#math-and-meta
1 messages · Page 362 of 1
They would have random lights regardless. If one part isn't working right, none of them are
I will build it on up ores, i still need to get some iron
in your case though it could still be working just fine and have random lights
Not on the final product
Real problem for me is building and transport of resouces and me
And that's all that matters
again, I'm talking about a situation where something broke
or something is badly built
or whatever issue you have
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
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
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
having math from a calculator doesn't guarantee that you've correctly built the things ingame 🤷
Did you like... read anything past the first sentence?
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
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?
like i turned on 3 and this was full before
need to fill the refineries as well
how tho? they dont fill when i turn on standby
well... don't put them on standby 😄
😭 so how? even with no power cables connected they dont fill
underclock them f.e.
oo aight
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?
should be fine with exact amount
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
Or just don't prefill
Like that has never done anything useful for me
why does everyone say to do it tho
because it helps spot issues and kyo is a perfect being who never makes mistakes
Idk man I don't follow 90% of the advice people give (and sometimes do the exact opposite) and shit still works fine
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) ^^
You're tilting the junctions which triggers a bug in their code for height calculations of their connections. Don't do that, keep them level to the ground (so arms pointing sideways, not up/down)
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.
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
never BP
‼️
Oooooooh tysm I gotta change my blueprints and all my junctions 😭 all my refineries do it and I just gave up trying to keep all the pipes full
I mean I dont power it on until its done 🤷♂️ I use switches
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
just build more trucks. Logistics do not count in calculations unless they're inefficient
So basically as long as I am not using up the stocked truck station before it is refilled, I should be fine?
that's all right?
yes
I would do a little extra just in case since water is abundant in most instances
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
I spawned in therocky desert, the 2nd choice
I'd want cheap silica and stitched plates
hmm so rerolling isnt needed?
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
well... silica is useful aswell as iron reinforced plates
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
(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.
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.
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
if you find iron wire as well, you can use stitched plates with just iron. and it's significantly better than default reinforced plates
Unless you're very dedicated to resource centralization, you'll end up making Reinforced Iron Plates lots of times throughout your playthrough, and you might want to use different recipes depending on the circumstance, btw
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. :)
may luck bless me then XD
i just dont wanna deal with screws XD
i took the copper and iron plate one and left the other one
Sure, so you can prioritize recipes which let you avoid screws, then. :)
(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. :)
Keep an eye out for the recipe to make rotors with wire and steel pipes then you can make rotors and stators in the same factory
I've heard about those... I'll keep an eye out
hmm so 120 copper wires can support 3.2 assemblers.
80 metal plates can support 4.2 assemblers
i either use the excess for the sink or some other recipe? it looks like im currently bottle necked by 3 assemblers
of course to make assemblers i need more reinforced plates
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.
pick ones you like, there's no bad option and recipes are never "good" or "bad". And their advantages often come from combining them in various ways. And you can get all of them anyway
Bro 500 computers
For what
🤣🤣
For the mega factory
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)
(ignore the fact I had to turn everything else off in my base)
4 biomass burners don't feel enough......
I've yet to find a spot to make the space elevator too
atleast i have an endless quantity of mk.2 belts
Pick them when you need them, it also means that your next recipe is one that you haven't seen before.
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.
No wonder there is a RAM shortage
Real shit
Anyone see a way to optimize this? (I pray discord doesnt blur the image)
Start with a better planner?
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?
what is wrong with satisfactory modeler? (I know I prob could organize it a bit more but that is on me)
Supposedly being fixed in 1.2
Use the factory container for your different production stages
it makes everything a lot more convoluted than it needs to be honestly
satis tools is more than enough
it doesn't even help with multi-belt systems which is most of the difficulty in big builds
ie systems where the throughput at some sections exceeds 1200
It’s basically illegible to anyone but the maker with zero labels. Pointless to even look at so can’t help without a ton of effort
fair thank you for letting me know
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
Not that I can do that for another 8 hours at least as I’m traveling and no planners are mobile friendly
Any ideas on how I could split 600 quartz into 13 constructors at 200% and 1 at 66%.
But someone else might be able to?
A regular manifold?
Do you have mk5 belts?
I dont know what a manifold is and I do have mk5 belts. The 13 constructors need 45 quartz/min and the 1 needs 15/min
You’ve probably been using them the whole time
Just a belt with multiple splitters feeding machines down a line
Yeah, I've used those before but they always end up with an unbalanced line
As long as you have
- a fast enough belt
- at least enough parts per min as the system needs
It’ll self balance
I have exactly the amount I need for each constructor
Then a manifold works
Like this?
looks to me like several belts are missing?
if so, hard to tell the full intent
Letting the silica filll up before starting it
manifold = a straight line of splitters, each splitter in front of the input of a machine, feeding it
looks like your input is that
the output is what im a tad confused on
as long as one belt can supply enough for all machines concurrently, that input should work fine
Seems fine?
There is some method to build overflow output to container?
There is the smart splitter that can do that
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
I don't understand how recycled rubber/plastic is more efficient
Calculate the other way around
what recipes should i get of these?
@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).
Cooper motor need 195 scres per minute, dang it
I have only mk2
Underclocking is best option for me propably
Even this can improve production by 1,5 motors/min
Yeah, e.g. build two at 50% and feed each with a pair of cast screw constructors
I can product 240 screws. Alternative recipe use 195/min
So i can improve by 60% underclocking
Adding 2 motors/minute
Of course still i need 6 contructors, so from 600 biofuel /20 minutes make into 1000 biofuel/20 minutes
Yej
Btw i still phase 1, but want automate production
Only depends if i get damn alternative recipe on time
i think we wont see this bcs then ppl would just make one big flat floating platform over the entire map and ignore terrain completaly
completaly agree for bigger parts so there is less overall elements
I'd want the first 3
however ive seen ppl play and most of the time its just stairway to heaven mixed with floating vibe building
or sea level flat platform
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.
im all there with u
i do agree
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
but idk
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
I place a lot of my stuff with a blueprint which is a 48x48m foundation - it's just that this foundation is made out of 36 objects, instead of 1. It works okay as-is, admittedly it's a little harder to place than an 8m foundation but you don't have to place as many so it still feels way better to build with. 32x32 is less than half of that area and is super fine.
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)
Ie: slab of 2x100 foundations might be represented internally as either:
- Slab of 2x100
- 2x Slab of 1x100
- 2x sets of slabs of size 1x(max-zoop-lenght)
- 2x100 individual foundations
I'm thinking it's either 1 or 2, maybe a combination of them...
Note: this implies that colouring a couple foundations differently in the previous example would break up the "slabs" that can be created
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.
You'd have to find the technical details about it to know more and for sure ^^
I just remember the gist of it
It could be a single object (assuming it's not "Zoop-limited" so to speak) or many (assuming it is Zoop-limited). That's what I was trying to describe with examples 1 to 4
Yeah, scenario #3 is not inconsistent with my data.
Scenarios 1 and 2 are, i believe, disproven by it
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.
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.
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.
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) 
I'm sorry, but I really can't recall enough details to help you further though :/
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.
other than that, i don't know what has been done or how effective exactly it is. Devs do (:
I swear I won't be salty if they fixed that before they fix Programmable splitters 
what's wrong with programmable splitters 😄
They can load-balance sushi, but only if output belts are higher MK than input...
Ie: like having one normal splitter for each individual item on the sushi belt, all into one single splitter
So far, the devs confirmed it being an "unintentional" feature and that they would be interested in keeping it... Never heard about it since 😭
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)
Ah. I don't really follow
Why deleting messages?
Do you want to make me look crazy, talking to myself?! 😭
because it's wrong and thus confusing
I can provide a video, if interested. Short and to the point, no self-promo or sponsors Involved I promise 😆
In this short tutorial I show how to load balance a mixed belt using a single splitter, something that can currently be done only by programmable splitters. The resulting outputs will carry exactly 1/2 or 1/3 of EACH of the items carried by the original belt, just like when using smart splitter to split each item off the belt and load-balancing ...
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)
will watch soon. I generally chain smart splitters because i fully understand their behavior, but i can't say the same for programmable
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)
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
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.
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.
I'm not sure I get what you mean 
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)
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
This is the part I don't understand 
How do you balance more than one item on the same belt at once (without programmables)?
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.
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 😆)
Ohhh, I think I see what you mean...
Like: just send "any" on all outputs and each machine will eventually get what it needs on average as they all need just 1 of each input item?
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.
I think I'm missing or misunderstanding something between "We split A out..." and "now each machine gets X% of A" 
Would you mind expanding on that? I can't picture what you mean, as a setup
Gimme a few mins and i'l quickly make a demo
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)?
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
are any of these good or should i rescan?
same answer as I've given you before
you can also read this #math-and-meta message
i’m j tryna beat the game as fast as possible and wanna be efficient
I marked the ones I'd want. Do with that information what you want
thank you
the game isn't really designed to be played "fast", if you want speed, you might want to look at speedruns instead
as for "efficient", that word has like infinite different meanings, so you need to be more specific 🙂
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)
tryna beat the game b4 my surgery while still trying to learn all i can so i can play again better when i come back that’s the main reason i wanna know what’s good and useless
as I mentioned many times, there's nothing like "good" or "useless". Every recipe is useful for something
On the other hand, if you had 6A + 2B on the original belt, it would alternate to 3A + B on both belts just fine.
But that means that to balance 1:64, you'd have to have a 192 long series of A then a 64 long series of B. Probably
Like this
If the INPUT belt contains 3x as much pink as green, then the merged belt will too.
However see this message. I think it's required to do this on the input belt BEFORE this stage. #math-and-meta message
and without knowing your preferences, I can't really help you much further. Personally I'd recommend to look at the recipes yourself and check if they do something interesting for you
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.
alright thank you
(also - you can get all recipes anyway, so you can't make "a mistake" even if you pick randomly)
Hmm a solution could be to split into 3 first, then balance it 3:2? Not sure if the second set of splitters wouldn't mess it up though
Possibly, my shuffler approach is more complex but universally applicable. It won't work on one ratio and break on another.
Ahah, you got to the crux of our misunderstanding, I was having a hard time spotting it: assuming how/if the items are ordered on the input sushi belt
And to answer you question: yes, Programmable splitters can round-robin each item individually!
(if input is lower MK than outputs
)
why does the output belt affect it?
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.
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)
I would think the same but do not know... And this just adds to my confusion and disappointment...
Like... It's so close to being a full, functioning feature! 
Evil shuffle where you use an industrial storage container that feeds into itself
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)
Honestly i think just a splitter that goes into a slower belt then a priority merger a few meters downstream would do the trick, but would have to be spammed a bunch of times 😛
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.
but yes, rigid behaviors are a lot easier to work with.
Bruh I'm in bed but like someone test if it actually will shuffle lmao
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.
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)
Will a 20x20 size be enough for a coal plant? i have 2 normal and 2 impure mines nearby
why limit it to artificial size? just build it and then put foundations around it
I just dont want it to be needlessly messy and for current needs can 20x20 be enough, later i can probably expand it into the sea
how big your foundations are doesn't change how messy a build is 🙂
and since verticality is a thing, you can technically fit in almost anything in this space
I think it should be I had 2x8 coal gens that lasted me till I got fuel gens, I used power shards and a bank of power storage to give me some time to get more power online incase i tripped it.
Start setting up the coal gens and then figure out if it's going to be enough space?
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?
Turn all of them off and let the whole line fill?
You might be trying to push 600 fuel thru a pipe if you are using Diluted Fuel
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
Underclock one by like 5% and see if it's still starving
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?
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
Turn all gens off wait til the line fills then try again
If there is sloshing along parts of the pipework that need to always flow at max flow, then you should see fluid pile up at the producers while the consumers starve
If this fails, use more pipes to bring fuel from blenders to manifold/s. Treat them like each pipe can only feed 300 or 400 into the manifold. Spread out feed points equally, starting from near the middle.
If there’s no backing up you’re either not making enough for your gens or you need to wait for it to fill
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
And underclock 1 by like 5% and if the generator still splutters then its probobly something upstream
Are you sure your fuel producers are also not starving ?
pretty much yeah
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
🤷♂️ irl habits, can't underclock smth irl to make it prime lmao
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
Just go make a coffee or smth while everything fills
They aren’t full full then
We’re talking about game habits. Try to be more constructive
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
my beautiful scholars, can someone help this court jester setup a modular frame factory from 2 pure iron nodes
ive got 8 smelters, whats the best way to distribute them?
manifolds are usually pretty easy 🙂
--S--S--S--S
| | | |
ya know these tools are great and im glad they exist but when it throws me "4.5 constructors" my brain turns off
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
Good luck Jason, remember verticality
oh shady were goin nowhere but up
Perfect
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
Load balance everything ✅
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)
Or underclock 6 constructors to 75% and load balance it easily
at 4.5, underclocking 1 saves 2.22% power vs rounding up, and underclcocking all of them saves 3.33%
and uncerclocking all saves 1.14% vs underclocking one
What if you raise the number of constructors and underclock further?
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
then the power savings become:
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%
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%
Care to give me a quick math lesson?
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
Log2(2.5) is just a number
~1.322
Just can just type that in instead
It's just easier for me to remember log2(2.5) than its approximation
this... is terrifying... what am i looking at (ꏿ﹏ꏿ;)
it is because it's expensive, I don't have enough res to just figure it out yet, and im getting a bit tired of supplying 8 biomass burners and want this sorted quickly...
(also i want there to be enough space for traversal too)
first step is to figure out how many coal gens you'll have
don't calculate by node - we don't know what miners or belts you ahve or what you want to clock your miners to
how many can i support with 2 impure and 2 normal? assuming i only am working withk.1 miners for now
mk.2 belts
!wikisearch miner
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...
basically everything before steel
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
An equation for the power efficiency gains from underclocking
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
1.look at what you're mining from your miners
2. divide that by how much each coal gen uses pm
3. you have now figured out how many coal gens you can build off your nodes and belts
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.
i see, if i assume x is the under clocked variable the whats n?
They explain the variables under the equation
It has to do with amount of machines at 100% vs amount of machines youre building
look mate, i didn't even know how much do the coal plant consume, until i fed it some coal by hand.
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
is it hidden behind a tech? it didn't show it to me until i added coal inside and it shows 15/m on the top left of the screen?
it tells you even without coal
i keep that in kind for any wiki nowadays
hover over the fuel slot (or click it, idk now)
I might be imagining it I think that's something with equipment maybe
No, it's just easy to miss if not looking for it
Actually, this is probably better, simplified and includes overclocking
x is the number of machines (at 100%) a calculator says to place, n is the number you actually placed (and clocked to x/n*100%)
Hover/click on the fuel icon in the top right corner of the fuel slot. It'll show you consumption for all the fuel types you have unlocked
!wikisearch CG
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
Not sure if it takes clock speed into account or not
will this fuel packager/unpackager design work?
I believe liquids need to be unpackaged to work in a refinery
yea i have it so it makes the fuel unpackages it and then uses the same canisters to repackage more fuel
but ik that looping packagers can be complicated so j wanna make sure im doing it right
How many constructors do you need for a mega factory, I have around 96 now. Got everything planed but still debating whit my self,
what all are you making?
i have around 40 constructors j for a motor farm
Industrial beams and stator
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
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!
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
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
maybe it's supposed to be a catalyst
It would actually make sense to have Caterium wire actually, since platinum is the catalyst for the Haber process
Anyway, it's gamified and probably is so blender gets used
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
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
you can just filter recipes in recipes tab
ohhh i had missed those in that tab, thanks :)
I would give satisfactoryplanner.net a try - it's better in almost every aspect, especially in early game because it factors in conveyors limits
better in almost every aspect
Requires manual recipe selection
🤦
conveyor limits are practically irrelevant
~~don't forget "vibe-coded" ~~
No because blender is the only machine with two fluid imports. Even without the iron it would need the blender (see rocket fuel)
I've found they're only relevant to how fast they can take resources from a miner or send bulk items to a sink.
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?
for most of the game, many of your miners/nodes will be belt limited
I should say for most of the tiers
ok thanks
whhhaaaaat is going on here
Wait i just realised 280 fuel for 14 gens isn't enough
generators consum 20pm so yes it is
Ohh i thought its 50 😭 finger interfaces
this is a bit of a nightmare
you don't seem to have a sink for excess packaging or polymer resin
packaging loops and i do it’s just not in the picture
make a dedicated section of refinery that is just for the packaged fuel, build a sink for over flow
then create a section that feeds fuel to your generators, however much is left over
? Why was i pinged 😭
ah sorry, replying to wrong person
i have one for packaged fuel for the dimensional depot but it unpackages left overs
don't have this
okay can i ask why not?
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
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
yeah still make dedicated sections of power
at least if you want stable fluid systems
you can easily half ass 90% run time fluid systems if you like
i will use these tips thank you sir
in general, with fluids, keep them as simple and seperated from each other as possible. And I've never seen a situation where you couldn't plan for everything to have it's own dedicated sections
it makes it much simpler to get consistent flow and insanely easier to figure out any trouble shooting you need
yeah i’m trying to set up a diluted fuel setup soon but it’s such a pain in the ass
simple trick for that
set up
packager > refinery > unpackager
in their own seperate loops. Just clock them right
Would a fluid buffer help?
no, they will either do nothing, or wreck the flow
so its generally best to just not use them except for the places where you have to use them
Even with priority overflow junction?
even.
and especially with VIP junctions as VIP junctions are an unreliable exploit.
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
My 200 fuel gens looking to ruin my day. 😈
🤷♂️ just stack more storages
that is a fair few gens. Can't OC them to reduce the numbers?
I would recommend using
- Fuel or
- Residual Fuel
It is a lot easier to work and will last you a good while,
Don't want to, I want to fill the ocean with it. Esthetic reasons.
yeah i have been using those but i want to try and do the diluted packaged fuel setup see if its more efficient
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.
fair
I mean if you want
just do the 1 : 1 : 1 I mentioned. You can make it in 1 blueprint and have a poor man's blender

no need for buffers. Its the one place where manifolds are a little awkward
Think of an array of 50 fuel gens, arranged in a grid, where each contains 4 fuel gens in 5x5 foundation. 😀
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?
CMIIW until the next block signal.
are these junctions? path goes on junctions. You want block on lines of rail
Yeah it's one big junction
Just not sure if it should be two path blocks or one big path block
The path blocks would be adjacent to each other
You'd have to have an overhead image showing what exactly you're donig
I'm not sure sorry this seems a little convoluted to me. Someone with a better train eye would have to look at it
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.
I'd just test it honestly. See what happens
You can do both ways I personally like to keel my intersections as simple as possible you just have one messed up roundabout
It's technically two separate intersections, just fairly nearby
Kinda
Both are can be entered and exited from either direction
Thanks to a pair of these
Inspired by real-life junctions often found at train station lead-in yards
they way you have it should work
station is on the wrong side
which one
both of them
already had them like that before someone told me to switch em
same problem
no clipping minimal curvature
both of them
because if it’s both they were already like that good sir
and i was having the same problem
over head images with photomode
but you should have train stations off the main path
did you set the scedule
yes
the only other thing is your rail is too steep
okay give me a bit let me rebuild this bs
i use the 2m ramps
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
did you turn on autopilot
whats the train say
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
did you fix this station ?
yes
yes i do
post a picture of the train schedule you have set up
wait you confused me here what?
this station , is it at the end of the rail? it looks like it's in the middle of hte path
end of the rail and i fixed it so the same as the other one
can you now show what they look like pls?
so one end of the train gets stopped at one stop and the other one is stopped at the other stop
Over head please, I cannot see the direction the stations are facing
oh sorry
please use whatever button photomode is on console
or build something tall to take an image from. Either way
station need to be rotated 180
i love you guys so much if this is it
it has to poitn the way the trains are coming in, you'll probably have to rebuild your platforms
there’s no intersections so this isn’t a problem right?
shouldn't be
I know
these are standard beginner issues, dw bout it
thank you for your kindness
Also interactions with trains, but while everything else you can technically make work with just mk3 belts, it much tidier if you can use better ones
Jing Wei reincarnation here
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
Instead of rocks it is oil rigs.
For a 2 lane X intersection for trains, what’s the best arrangement of signals?
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
I presume this will stop my trains getting stuck on them?
Ok yeah, that did the trick
Thanks
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
dozens of trains?
8
doubt it'll impact it either way then
It’s just the central point of everything
It’s technically a double x intersection
ok?
This is what it is currently
Another reason I'm glad I don't use trains.. o0
I like trains
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?
Looks amazing
What do you use for the red lights on the frames under the track
what do you use?, do you just make map long coveyor buses?
*belts 🙂
so map long conveyor buses as I thought
You don't need to move anything across the map. Hell, you don't even need to move anything more than a kilometer
That's not called "bus" 🙂
USB´s B stands for bus because it uses several wires, I wanna use bus to refer to several straight things alongside each other xd
Then say "stacked belts" 🙂
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
Because "bus" is a centralised distribution system within a factory
Yeah, that's a bus 😉
well, if you take like maybe 10-20 conveyors and pipes on a foundation that´s centralised to me
Point of a bus isn't to transport things from A to B
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
That's not why it's called a bus 🤣
No
f.e. this is a bus
See how items are split to machines and products merged back? That's what makes a bus bus
yeah, that is what I´ve heard about main buses
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
The answer to that is complicated. Show the setup
"Compact" coal plant, i wonder how viable is it making a 2nd floor, got the coal for it...
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
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?
Both the train stations have arrows facing inwards towards the tracks
they should be facing in the direction the train arrives
<==------==>
ohhh I thought they needed to face they were leaving
no, the leading engine needs to dock into the station
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
Aren't feedback loops are just geometric series?
There should be a channel dedicated to train signalling
that would be just "build block signals every few hundred meters" 😄
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
personally i dont like the bloated look it gives... how much power do you lose by sending water upward?
https://www.satisfactorytools.com/1.0/production?share=ysaocSnhK1J67ORYud6u Made a plan for basic materials so i wont have to worry about them later in the future
kinda wish i could manage the iron rod splits better...
generally I'd recommend to not "plan for future"
rather just build what you need now, and leave future for future
my brain usually ends up freezing and i am unable to make anything thats usable... my old file ended in shambles because of it, unlocked trains but had no proper factories or res hubs to work off of...
might try this approach https://satisfactory.wiki.gg/wiki/Tutorial:Independency
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.
im not looking at long term either, at most ill make a 2nd floor for 1800 power in this instance...
It’s modded, in this case it’s indicators for any type of power connectors
you could just throw a wall power mount wherever and not connect it and you would get the small red light your saying eh
Yeah, although this case I'm using an existing blueprint set
Drones. Lots and lots of drones.
It's sadly a bit too spread. It's a set of packagers depositing 400 fuel/m into a line and feeding from above the pipe. The set of fuel generators are below the level of the main pipeline and are fed from splitters below the pipe.
Exactly matching input to output is sometimes asking for troubles but yes, if you turn off a consumer and let the system get some extra buffered up, it should keep going fulltime




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
A lot of folks swear by Rocket Fuel, and it can be fun. There's one particular alt (Nitro Rocket Fuel) which makes it more resource-heavy but simplifies the production quite a lot. Main downside is Endless Fuel Gen Spam™, though that can be mitigated by overclocking and blueprints
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
alright thanks, I think ill go nuclear after i unlock some recipes for it
ok 1 pure node of oil max boosted to 600pm, how many fuel generators on rocket fuel can that run?
depends on recipes
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
well, depends on recipeS, for all the steps from oil to RF
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
how much each is used depends on your next goals and recipes. Just keep it as ingots and convert them as you need later
And this is why i ask. I don’t even think of the simple things
If you are going to do all the bauxite, you won't be remotely close to running out of anything...
Can't think of any reason to ever need that much
ficsite can eat a lot, because aluminum ficsite is much more SAM efficient than other materials
I use a fair bit for trigons as well, you can always deal with that problem later it's just one production step.
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
Depends on distance but I’d be surprised if 1 drone couldn’t do across the map with that
How much fuel generators pre turbofuel?
!wikisearch fuel gen
The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...
It doesnt day how many per turbo fuel 😭
is this a good diluted fuel layout
other angles
yours takes a bit too much space and is harder to scale in my opinion
Hold on I can make it more compact
Does this work?
I think it should
Here's another angle, be sure to color code the unusable pipe support red so you won't confuse yourself lol
why not use the red pipe as water pipe
Ah, I didn't think of that lol
i will try to modify my blueprint to include as little verticality for pipes as possible
Here's a small demonstration setup I made, its self fed
Ive been a bit busy, i feel like this'll cause some eyes need bleach?
using 4 pure nodes of iron
@granite atlas This makes 150m^3/min which can fuel up to 25-30 fuel generators at full OC
Also I used 100 canisters as a feed but you could try to see if you can use less than that
is the refinery overclocked
I am wrong about this, it can fuel up to OC 3 generators with 150m^3/min
and 6.5 generators at 100% clock speed
Here's what the setup should look like for 1 Diluted Fuel refinery
my oil plant in the same location as yours lol
also instead of throwing away residue you can combine water with it to make rubber and use fuel to make recycled plastic
Haha this is probably a temporary location for fuel, I'm planning to move it to resource wells and use these nodes to make rubber and plastic
Oh I know, this was just for show so you can have an idea on what you should be aiming for with the Diluted Fuel setup I gave you
I already brought nearby caterium so ill have a massive fuel plant and rubber / cycle plastic
alright
You making caterium computers nearby?
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
You using your own or mine?
Im remaking mine to feature minimal verticality for pipes
For both Heavy Oil Residue and your Fuel output?
yeah
Alrighty, best of luck bro
@gleaming glacier
I would put a MK1 pump in the water line... your water might no go 100 up into the packager
Looks good man
Do you you play with mods?
No, cant really install them
nice, you can even put a buffer for the fuel if you need to
I don't think there's any need for only 7 fuel generators tho
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).
Buffer yap
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
There edited
(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." :)
Then I'll remove the message :v
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. :) 🍻
Nah, I don't want to start a whole debate with someone else about how buffers are a 'cheat' or something of the sort 😭
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." :)
For a deep dive on some specific buffer behavior there's the Pipeline manual: https://satisfactory.wiki.gg/images/Pipeline_Manual.pdf
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
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.
you wouldn't have it as a byproduct if you had alternates lol
Interestingly, Heavy Oil Residue forms the basis for the most oil-efficient petrochem loop in the game. :)
it would be a very desired product then
Just using oil into rubber it’s easier
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)
Alright thanks
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.
doesn't the wiki have a formula
My brain is unable to parse it today.
well, both +34% and 3.36x are correct. it's just the first one is per item produced, the second per machine
oh, and just coincidentally both have close decimal values. I'm probably looking for the per-item one here, thanks.
yeah, 3.36/2.5 is approximately 1.34
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%
and the followup question for me is, how that extra 34% affects recipe economics when observed from power consumption per value produced perspective.
for items in general, probably not at all. you just weigh the 34% power increase against the 60% decrease in required machine counts. or at least that's how I see it.
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
Surprisingly, does not seem to change much in terms of which recipes are more economical. Thy just got more expensive in terms of power, but only couple shifts in which recipe is best power wise. If I got my math right, 250% oc on cosntructor makes the iron wire as bad as regular copper wire when resource values are considered.
A quick calculation without messing with recipes gives ~7.6% extra power from a 250% P-Waste to F-Rods production
That'd be a mere ~6.5 GW out of the ~86 the Ficsonium could make in the plan
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?
With 2/3 recipes for dark matter, it's net positive
ok, it feels like I want to convert couple more oil blotches into diamonds then into power shards
@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
What are the buildings?
in the image? refineries and waste water
you can do essentially the same thing with DMR and other machines though
Right so essentially two machines usually recycles the dmr and it balances out
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
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
I can almost guarantee you have a hidden low mk belt somewhere
might be hidden inside a splitter. no worries
@lament ridge some better images would help
from further overhead to actually see everything
See like the coal isnt entering
ok click on teh gens, what are the ymissing? water? coal?
Coal the coal is not entering the machones
mkachines
entering them at ALL
rebuild the lifts then
you should be able to see the coal go down them
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
it'll take tiem to balance out - and don't calculate by node or purity, always look at what miners are clocked to
So i just wait?
is this lift maybe the issue ?
With manifolds you have to wait for the first machines to fill up and so on, then once everything's filled before the last 2 they'll even out perfectly and everything should work
Just takes time waiting for the rest of the machines to fill
Going by your ss id say only the first machine is full
For 8 coal gens, it takes about half an hour
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
yeah, manual
though you don't really need to know the time, unless you want to optimise for every second
Its better factory very high or very vast ?
whichever you like
well i just want to know if im getting enough materials before i encounter a problem
Well, it can't be calculated, because it depends on the traffic situation. I guess the game could measure it a few times and average it, but it doesn't so you gotta do that yourself
if you're not getting enough, just add another train
both are fine - aesthetics are personal , yo ucan like tall or wide buildings
That depends on where you are on the throughput curve. Adding another train might not do anything or it might even make throughput worse
in most cases it's totally fine, especially if you're going with the "one belt = one platform"
The wiki has an article on calculating throughput so you can use that if you want an actual estimate. You will have to know the round trip time though
(and you'll have to assume that it never changes, which it basically always does, unless it's an isolated train system)
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
my entire northern forest starter base
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%
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?
4 per cycle, 600/min
120 coal per minute, 300 water, 6 coal plants, 1 overclocked to 167.7%. I think I got the balance right
you didn't
do tell please
more coal than necessary
167.7 consumes 75.465 water/min
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
depends how much it makes at 100%
then just type in 100 into the output box
typing it 100 gives me 166.6667
I figured lowering it to 166.6666 would give me that 99.99999
you can't get it exact anyway
or is that pointless to get that exact
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%
id have to start another water extractor wouldnt I?
then that's 360 water, or 3 extractors and 120 coal, so that miner at 200%
mk1 pipes can only move 300 so id have to start a second system
!wikisearch cg
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
same system, just 2 pipes
ah ok so just let them merge
and this is 3 extractors at 100%?
ok yeah
does this not need any pumps?
depends where the extractors are in relation to the gens
you only need pumps when going up more than 10 m
oh you dont need pumps for horizontal distance?
some people just consider this heresy
I dont have walkways
but it won't make the pipe work any different
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%
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?
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?
If you have power shards you can boost your coal generators instead of building more
ah fair
3/4 and 1/4
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
oh, right.
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?
trains are best used for long-distance, large-volume transport. you only need 2 rails between A and B to be able to transport basically anything between them
a proper system is also easily expandable, while belts really aren't
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)?
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
Ooooh. OK. This is making more sense now. Thank you.
Train stations are easy enough to build stacked, or do rails follow different placement rules than pipes/belts?
can I kill the poisonous flowers by clobbering them or using normal rebars? Or do I have to use explosives like the poison pillars
They need explosives too
yes the water won't flow since there's a foundation inside the pipe
I need pipe tunnels like the conveyer ones I have
isnt there a foundation set for that?
no idea
bruh just check in the silly shop or wtv its called
I probably should build that lol
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.
Split into 6, loop one belt back into the input, now you have 5. Split each in half to get 10
Interesting, so a merger, a splitter into two more splitters to get 6, then put the output of one of those 6 back into the merger at the beginning?
Yeah, that works. If you have space on the belt
Nice, thanks
Because the items on the looped belt have to fit on the input belt
Yeah this is low-volume stuff in the nuclear fuel process
With a 1:5 done this way, I think you have 83% of your belt left
Hi! Can I know what website did you use for planning?
https://www.satisfactorytools.com/1.0/production
it's takes a little bit of learning but it's well worth it imo. Best interaface and options available
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 🙂
+1 to this, it's really annoying it does that
I always turn off the converter machine's availability
I can understand why though.
I just turn off SAM since the vast majority of work doesn't need it
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
I don't quite recall which planner it was that had a button to disable all ore conversion in one click. Once I found that I was like: "how did I not think of this sooner 🤦♂️", such a time saver 😆
@proven prawn Can you even guess what's gonna happen with these reactors? Evil sushi laugh
(Jokes aside, I'm pretty proud of how the numbers are working out to make balancing easier/possible)
https://cdn.discordapp.com/attachments/558721941410807812/1438675175804768479/Cattura.JPG?ex=693610ab&is=6934bf2b&hm=c7af381de5589d3e51e8d3cd8a8ab0826d50c9a3a8c2c93f7f23da333cc65e7c&
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?
Hey there. You're thinking about this the wrong way.
Imagine you have 120 iron coming out of your smelters. On the output line, you have a constructor that only needs 40 per minute.
This means the other 80 will be "excess", and the input will back up.
As long as you're not feeding more than what the smelters can output, all machines will eventually weigh themselves out.
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
I get what you mean, thanks. so it's only a problem if nothing is in excess. I've already built the machines, I'll just fix any shortcomings with powershards, much easier
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
drones would be convenient!
--S--S--S--S--S
| | | | |
what is this
answer to your question
S is splitter, rest is belts
input is from left side
down you have 5 outputs
That makes sense, so each time one constructor is overfed it'll overflow to the next
yeah
make a blueprint of a drone platform, drop 2x on both sides (item, fuel <> item, fuel)
if nearby, run from A to B spamming autoconnect belt.
make a push pull train and make a note to fix your train network later
Hey guys, how can i make this connection using only mk2 conveyors?
clock your screw machines to make 60 each
a 6:5 balancer 
or mixer
that'd be much easier than a balanver
injection manifold
bruh
what? it's much better than an insane injection manifold or mad balancer
pretty sure that won't work with mk1s. you can't even feed 2 machines with 1 belt
they said mk2
and they don't even need mk2s for that
why did I read 1? 
lol
although yo ucould combine 2x 60 producers into 1mk2 belt if you want
that means it's a lot easier lol. just do a 3:3 balancer and it works
they are using cast screw and probably dont want to use power shards
i'm not clocking any machine
But where i can find a 6:5 balancer?
tutuco
with mk2s belts you don't need one. 3:3 is enough
google if you want to do things the very hard way
clocking is the single most powerful tool for logistics management for the entire game - better learn to love it
you could also just build 6 assemblers and they'll all run at like 83% uptime
poor man's clocking but works
do not lmao
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
I'm deeply curious how clocking machines must have hurt you so bad that you'd do this over tapping in a couple numbers
way better
did Clocking mug you in an alley some night and beat you senseless?
still much worse than a 3:3
i'm actually curious
how i'll use a 3:3 with mk2 conveyors?
2 constructors per input, then 2 outputs to 2 assemblers each, last output to last assembler
i think i got it
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)
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
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?
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
the only thing I can tell you is that you can use exactly 0 production for frameworks. You only need them for the elevator and nothing else, and in known and limited amounts. you can very easily just make the exact amount you need without automating it at all
10 Heavy frames pm will keep you going for ages if you make sure to store the extras
ah thanks, thats what I was looking for. Imma convert like 90% into heavis if not more and then we'll see
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
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
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%~
I regret not researching that earlier, I jsut picked them when they were most convenient
I suggest making an amount that is an integer multiple of what 1 machine makes. like 11.25/min for example
... there's really no reason to make multiple machine intergers. Just clock them to what you need
clocking makes machine ratios essentially meaningless
10/min is gonna give you less convenient number
just did the math for my other factories, I can make 8pm at most
convenient numbers are imaginary
so Ill likely need a second factory for support (for frames)
🥁
11.25 HMF/min only takes 30 frames/min
they might have other resource restrictions >.>
I got 60 thats fine
but this
need to beef up reinforced concrete and steel pipes
*encased ind beam
https://www.satisfactorytools.com/1.0/production?share=yqtnBXAOEgGChu6TcspT this is pretty cheap
... iron pipe?
its not loading :/
dont have the recipe unfortunately
It's terrible for resource efficiency
i think it worked guys
thank you for everyone
it's just iron bro
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
it's free
still didn't use any powerslug for that
Im using encased concrete with steel beams cause I got my refinery split 2:1
better 700 iron than 500 coal
coal is also a trash resource. Steel is amazing
https://www.satisfactorytools.com/1.0/production?share=BiiSwQyb9OdHyWEbsJH0
besides this is only 430 coal
and you don't need 35 refineries >.>
Im looking to go to one of the spawns with 6 iron nodes to make a huge steel plant. is it worth it?
ew, screws
haul the things by train
waste of everything
If you want?
This is a whole big sand box - decide what's important to you and do it 🙂
my first playthrough was a mess of spagheti and less than 25% efficient factories, Im looking to improve
also, imo, the tiers and milestones are basically a tutorial to teach you the game to make your own projects later
it's NOT hard to finish all the phases with the sloppiest dirtiest spaghti factories if you want - but it takes skill to do clean projects )
so play, learn all the tiers, unlock everything. Then make your own fun 🙂
I want to do 1800 HMF pm at some point
Thanks a lot, friend
like literally https://www.satisfactorytools.com/1.0/production?share=UT7pL5bM4XAO9uxNXIyP
no screws = less everything
._.
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