames)

vapid gorge
#

🥁

unique cypress
vapid gorge
#

they might have other resource restrictions >.>

forest cave
#

I got 60 thats fine

forest cave
#

need to beef up reinforced concrete and steel pipes

#

*encased ind beam

unique cypress
vapid gorge
#

... iron pipe?

forest cave
vapid gorge
#

It's terrible for resource efficiency

vernal glacier
#

i think it worked guys
thank you for everyone

unique cypress
#

it's just iron bro

vapid gorge
#

it just CHEWS iron up
Like, I think iron is a trash resource to use like water everywhere
and iron pipe is too pricy for me

unique cypress
#

it's free

vernal glacier
#

still didn't use any powerslug for that

forest cave
unique cypress
vapid gorge
#

coal is also a trash resource. Steel is amazing

#

and you don't need 35 refineries >.>

forest cave
#

Im looking to go to one of the spawns with 6 iron nodes to make a huge steel plant. is it worth it?

forest cave
#

haul the things by train

unique cypress
#

waste of everything

vapid gorge
forest cave
#

my first playthrough was a mess of spagheti and less than 25% efficient factories, Im looking to improve

vapid gorge
#

so play, learn all the tiers, unlock everything. Then make your own fun 🙂

#

I want to do 1800 HMF pm at some point

forest cave
#

Thanks a lot, friend

unique cypress
forest cave
vapid gorge
# forest cave ._.

mostly because of the 300 HMF pm being a dyson sphere project meme
Blow that out of the water

#

😄

#

And I have some fun ideas about sushi balancing some parts of it