I would argue https://satisfactoryplanner.net is better than tools in many scenarios
Production chain planner for Satisfactory game
1 messages · Page 363 of 1
I would argue https://satisfactoryplanner.net is better than tools in many scenarios
Production chain planner for Satisfactory game
Are you using nordvpn?
nope, just doesnt work
How so? What does it say?
wait a minut3e
Because... Tools aren't planner
Tools are calculator
Bro stop advertising your shit. It's not even that good
yeah i figured it out
And vibecoded 🤢
What happened?
Hey, it's all out there. It's in plain english. Why would vibecoding be bad?
gues I had to restart my browser and turn off some things in the back
In general, I have no issue with using AI to code, as long as I understand exactly what the code is doing
But yeah, if you're just pulling entire functions/classes from AI without even looking at them, it's 🤮
Because AI companies keep using private sources for datasets
feels like im withnessing generational beef
We might well get used to that. It's the current state of the industry
I don't want to get used to copyright law and licensing being ignored being standard
Tools are proudly 0% AI 🙂
I will make a note to add the datasources used clearly on the website disclosures. It would have been difficult without those. However, it's all public sources. Also, as you might notice there is no monetization so it's just there for whoever needs it to use. No strings attached
So assuming I put in the extra work for Turbofuel how much more efficient is it in terms of power generation than regular fuel?
Up to 2.22 times more oil efficient. But 100% less sulfur and coal efficient
Not worth the effort if you have the oil imo
Especially considering you can get 20 GW from 600 oil with just regular fuel
Lol. I just realized you're the dev of tools 😂 . I was wondering why you're so vocal. Anyway, I am not trying to say it's not good. Ppl use what they want anyways
So it isn’t worth it for power but is worth making for say the Jetpack?
Just use liquid biofuel until rocket or ionized
With regular fuel and the right recipes, yes
So is there alt recipes for fuel?
Of course there are. For maximum efficiency, you want Heavy Oil Residue and either version of Diluted Fuel
So making fuel out of Heavy Oil Residue is more efficient?
Heavy Oil Residue + Diluted (Packaged) Fuel gives you 4x more fuel than the default fuel recipe. And 3x more than Heavy Oil Residue + Residual Fuel
So I would pump the Heavy Oil Residue and package the Diluted Fuel to send it into what machine a Refinery?
You do this: https://www.satisfactorytools.com/1.0/production?share=YWStKO8dKL50eGCYe6Pw if you have blenders and this: https://www.satisfactorytools.com/1.0/production?share=eItAZTr309KqtFvwoKhI if you don't
Okay so way beyond my current scope of Phase 6 that I’m in currently.
Guys i'm a bit stucked, i just build 10 refineries, all set to plastic from one node (and later gonna do the same for rubber) but out of these 10 refineries, how many should i allocate to build packed fuel ?
and how many just to do the empty canisters
you can absolutely do the second in tier 6
the first requires tier 7
But I don’t have the alt recipes needed? How do I directly make Heavy Oil Residue? Unless I just make either Plastic/Rubber.
But making Plastic/Rubber wouldn’t make the byproduct of Polymer Resin only Heavy Oil Residue.
Guess I gotta go hard drive hunting!
kinda neat - max uranium rods* / min plutonium to use up the waste / sufficient ficsonium to use up the waste needs 252 + 126 + 63 plants, in total 441 (21 ^2)
252 = 21 * 12
126 = 21 * 6
63 = 21 * 3
*with only the uranium nodes
with max plutonium instead, it's 21 * 28
What is the extraction total of crude oil in the game per minute?
12600
Thanks
That's not the strong argument your chatbot tells you it is
How much oil can i get out of 4 normal nodes,two impure nodes and 1 pure node altogether?
bro just add it all up
just keep in mind that you're capped to 300 if you don't have mk2 pipes
How am i supposed to do that if i dont know the rates?
pure is always double normal and impure half of normal
I call it the mega uranium recycler
oh, I'm not vocal because of that
I just personally hate vibe coding (since my job is being a developer and I know how "good" these vibe-coded things are, and what the AIs learned on, etc. And also the comparison between logistical planner and a calculator is indeed "one isn't the other" 😛
I've been a dev for 25 years. Things change, we adapt. Hating AI now is like people back in the day saying Java will "kill" proper developers because it's too high level. Not sure what you mean about the planner vs calculator. Satisfactoryplanner does both. Maybe yours has more features, have no idea, I haven't used it as a reference at all. Anyway, thanks for your contribution to Satisfactory, love the game and the ecosystem.
I do not hate AI
My problem lies with AI companies and their practices. And a bit in vibe coding
for personal use? way too much. for making more advanced parts as well? impossible to say
personal use.
even insane as I am, I only make ~15 of all of these for personal use
probably a third of that would be enough
so I should stick to roughly 10 per?
Very slowly.
the slower you build, the less you need
I will do 10 per.
make a multiple of 1 machines makes for each. easier factory management
Huh?
for example 1 turbo electric motor manufacturer makes 2.8125/min. 10/min would be 3.555 manufacturers. but 11.25 would be 4. which is more convenient than 3.555
OH!
Ya, I am gonna try and do it that way. I hate weird production rates, even if it means making more machines
this is why I said I'm making ~15, not 15. becasuse this is what I'm making
oh that is really smart
idk every machine u place down is unpowered and there is no way to make it work as normal
You need to either mark their outputs as sunk (click on the output rss) or link it to a container, otherwise the machine can't output, much like in the game
Any suggestions are welcome
i do 256+128+64 for overprovisioning (they can burn a bit more than they produce, and process more waste than they produce)
and also just nice powers of 2
for placement
cant fit more than one nuclear plant in a blueprint can you? I dont quite understand what you mean that powers of two are nicer for placement, in this instance
I'd rather have e.g. 2x32 rows of reactors than 63 in a row, or one row with 31 and the other with 32.
especially if they're not manifolded and have to be split to
ah, ok, for avoiding manifolds makes sense
Just having odd or unmatching numbers of reactors would annoy me more 😄
heh, an uneven number doesnt bother me, the fact that my production resulted in 3, 6 and 12 rows of 21 feels great in itself - not only is it a rectangular block of reactors, the successive parts are all twice as large as the previous one and use all the inputs exactly.
I have 4 overclocked Refineries pumping out 5 m3 Turbofuel at 46.875 per minute.
How many Fuel Powered Generators can they supply?
I have 16 that have been working great for days, but I guess I need to add more, because the Refineries that make Fuel and Resin keep idling.
Also, how many overclocked Fuel Powered Generators can they supply?
click on the generator, where it shows the fuel is a little jerrycan icon, click it to see the consumption rates
open the fuel gen and check how much TF it needs
Thanks, I genuinely didn't even notice that.
I'm on console, and the writing is ridiculously small, even on 32" TV about 10ft away, so that info wouldn't go noticed.
Not sure why greeny has got an attitude.
He doesn't
Not sure why greeny has got an attitude.
? how is giving you the info where to find your numbers "attitude"?
Damn... I'm used to seeing TF as The Fk and not Turbo Fuel 😂
By bad dude
Now I've got a new nickname for Turbofuel!
I came here to ask for straight numbers because I felt lazy 😂
Instead I got a lesson 🤘
I generally try to not give spoonfed answers and instead teach the person how to get their answers 🙂
That's usually my attitude towards others too, and usually I'll take that in that info but it's late and I need sleep 😂
Everyone has their "dear lazyweb" moments. :)
is this acceptable for an endgame factory? I am sorta unsure on my outputs. I want to make 15-25 ficsonium fuel rods, so the pressure conversion cube number seems right(25 fuel rods would fully consume the 10 cubes).
honestly sorta unsure bc this is the most I can produce with my existing factories and I have absolutley no intensions to make more than 25 and 22.5 computers & hmf per min
"acceptable" is in the eye of the beholder. :)
i mean yeah
Though if you were planning on making all that literally inside one single factory, I'd personally think that sounds like a nightmare. :)
I do have inputs
the HMF and computer factories were nightmares 😭 🙏
i remember when I first started this world i said id do it quicker than my pre1.0 save
I'm pretty sure my playthroughs have taken progressively longer with each new one I go through. :D
what is end game? make your own projects
1000 heavy mod frames pm would be 'acceptable'
classic satifsactory community 🙄
what are your goals?
if those are your goals this is fine.
we have no idea what recipes you're using or in what quantities, no one can tell you if it's 'good' except you unless you're EXTREMELY specific about your questions and goals
are you annoyed that you were given reasonable advice instead of random number you should make?
annoyed that instead of being given advice im pinged to be given the same message i was given 4 hours ago, which also happens to be an unhelpful message
would "make 42/min of X" be more helpful?
if you just want a random number to make, roll a dice, or use random.org or whatever
yeah but the ratios are (as said above) dependent on your goals, preferences, build style, etc.
there's no generic "you need twice as much X than Y", because you can use alt recipes to change practically any requirement into a different one
and as for "final products" (for storage and personal use), the amount depends on how much you build given buildables (e.g. some people decorate a lot, some don't like to build refineries, some build slow, some fast, etc.)
again we have no idea what ratios are good for you we don't know which recipes you're going to use and in how much
so how are we to know what is good for you?
exactly as i said, classic :p
coulda just said that to begin with
I also gave a little info about what i was going to do, and once again, im not looking for advice on "you should make 5.8 instead of 6 per min. I think it was sorta obvious what i was looking for, but people here like to get stuck on the details. had this same problem a day or two ago too
I normally just use one of the good calculators to a number where most of the machines are whole numbers aiming for 10 - 20 ish,
If I need more you can clock it up.
we did say it at the start
"make your own project"
What's the downside to cast screws?
From a pure resource-efficiency/flexibility standpoint, it prevents you from making use of Iron Rod alts
Honestly most folks are unlikely to care, of course, though it's technically a tradeoff. :)
what recipe is the best for producing radio control units?
There is a YouTuber that goes thru all the alt recipes
Not really, you remove making rods you make more per minute, you save on electricity and machines.
You also get access to steel screws later on
The biggest downside is 50 doesn't go nicely into the 60 I need for reinforced iron plates.
depends on the resources you want to use and where you want the factory, how you like to move thigns and your personal taste
for example I believe system saves on bauxite
i just finished a supercomputer factory in the desert and id like it in the same place
so aluminum is going to suck but i could import it from the swamp is what i was thinking
well you can't get away with not using bauxite for it
but you don't need to put it near your super computers
https://www.satisfactorytools.com/1.0/production
make a plan, and swap out the different alt recipes, it'll show you teh changes in base resources
yes, but i would just prefer to because it would look cool
well then use the planner and sort out what fits best for you 🙂
The downside is that you're still making screws
Thoughts on turbo fuel vs turbo blend fuel?
As with anything, choice is yours 🙂
Default turbo to burn directly for power (if you want that for whatever reason) + using up the byproduct CC from default RF
Turbo blend for making default RF and turbo diamonds
Turbo Heavy for turbo ammo and maybe packaged turbo for jetpack, vehicles, drones
you use less coal but more oil - so you only have to source the sulfur
Planning on making a rocket fuel plant of 200 generators
Why such an inconvenient number
Do like 240 or 180 or something
Anything divisible by 6, really
No idea tbh
By 12 if you want to overclock them to 250%
Ok cool
inconvenient numbers are hallucinations by people who don't understand that clocking making any 'inconvenience' imaginary.
plan a power output
decide on the recipes
clock machines as you like into the numbers you like. Having them all the same clock of a whole number is only 'convenient' to the mad
the number of machines creating your layout and design is infinitely more concrete a concept than 'inconvenient' numbers
I figured out why I said 200
this was my OG rocketfuel plan
I was thinking of replacing the middle section with turboblend fuel
If you're limited by oil, that's gonna give you less
Nitro rocket fuel might even give you more than you already have
At the cost of sulfur, coal and nitrogen most likely
Yeah, NRF gives 3600 RF from 900 oil
Plus 1200 coal, 2400 sulfur and 1800 nitrogen
Nah I’m not limited by anything, more trying to be conservative for later on
Planning on going all the way in regards to part creation
Tho I prob won’t lol
I suggest you use http://satisfactorytools.com/1.0/production, choose either resource limits or target production and play around with the recipes until you find something you like
It's faster to try things out in there than in Modeler
aight
Copy paste it change the recipe and see if you like it any more or less 🙂
is this alternative recipe worth it to get? (already have cast screws as well)
"worth" depends on you only
most compact way of making screws
if you need screws, why not go for it.
Cast screw doesnt do anything better than default screw other than "one constructor less"
Steel screw removes even more constructors by that logic, just need steel
all recipes are useful in one way or another, and you can get all of them anyway. So if you like the recipe, go for it 😉
It is a really good recipe if you need screws, Heavy Modular frames require a lot of them, it also saves you a fair bit of space. The downside is making Heavy Modular frames you want to use the alt that doesnt need screws.
I'm powering through nuclear power plants for a uranium-plutonium-ficsonium chain with an input of 1980 uranium/min + 10 APAs with 5 APM/min each for a +300% boost
I don't think there's a leaderboard for that lol
I have given the plans for a max power build (15.3 TW w/ full waste recycling, 19.1 TW w/o) to 2 people, but I sincerely doubt they built that
I'm aiming for 10 TW myself, but modded
Also, some of that must be coming from something other than nuclear, you're storing waste, you cheated in some sloops or used some mods. Because ~3.55 TW is the max from nuclear using full waste processing and with all 10 augmenters matrixed
Oh yeah I meant unmodded
Only thing I modded through was adding nodes cause the ones available weren't enough, all the rest is vanilla
Bruh that is not unmodded
Well I made an exception for that because I was already midway through when I noticed. But I meant it's not using some mod to produce energy directly, just placeable nodes (not uranium though)
Also how can waste recycling generate less energy? Shouldn't it produce more if you have more fuel?
Because Ficsonium is trash, as you might've noticed
Neither of these use it at all, actually
The one with waste recycling just sinks Plutonium
Well compared to the rest yeah, but it still produces more than it consumes
The other one burns it
because it's a choice between wasteless power and more power
It produces less power than if you used those resources on something else. Much less
I built it with ficsonium and it produces more than it would have had without it though
Not with the +300% from the APAs
the point is that the resources could make more if you didn't use ficsonium
It would've produced even more if you used that SAM on uranium conversion for more uranium rods
The sam wasn't enough anyway, the availability is too scarce with modding more nodes of it
I didn't consider converting more resources into uranium. I just wanted to burn all uranium on the map for energy
And bauxite to uranium conversion is still a better use of it than Ficsonium if you just want power
I see, I didn't think of that besides the amount of resources needed which would have exceeded availability. But anyway I wanted it to fully recycle everything without having to deal with waste
yeah then ficsonium is the way to go
If you only care about not storing waste, then sinking Plutonium is the best choice
Ficsonium is only for people who think sinking the Plutonium makes it invalid for some reason
Or for people who don't care about the cost
or for people that want to "fully recycle everything"
That would have been a waste though, I didn't want to sink a possible resource
almost like people having different opinions and preferences is a thing
I guess it's the reason they added ficsonium in the first place
indeed
You don't want to waste resources by putting them in the sink so you use even more resources to avoid doing that
Well, since they weren't enough for the process anyway, with buildable nodes you have potentially infinite resources so that isn't a problem anymore
100% same, tbh
That makes any and all resource efficiency arguments completely pointless
If you want to use Plutonium, but want "clean" nuclear, then Ficsonium's your option
Gah, I said I wasn't gonna bother arguing with you anymore about it, so I'll shut up
Also as greeny said I imagine it's just a preference. For example I only used load balancers cause I despise other forms of feeding machines
indeed, but given they want sinkless option, they go with ficsonium
Not really, you can make it efficient for the love of efficiency and not because of forced constraints, which to me is the point of the game anyway
I just "love" the leap from "I don't want to do this" or "this isn't useful for my situation" to "it's completely worthless"
What are you referring to?
to KYO, probably
If I got it right, I didn't say it's worthless to do, if you care about the highest production and nothing else it makes sense, simply I have other things I care about too at the same time so I have to compromise
And by any means it would be too late for me to change path after hundreds of hours of work 😭
does anybody remember what x and y in x/y = 4.16667 was?
25/6
no, KYO as the person above
Oh lmao 😭 I didn't notice the name
Yeah, wasn't responding about you, sorry! :)
Dw, I got what you meant once I understood who you were talking to 
I need to chop someone at CSS for making pure iron ingots take in 7 ore and output 13 ingots
Whyy 2 prime numbers
why does it matter?
Imagine you're trying to build a factory that should have x input wagons and y output wagons. you can only scale it to to have a multiple of 7 inputs and 13 outputs
They could be transcendental numbers for all I care
or you could clock it to match the needs you have
idk my needs
You don't need to work in multiples of full belts???
except for some sort of symmetry
well your needs are x input wagons and y output wagons
That flat orange line will forever be a dream
with trains for sure
Yeah I was gonna say that 🤣
You can't have flat with trains
Neither orange nor gray
sabotaged by the devs too
ah yes, and the maxxed rocket fuel blender makes 250/m
tsal coming together
mmm, temporally efficient - the river has unlimited water, but if you drink it all it still runs dry
Holy clipping 🤮
I'm sure you've gotten better
nope :)
why do you keep asking different questions about turbofuel lol
what are you trying to do
Hey, If there is anyone here hwo is a absolute Pro at Fluids, Please Help me. I made ma first ever Turbofuel Powerplant and i just can not figure out why my last few Generators in line allways run out of Turbofuel. I just can not figure out what i did wrong. I even set up Fluid Buffers and everything.
step 1: remove the buffers
step 2: loop the pipe
step 3 (optional): prefill
What are the Fluid Buffers actualy used for? I dont realy know
nothing really, apart from buffering fluid train platforms
it may be that some part of the system is not operating at peak efficiency
definately let the every part of teh system prefil
and try to fix sloshing inside
typicaly ppl place line of refs next to each other with single output
and guess what the currents may go agaisnt each other
make to outputs, use pump to force them out and put together again
I Balanced Everything so that i Produse 600 m² Turbofule so i can send it all through one MK2 Pipe. Everything up to the Generators works perfektly fine 600 M² Turbofuel equals 80 Generators. and at the last4 0r 6 Generators, The Turbofuel is just nonexistend.
Looping it an prefilling would solve that...
lol, okay, I see what you've done there re: my first pass at randomized recipe selection, solver. Not quite what I'm after, but amusing...
Okay, there we go, recipe randomization's in there properly now. Time will tell how thoroughly I commit to that. :D
how do i make a circle of foundations around this?
you can look for a tutorial on youtube to make a circle, you will have to rotate foundation the best advice i can give you after you watch the tuto is to put the center of your circle in the center of the node
oh ok
@jagged carbon Blue is fresh, red is waste
I've been trying to setup signals thru here forever and i'm still so confused as to how to get them working. to the right of the lower horizontal track there's a station with the exit as the higher horizontal track
what's the problem here?
draw a circle around the intersection
if a train is entering the circle its a path signal
if a train is exiting the station its a Block signal
4, you will get errors until the signal the rest of the rail network.
or just use block signals everywhere
so if the track from the station is joining back onto the track, is that a block signal still?
rule 2
if you're learning, just use block signals everywhere and ignore path signals
would i put the path signal for the entrance after the turn or before it
they don't really give that much advantage, so it's completely fine running just on block signals until you learn them
about like this?
nice you also need to do the other rail
sweet, thanks!
have fun
Why is it I am getting a different throughput number everytime the train depots?
I have 2 trains running the exact same route. I clear the cargo spots entirely before a train comes back.
because trains deliver in bursts and throughput readings won't tell you anything?
The throughputs are on the signs.
Each sign is a throughput reading I got on that specific cargo depot
what are those numbers based off?
I don't see how you've gotten 1800 ppm on one platform. I think you're doing something very wrong
._. idk either. That is the issue.
how much are you delivering to the first car at the loading station? per min
because that could be your main issue here
I will get all the numbers and send it here.
nevermind. I don't care to fix this train anymore. I am gonna delete it and just move on using a belt highway.
eh, it probably could have been fixed with a lot less work, and let you use the rail for other things , but you do you
Out of curiosity: were they the only trains on the rails?
Were there any chances for their round trips to be different through time? (Eg: needing to wait for any traffic)
how does one split ores like this?
Usually either with a manifold or a balancer or by clocking machines
what balancer would i need?
Whatever can output 90/min or 225/min on one side (90 is definetly easier)
well that doesnt really help
Feel free to ask details on whatever you don't understand
2:2 if you only have mk3 belts or none of you have mk4
i have mk4 belts
Then just a single splitter will do the job
so a 2:1?
It'd be a 1:2 in this case
ok ty
That'd be the "manifold" mentioned earlier ^^
Can also clock miners or just manifold
1 Splitter would do it
Split out 2 mk1 belts, split one in half and merge one half into the other mk1 and one half into the main belt
or just use 1 splitter and let it self balance...
If prefilled, they are non-existent
I'm counting pre-fillng time as startup times then
I just like balancing too much I guess, logistics look cool
But prefilling time can be nonexistent as well when using blueprints
Hello! Just started playing yesterday and I am addicted! Can you fine folks point me in the direction of some resources I can use to help me learn how to build efficient factories?
there are a few tools you can play around with
Just collect hard drives and build is my recommendations.
There are youtubers that look at different recopies, Heavy Encased Frame is hands down the best way to make Heavy Modular Frame
https://store.steampowered.com/app/3187030/Satisfactory_Modeler/ has a learning curve but helps you see all the different ways you can make an item.
https://www.satisfactorytools.com/1.0/ have any issues just ask **greeny **how to use it
Model your Satisfactory builds. Set up your machines however you like, adding optional limits to the number of any of those machines and the tool will calculate how the parts will flow and how many of each machine type are getting used.
This does advanced calculations that no other Satisfactory planning tool can do, including figuring out how s…
Thanks! I will take a look!
Well I guess I might start manifolding
Although making load balancers is fun and can look cool if you do it right
Not only do I have a drone route that's only 315 meters, but I had to double-drone it too, because the takeoff and landing sequences won't let me hit the 480/min required even at that short distance 😭
But it'd be really awkward to use something else due to the height differences...
considering the theoretical cap is ~5 stacks/min at 0 distance, I'm not surprised you can't get 480/min with 1 drone if the stack size is 100
I would just use belts/lifts though
Yeah, it's raw sulfur, so stack size is 100. A single drone was managing 381/min according to the drone port.
Although I'm using batteries as fuel. I wonder if I could hit 480/min over that distance with a better fuel, if 5 stacks/min is the theoretical max?
My issue is that cars are cool and all but I prefer trains for the resource load however, I would need a lot of trains to transport every resource and I would prefer not running mixed trains My other issue is conveyor belts are compact and typically the best of transportation for items so why would I even choose to not use those
Yeah this is too far for belts+lifts imo, but again with the height difference, can't use a train either. 🙁
Otherwise I 100% will use a train every time
That's a very subjective "best"
For one thing: when you build a single belt, that's all you've ever built. If you need more capacity, you either need to manually upgrade the entire belt, or build yet more belts
I mean that it always has a stable throughput and can be run Basically anywhere in the world and belt highways are usually best for how I build.
With trains, instead, you build one section of rail to support one route, but then over the course of the whole game, that bit of rail can end up supporting a staggering amount of throughput
unlikely. despite the math saying that it should be 5 stacks, I've never seen drones get even close to that. best I've seen was like 4.5 and sometimes even lower than 4
I still haven't bothered to check whether my calculator gets more accurate at longer distances, it's based entirely on the data from the wiki. according to it, you should be getting 470/min wth stack size 100, batteries and 400 m distance
as far as I can tell, the math is correct, so either the wiki is wrong, or drones don't behave nearly as cleanly as I'd want
Vehicles, Trains, and Drones also have 100% stable throughput. They do have a learning curve associated to them, to get that 100% stable throughput, but they are all entirely reliable
I'm not trying to convince you not to use belts if that's what you want to do, only that belts are only "best" under very specific circumstances
Hmm interesting, not sure where the discrepency is
As with so much in this game, a lot comes down to player choice
Maybe the drone port wasn't reporting right. I didn't check further than that.
oh, yeah, there's that too. they tend to not be perfectly accurate. but I don't think I've ever seen it be more than 10-20% off
(And likewise, vehicles, trains, and drones are only "best" under specific circumstances. Mostly just: all the available options have upsides and downsides, and there is no global "best." What works well for you in your current circumstance might not be what works well for someone else, or yourself in a different circumstance)
Yes, and… Train stations are still limited to the amount of items that can be put out if they are driven right yes they have 100% throughput My main thing is bringing all the resources from resource nodes to a main compiler from the compiler, my factor is just modular and very close by so conveyors can take care of that. My biggest issue with the other vehicles is that I have to build roads and my curve skills are not the best. I know I can just make them go over a regular terrain. my build styles unique and doesn’t like that. Drones are somewhat slow and can only carry a small amount of items. Trains seem like the best alternative because they can have so much resources, but are still limited to the output of the stations. Absolute last issue is with the way. The factory is set up to use conveyor so even using the different vehicles which I really want to do because something about well-rounded yada yada yada
Yes, this is a wall of text
Train stations are still limited to the amount of items that can be put out
That's true of belts as well. :)
biggest issue with the other vehicles is that I have to build roads
Remember that building roads is a choice. I've literally never built roads for my vehicles; they just use the map's natural roads. For trains I tend to do the "disconnected pillar" method, so I can curve those around while still making them look pretty nice
And again, I'm not even trying to argue that belts might not be the best for you, with your specific setup and your specific style of building
I'm only responding to the assertation that belts are somehow "best," because that's just not true
Yeah, np just seeing what works best and what people are thinking about
I know best is subjective, depending on play styles
what do you guys usually do when you need like 17 raw ores per min?
I try to remove it from the production
you mean like, with alt recipes?
Underclock to 17/min. :D
fair
unless you're making very little of something, you can almost always get rid of those small requirements with alts
but if you need <60 of several resources, then it might be unavoidable
then I'd just make more XD
Or by changing goal
im making 1.25 crystal oscylators just so I can have a automated storage, I was thinking in using iron wire alt but I dont have it, so ig I ll have to underclock to 17/min at the end of the day
why 1.25
was about to type "dont care" but with a build that small just roll with it or get iron wire
I'd 100% do this if I just wanted some oscillators and nothing else
I have this production of quartz crystal and silica and each quartz crystal constructor produces 22.5, i was planning in taking only one of these constructors to make crystal oscilator
I had some comically small amounts mined for my Turbo Rifle Ammo factory. :D
5/min Copper, gasp. 0.2778/min Sulfur!
I'd just use conversion atp
I did, in fact, when I made my ammo factory
yeah I already saw this production line too when making normal rifle ammo lol
Heh, was also doing Packaged Rocket Fuel in there. A whole 2/min Iron for that! :D
I think I'd actually just leached from other miners in the area which hadn't been fully tapped, so it wasn't actually awful. :D Didn't slap down a whole new miner just for 0.2778/min.
(Edit: I suppose I also wouldn't have had Converters available when I was building that factory)
sure, but I dont wanna use almost all my quartz which since they changed nodes location has been the most difficult ore to me
nodes inside caves are actually so sad
just clip a lift through the ceiling 
you just changed my life
is this a website that you made that flow chart on?
Hey how did you run the HOR from a few refiners by the oil?
thank you
spent a good part of yesterday trying to understand fluid mechanics. today i try and learn how a railway network works
Yeah, I did have a bank of refineries making HOR and then piping it over. I could have kept the 1:1 relation there too, but for that build I didn't
So i have very little knowledge about the math of this, but how extreme is this? Like is it super difficult to able to automate the phase 2 materials straight to the elevator like this? Or would I be better off just building simple production lines for each in their own respective areas?
imo it's completely fine like this
Having multiple outputs in the same "factory" is still reasonably manageable at this stage of the game, but IMO it starts to get unweildy pretty quickly. I always like keeping the individual-output production lines totally separate, even if they're being produced in the same "building," or even supplied by the same resource nodes
Helps your graphs stay nice and neat (regardless of what solver/planner/whatever you're using), too
So like having them all lead somewhere a bit different instead of into the same space? Im still learning the game and have just made blade runners and about to attempt my coal generator farm and steel production line
All up to you in the end, of course!
But yeah, if it were me and I wanted to produce those three things on the same site, I'd probably either have the three production lines either right next to each other, or maybe one on each "floor" of a building
So maybe use that as a base and see if I can add refinery into that space ? Will mk2 bp hold all that ?
Yeah, I'd think the 5x5 could hold another refinery pretty comfortably
As usual, lots of ways to approach problems in the game. :)
Oh that makes sense. Each on a separate floor, using lifts to go up and down for assemblers that have common materials i assume, also saves space and could allow for extra storage and a bit more space for mergers, splitters and lifts. Right?
I don't know why I didn't do the packagers like you did seems way more efficient
Personally the only "common materials" I'd distribute between floors (or just between isolated factory lines, if they're just next to each other) is the raw ores right at the start
I like keeping the lines totally separate. Yes, that means that maybe I'm making Rotors in like three different spots in the same building
But keep in mind that it's almost certainly (nearly) the same amount of machines anyway. Just instead of making all your rotors in one spot, you're just making 'em right where they're needed
(rotors just picked as an arbitrary example)
And of course that's just how I'd do it. Doesn't make it better than other solutions instead. I just like having individual product lines be isolated; less chance for unintentional spaghetti; less routing materials all over the place, etc
which nobelisk should I automate?
yes
I see now. Each floor, as an example, would be dedicated to making a part, like smart plates, and another floor could be dedicated to making motors, and just having rotors be made on those floors instead of a whole floor for rotors going to both of them. I actually like that idea. Have a raw floor(like iron ore to smelters) and have those go up and then go to dedicated floors that'd need them and then each floor is an automation and has less spaghetti chance
Yeah, more or less. :) One way to approach the production, anyway!
And you get to benefit from "cleaner" graphs, especially as products get more and more complex
Though, as I say, that's just one way to approach it. 🥳
True. In my head it was each floor is dedicated to making the basic stuff like wire, cable, iron plates, rod, screws and thenhaving those branch off with splitters to go into separate buildings for the advanced stuff. Idk im sure ill figure it out in some way shape or form
@dusky dust I found a YouTube video where a guy laid all of it out in a mk2 bp so I'm copying that both refineries and packagers , with all belts and pipe ran. Basically just connect it to oil and water.
Ill post a Pic of it when done.
If the fluid starts of really high, would I have to worry about headlift anywhere on the pipeline? (like this)
fluid will reach the highest point it was at previously yes
machines and pumps will reset the headlift however
sweet
and buffers have variable headlift. Just don't use them
pipes are worse in that regard, they have zero headlift if they're not full.
A 50% full buffer has headlift equal to 50% of the buffer building height.
i think the buffer gremlins are due to differences in the overfill percentage, which is some arcane stat not shown in regular gameplay
pipes do not provide or reduce headlift thus do not have variable headlift
things that affect headlift
pumps
machines
buffers
initial height of fluid
and it's been demonstrated headlift from buffers just depends on how full it is. Stop giving false info
It's not false info, it's fact. Pipes that are not full do not transmit any headlift whatsoever. If they're <100% full, zero transmission. If >100%, full transmission.
Buffers give headlift more readily. When they're not full, they create headlift up to their own height (e.g. 50% fill percentage = 50% buffer building height of headlift). When they are full, they transmit prior headlift like pipes.
You can prove this by having a pipe drop 100m, go through a buffer, then go back up. If it's only a pipe, water cannot go up until every previous pipe is full. If it's a partially full buffer then it can, and after the buffer fills it will also make it all of the way up the +100m afterwards since it transmits the prior headlift when full via the same mechanism that a pipe does.
It's entirely added functionality which is beneficial to the player and which brings the simulation closer to reality for hydrostatic flow.
pipes will fill and push forward regardless
if going up liquids prefer going down so they'll fill before going up. That is not at all the same thing and your points are as baseless as when you repeatedly claim 'manifolds aren't 100% efficient!'
Now go back to ignoring reality and me pls.
I've never made such a claim, yet you've claimed that i have in some weird strawman argument at least 3 or 4 times already. I don't know where all of this baseless hate and harassment is coming from, but it's clear that it's a problem with you and not with me since it involves so many other people.
<@&387163995947270144>
buffers will actually change the possible headlift out of the output, while pipes just will push up to the headlift provided as fluids move.
Whar
don't worry about it - if fluids start at a certain height they can reach it again as long as they aren't interfered with
which nobelisk should I automate?
which ever you like using 🙂
I think only the gas ones can't be fully automated?
nothing stops you from automated all the rest
cluster is good to automate due to mass clearing and also.. big boom
ok, just in case if there was a consense of a best one
thanks
nah they all do slightly different things
for example I'd never automate or make the cluster ones since I don't like clearing huge areas
I leave as much as the landscape together as possible. Looks weird clear cut
Hi, would it be okay if someone can verify my math? If it's fine then I can use my note for other things that also uses feedback loops.
I calculated water recycling in aluminium feedback loops and so far it is going smoothly. No problems, yet.
https://www.satisfactorytools.com/1.0/production can probably do that
There are tools for this game...
It seems my math is correct, thank you.
If i have 2 normal coal nodes clocked to 200% and only have mk2 belts. Should I not be using the second node since the belts can only transport 120/min?
Belts only limit how much you can pull out from a single node
After that, you can just use multiple belts, if one is not enough
So if one node produces 120, and you have mk2 belts, then you can get that 120. If it produces more than 120, you can only get 120 regardless (because a belt can't pull out more).
But if you have 2 nodes, each producing 120, then just use 2 belts and you have 240 total. On 2 belts
Ok, so ive got 2 coal nodes making 120 with a mk2 belts to each, so im actually pulling 240 coal/min then
And that means I could power up to 16 coal generators? With juat these 2 nodes?
each gen consumes 15, and 240/15 is 16, so yes
Anyone knows the best refineries ratio overclock to fill an mk6 belt with pure iron ingots?
So 6 water extractor since im still on mk1 pipes right? 3Water/8CoalGen? With each 3 water extractor dedicated to the each group of 8 coal gens?
yeah, that'd be ideal. 2 completely separate 3:8 setups. alternatively a 6:16 build with a long pipe, with 2 extractors connected to one end, 2 more in the middle, and 2 more at the other end. that works too
ceil(1200/65) refineries at 100% and it works fine 
also, I never aim to "fill" a belt
Uhh what about over clock?
ceil(1200/65/2.5)
Uh what?
that equals 8
so a minimum 8 refineries at 250%
but that's 1300 iron so you can downclock some a bit
but the exact number ends up 3000/13 % (230.769230769231%) so I'd leave them at 250%. or 231 or something
because trying to be exact won't work
Something like that?
For the 6:16 gen setup?
probably works, but I meant the 2 extractors to be connected to one pipe first, and then that pipe connected to the very middle of the main pipe (excuse my shitty, unsymmetrical paint drawing)
Weee weee weee
!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...
it's always better to design fluid systems in smaller discreet sections.
it'll make your life easier in the long run.
coal generators are sturdy bastards so it probably doesn't matter here, but it's a good habit to have
I thought my discord was bugging, turns out dark mode + dark pictures are hard to see LMAO
Yea thats fair. Ill probably just do 2 plants of the 4:8 ratio(underclocking the water to 75% to save on a little power)
paint decided to make th BG transparent even though it was white
(I totally didn't just take a screenshot of paint to get this image instead of figuring out how to make the BG actually white)
if you want, 3 extractors work perfectly though. And... the power you save from underclocking things is basically nothing
Yea but its very aesthetically pleasing to have the 4:8 ratio but the area im in is a bit cramped on space so ill just stick to 3:8
Something like this(with foundations covering everything up to the big lake with the extractors)
You can't put 3 extractors on one pipe
They make 360, pipe handles 300 max
Unless you have a mk2 pipe
I there a problem with overexceeding?
Its what I did here for the initial setup to try it out
Of course? If a pipe has a capacity of 300/min max and you try to put 360 through, you'll only get 300 out. Which will starve the gens, because 8 of them need 360 total
Which is why the build I showed put 2 extractors on one pipe and then connected them as far apart as possible - to not overload the pipes
Of course with only six coalgens (as in that screenshot), it'd be fine since those gens will only consume 270/min anyway
The usual ratio that gets recommended is 8 coal gens to 3 extractors, which does require some more creative piping, as mentioned
Except on the drawing, there's 8 lines
Which I'm assuming are gens
What about instead of 16 gens I go for a 2:5 ratio and do 15 gens
Excuse my crude drawing
Why not 3:8? Like it's literally perfectly ratioed. 360 consumption and 360 production
I dont have mk2 pipes yet. So Idk how to avoid the 3 extractors on one pipe
Use 2 pipes
Or 3 pipes in like the 16 gen design I showed
No pipe segment can exceed 300/min. There are no limits on the entire pipe network
Just just need to put in 300 or less and consume it before you put in more
AH OK. Could something like this work for 3:8? It'd have 2 pipes feeding into one segment with 1 pipes feeding into the whole a little down the line and then I could build right next to them
!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...
Here are designs for 3:8
My 6:16 is basically the middle one except a second copy is glued next to it
<@&387163995947270144>
I see my initial design flaw. I was attempting to run 3 extractors into 8 coalgens directly, whereas I should be having 3 WE on one pipe feeding into 2 sets of 4 coal gens off 2 separate lines
1 200% normal coal node can power 8 gens right?
If it makes 120/min, yes
Now I just need a way to make the belts and pipes look pretty without clipping
doing this kind of manifold affects anything or works just fine?
i mean by making the start of the manifold in the middle and not on one of the corners
Yeah, so long as you're supplying enough material to feed all the machines (and your belt speeds can support that rate), it'll be fine no matter where you feed the manifold
ok thank you
like this works fine too right?
one part with one splitter per machine and another part in the same manifold doing one splitter per two machine
do i need another buffer if i add anothfreight platform
you generally should have a buffer on every platform
ok thanks
How do pipes work in Satisfactory when splitting flow?
If I need to deliver 300 m³/min to two different branches can I have mk 2 pieps leading up to it then mk 1 diverges or do I need mk2 everywhere for exmaple would this work
ya this works
well, it may work, but pipes are bidirectional, so you shouldn't think of this as a "split"
it's a junction, fluid can go from anywhere to anywhere
it will act as a split as long as the input pipe has a bigger fluid level than the "outputs"
fluid can go anywhere, but it does tend to move from fuller pipes to less full pipes
and for splits, yes, its preferable to use the lower mk if their speed is enough to handle it
same for the reverse
if you merge 2 or 3 mk 1pipes, use a mk 2 pipe on the output if the combined flow exceeds mk 1
guys, iam new but question, i have mk3 belt thats 270 per minute, i have 8 constructors each making 30 wire per minute, thats should be 240 per minute, belt shouldnt stutter or iam i stupid?
that entirely depends on where the belt is going
its going to storage container
its stuttering hard on mergers
merger has "infinite" speed hasnt it?
and the container has space in it?
yes almost empty, just built it
and are the constructors output slots (mostly) empty?
if the output slots had some items in them, the constructors would output faster than they're producing
its like last constructor was sending out all wires and others were waiting for him, now he got emptied and other got space
okay probably just some weird thing happened 😄
maybe its kinda of a complex question to be answered by a discord message, but how do I know if my train is going to be 100% efficient, with the distance and quantity of resources im going to transport per min, can someone answer, or please recommend a video that talks about it? In train guides ive seen so far nobody talks about this and its my main concern when using trains
it's gonna transport everything you put in if the amount you want to transport is below the max throughput curve of the setup
and how do I know this max throughput curve?
So perfect efficiency is an absurdly hard goal to achieve, but you can get closer when you know times of each process, and if they're tightly controlled (e.g. no conflicting traffic on rail).
Load/unload have set times, fill/unfill of buffer inventories can have set times too. So this ties in with your export and import factories production/demand per minute (standard game reference).
How long does export take to fill, how long does train take to fill, how long does train take to travel, how long does train take to unload, how long does delivery take to process fully... etc
you can calculate it. the wiki has the info
looks something like this (but depends on train settings, train length, number of trains, stack size and belt speed)
oh so it has to do with the time the train takes in a trip, this makes sense, I ll check to wiki, thank you both of you guys
so here the miner is mining 180 limestone but the transfer is only 164
but in this freight just beside it its mining 180 and transfering 180
its the same train and rote, what is the explanation for that?
it could be because it didn't have time to average out yet or the issue is with the unloading side (you're not consuming 180, so the train won't transfer more because it's bottlenecked by the consumption on output belt)
let me check
yeah youre right
thank you man
I thought something, its better to use trains to transport the final resources to your centra storage instead of using it to transport the raw resources to another factory because the final product is usually a way smaller amount so you wouldnt really have to worry about calculating the max throughtput, does this makes sense or Im triping?
Is there anything glaringly wrong with this? (I'm doing this while tier 3 gets manufactured, so no blenders for the normal diluted fuel recipe)
other than the fact that you could get the same power from 600 oil and no coal or sulfur, no
so you might want to reconsider using turbofuel if getting 600 oil is easier than 480 coal and sulfur
and when you're doing diluted packaged fuel, make sure you use zero splitters and mergers to manage the canisters. make 1:1:1 loops
What if...... I used the oil that doesn't go to turbofuel into fuel....
Not infinite, but they will essentially never be the bottleneck speed wise. I believe splitters/mergers are something like 2000/min?
okay i understand, iam not that far to have such output merged together anyways so 😄
Yup, and if you somehow had 3 full lines of like Mk 5 coming together in a merger that would in theory overwhelm the 2000/min limit, the exiting belt would never be able to handle it anyway.
Are those good stats? or there is something i need to produce more / less of
I have 1400 plastic / min and 600 rubber to work with
As usual, that kind of question is literally impossible to answer
It all depends on how big you build and what recipes you end up choosing further down the line
My own recommendation is to just build what you need Right Now. Then when you need more later, build more. :)
(though fwiw, having a dedicated production line for circuit boards is unlikely to be worth it unless you really want to centralize their production. They're not used in anything by the build gun; just as intermediate products in other factory lines)
Yeah you are right
Adaptive control units need it so i thoguht i might need them
they will make their own boards when you build those
You don't really need circuit boards for any building. No need to store them
Depends on build style, of course. As myself and greeny have hinted, we'd personally be far more likely to just make the circuit boards Right There, in the ACU factory.
Other folks do like at least partially "centralizing" production of stuff, of course, and in that case maybe you would want an isolated Circuit Board factory which exports its products elsewhere.
Not what I or greeny would recommend, but it's your save, etc. :D
(And just 'cause I tend to never shut up about Independency (https://satisfactory.wiki.gg/wiki/Tutorial:Independency) doesn't mean it's objectively better than other build methodologies. :)
they wont be really useful for me anywhere else so i should just cut them out of production
in favor of more computers probably
More computers never hurt anyone! And if the production line is already built, just sink them for some decent mid-game points.
no, but building that pointless more production is sometimes very annoying to people (or causes burnouts)
Now I can get production up to 25 computers and have some quickwire stored for construction
for sure. Althought I also find personally if I underbuild early and then have to go back and make a ton more X then that can get old too. I like to overproduce a bit, sink the extra and then use those lines as needed later.
well that's where indepdendency shines, as you don't need to touch other factories 🙂
Yeah, in the end there's nothing wrong with overproduction so long as you're enjoying it and are willing to live with the fact that what you're producing is, in the end, a total guess, and is likely to be either over or under what you actually need in the future.
It's more just when folks ask "should I make x/min of Resource Y?" and there's just no way to answer that. :P
id rather overdo it than not have enough computers
The "Independency" thing that greeny and I tend to go on about is basically a totally different way of looking at the whole thing, honestly
Like, you're going to need to make a certain amount of computers during your playthrough, but you have no idea how much
you make what you need now, because future things that need computers will make their own computers
So rather than overproducing, you just make what you need RIght Now. Then when you need more later, make more.
You're never "running out" of anything, because you know that when you spin up a new factory, you're just making everything from scratch
And by the end of the game, you've produced exactly the amount of all materials that you needed, since you only ever made exactly what was needed at the time
Thats how I usually do it and I hated it
And it's very likely to be basically the exact same "amount" of factory either way. (I admit that centralizing may save you a few machines here and there, and maybe save you the trouble of choosing a factory site, but still -- it's about the same)
I get that strategy for sure. But if I'm putting down a Supercomputer factory, I'd personally much rather set down the manufacturers and call in computers via Train or Drone then build that whole production line to get to computers again
Anyway, of course, just a build suggestion. :)
I prefer a centralized productio and efficiency
"Efficiency" is irrelevant
again, up to you how you play, but generally most people like independency and it naturally solves tons of problems people have
Don't let Ada hear you talk like that
a fully-Indpendency-minded savegame can be as efficient (or not!) as a save that tries to do a megabase
I just mean that it has no bearing on whether you "centralize" or not. (At least by most definitions of "efficiency." The problem with that word is that it can mean a million different things.)
Yup, they all work just as well. As mentioned before, there is no clock, and resources are never exhausted!
how many water extractors are needed to give enough water to power ten coal gens
Yeah, but I wanna try a different way of thinking about production and a more centralised system
Take a look at the water extractor -- how much water does it say it extracts?
Then take a look at the coal gens -- how much water does it say they require?
4
one 75% underclocked
maybe don't spoonfeed the answer when we're trying to teach them how to get the answer 😛
mb i only say his message after sending mine
Next time give him the wrong answer so he's even more confused
Sure, and I'm not trying to convince you otherwise. I'm just saying that you threw "efficiency" in there seemingly as one reason why you don't want to do Independency of the sort greeny and I were talking about. And while "efficiency" is a vague term at the best of times, my point was just that by most definitions, "efficiency" just doesn't come into it when debating independency-vs.-centralization. Either end of that spectrum can exist anywhere on most "efficiency" spectrums
A factory can be as efficient as it's built to be, whether it's an Independency-minded outpost or a giganto-centralized behemoth
I mean for me it would be more time efficient to do one thing and get it over with so i dont have to worry about it again rather than just do same thing over and over
Blueprints
the thing is that you spend (roughly) the same amount of time doing the thing (because you do excess)
if you make he infrastructures for 100 computers pm lets say
if you do 50 pm now, then 50 pm later in a different spot for different need thats the same work
if you make 100 pm in one spot and only need 50pm later that's half of the work wasted
Not taking into account the inevitable eventual underproduction lol
but now since I know I have 25 computers a minute i will work with that number in mind
and plan around it
some computers for super computers at a different plant
and force down specific design paths that restrict options later
instead of saving that time building when you need it giving you more options
no if i need it so much ill construct an independent computer plant
The amount of water produced needs to be higher than total consumption from what I understand
you can feed exactly what you need into it
!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...
convenient layouts for coal gens. I recommend making groups of 3:8 like that
i see
Azana, what recipes are you using?
Only thing I don't like about it is that 10/3 is weird
but maybe I can upscale it to 12 refineries?
you can see that in the top right example , you have 250% clocking for solution producers right?
100% of that using fresh water
150% using waste
that means 40% of your bauxite will use fresh
oh you meant in total
100% uses fresh
150% uses waste
ya that would work.
Make them in small groups like this https://www.satisfactorytools.com/1.0/production?share=ZBSHk7wZKkqfjsYh02YP
that's a plan for 600 bauxite since that's whats coming in on one platform
example using 400 bauxite since you'll have that coming in on a platform https://www.satisfactorytools.com/1.0/production?share=DRB6efOA7T1II3WUOqQT
^
sorry quick referencing things.
So ya, I basically need to make it in those sets.
any excess water from like 1-2 refineries I can sink via wet concrete
never need to do that with this system
or I get a 2k belt.
I made 600 and 400 bauxite plans because that's what we discussed in your train plans 😛
DO NOT connect all the waste water together - make seperate small groups
ya, and that train went to shit
and my belts have become way easier to manage.
I was having issues with spacing the stations and getting the route to work with me. So I scrapped it.
Oh sure, your own time efficiency definitely depends on how you know you are with building and such, so I won't argue against that. :)
Personally, like the other folks who addressed it, I'm not convinced that there's a significant time difference between making a bunch all at once versus making it as chunks later on... There's different things which'll take up more or less time in either of those. But you know you best, of course. :)
So I have a turbofuel factory that’s gonna produce 44GW, but I don’t know how many batteries I need until in starts to boot up, I have 3.7 GW-hours of batteries so do I probably need more or am I good
how much turbo fuel are you making pm?
1320
I’m using heavy oil residue alternate and diluted packaged fuel
this should tell you teh power consumption
shit one sec
forgot to turn off SAM ore, soz
It wouldn’t work, so I calculated it myself, and the batteries should last me about an hour and a half
it took 5 seconds to drum up the numbers
I’m overclocking almost everything
so add +33% to it as a ball park. that's the most an over clocking system will consume
OCing a systsem doesn't use much more power
*power storage 🙂
I did some math, and turns out feedback loops are a geometric series.
Let's say r = waste water / fresh water
Then for every setup that uses fresh water, you need (r / ( 1 - r) ) of setup that uses waste water.
Is the radar towers "1km range" a radius or diameter? Sourcing from the wiki.
Trying to figure out optimal points to stand for overlapping object scanner detection with radar tower detection.
I think there's a map on that for hte wiki
or at least googlable.
but resources to make them are basically free when you're automating things and they don't take much power
If I wanted to mimic this design 4x semi close together. What would my foundation base need to look like for just the coal gens. Like how many foundations for it?
do you mean making multiple groupings?
because that'll depends on layout and how much space you give yourself.
for me I'd do mutiple staggered floors so it's not as tall
saves a lot of floor space
Staggered floors?
like in the image I shared in #design-and-architecture , so that the stacks are on the outer edge
Ah ok. Like make a floor of 8 and then another floor of 8 staggered just a bit up. Ill screenshot and show what ive currently made
play aroudn with a basic design of one group and how it's spaced out and see hwo you go 😉
Fair. But for just that one group whats the standard size? Is it like 8x8 foundation?
really no standard size. Some people make it super compact, some give themselves space. :\
figure out how wide you need 1 side of coal gens, then look at how much space you want in the middle
I think coal gens are like 3 foudnations long? place one down and experiment
u have exact numbers for machine dimensions on wiki
i can calculate how much space u need from that knowing how many machines u need to place
or u can make modular blueprint and calculate how many of them u need
Coal is temporary, I wouldn't stress too much about it 😉
My current base foundation is 10x14 with 6 water extractors placed next to eachother on each of the longer sides
Looks like each coalgen is 1x3 foundations
Should be more than one
@still aurora
Thanks
you'll probably have ot modify it based on the recipes you're using though and how you want to clock them
This is the same same you sent me yeasterday!!! I really gotta start saving these. Apologies for asking the same silly questions
that's ok 🙂
and yeah that's my go to image - edited it to be clear to help people
I should probably actually paint the pipes dif colours and take another image but I'm lazy and this is pretty reasonable
Hello everyone. For some reason i just cannot figure out the best way to distribute water to 16 coal generators. I only have mk1 pipes... any tips? I'm doing this in the small pond in the grassy fields...
at least attempting...
!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...
make groups of 8, keep fluids in their own little sections as much as you can
example of 64 gens stacked using a modified example from above
coal generators are sturdy bastards so doing gropus of 16 would work out just fine, but it's a really good habit to have for later on
diagram or image you mean?
cause the diagram should be the most helpful bit
hmm I can't think of an area with coal and water you couldn't stack generators like this - but you do you. that's just layout stuff
I don't know why i didn't think to split the systems, 3x8 waterxcoal
sometimes you just need a dif perspective 🙂
you can go even further than that if you're having trouble, e.g. #math-and-meta message
I know i can, and i have... but larger was easier
for some reason.. lol
Thanks again, 🙂
Thanks for all your help.fr
Time to make this plant first!!!!
no problem! gl with it 🙂
Screw rocket fuel
Yea then i'll fiqure factorys out. Maybe nuclear too but that seems like alot
even the alt recipes that are more uranium efficient aren't bad.
and you can use the base recipes to make like 300gw, which is more than almost everyone will end up using
Noted,i'll prob do another like 100gw or something for 200gw total.(with fuel.
I might end up using alot. This is my forever world so im keeping it till im out of projects.
And by time im done with my current ones i'll be at least 500 hours in
if you're going to do 100gw just go nuclear straight up.
use some power storage to kick start it
that's just an ASS ton of generators even over clocked
although if you already have 100gw you prob don't need hte power storage
400 to be exact,and i JUST did all the math its like 3,000ms of oil too
yeah just go nuclear. easier than doing all that
a plan using some resource efficient recipes https://www.satisfactorytools.com/1.0/production?share=KgiadIMCSzz1Vm9sOHMi
this one cuts out both coal and copper - simplifying things a bit https://www.satisfactorytools.com/1.0/production?share=YvcwJb1h6YJ8KqqDtE1p
This is all the math. I do LIKE fuel cuz its easy to set up. So I might do it anyway. Plus I haven't even unlocked nuclear. I can bu idk how to make the gas mask
Each gen burns 7.5
Each blender makes 45 a min.
1 blender = 6 gens
402/6 is 67 blenders
7.5ms*402 is 3,015ms tol
15ms*67 blenders = 1005ms of fuel for all blenders to be running at full efficiency
30ms*67 is 2010ms of heavy res
22.5 *67 is 1507.5 sulfer and coke a min I THINK that number seems really high tho.
If i use crude oil i need.....
1005/40=25.125*60 crude oil 1507.5ms for the fuel(repeat process for everything else.)
1507.5 for the heavy res
And an additional 378 for the coke
With diluted fuel
16 extracters for water
1,206ms for the total oil for the heavy res(i can't do the math with overlooking because im not home so im overproducing here
Total resources
Crude oil=3,378(2713.5 with diluted instead)
2010ms of heavy res
1005ms fuel
3015ms of turbofuel
1507.5 of coke and sulfer
With a total of 402 gens and 67 blenders
50refiners
gets unlocked with nuclear stuff
Using a planner makes all that very fast
i mean these
what about them?
How do I get them
if you have blenders you should have access to alum casings and caterium wire
if you mean idodine filters they unlock with nuclear stuff
!wikisearch iodine
they are not,also i MIGHT just stick to fuel i don't have the frames and other thing automated
im talking abt the gas filter tho
... just look at the link I specifically linked at you
should be the top hit on the page
i got it
also what do these do
it says something abt power
!wikisearch nuclear_pasta
wiki has everything 😛 if you want spoilers
gotcha
its easier for someon to explain tho
it's just a part thats used for other things
the wiki shows you the things you can make with it
Fair, I think there's an alt for plutonium rods that uses it? or something similar
yes
and here i was thinking i could start scanning every HD i have before it
also another reason i don't want to move to nuclear yet is that i am in desperate need of a new base,but don't want o move until i have power full built. this spaghetti is why(first image is allumnium stuff
my base rn is sphagetti central
so getting better power is my priority
I mean up to you but you should be making all your nuclear stuff in it's own factory - away from everything else. So that would be a clean factory and more power
Got it
How are you still awake
I went to sleep and woke up
Anyway I read your math, looks all fine but haven't checked it
Time to figure out my water extractor math, I know its a 3:8 ratio, but does the split in the second picture have an exact math? Or does it just need to split from the one pipe going into the 2 perpendicular pipes
Guys, what should I do at the beginning ?
I already have 1 iron drill to 2 foundry where 1 make plates and the other one store the ingots
It qas like 4pm when you went to sleep it was 1am then
Ah didn't realise our timezones were that far apart
Yea, its 7:30 now
In the moe
I'm not exactly sure what you're asking but they're positioned like that because it assumes you are using MK1 pipes with a max limit of 300m² volume. So they're like that so the full 360m² required for 8 coal gens reaches properly
"120 from the left, 120 from the right. Each gets 60 from the middle so that each side gets an equal 180m²"
"As long as the middle water extractor sends it's water to a junction that feeds the left and right, it's fine"
There are other ways to do this but for the setup you have pictured you're going to run into some trouble since they're in pairs of 4 unless you simply just overclock a single water pump for each? (There might be a more efficient method but I'm not seeing it currently without a large restructuring of the foundations and coal plant layout)
Meanwhile I just finished my responsibilities for the day and am getting on satisfactory 😎
Its laid out amimg to the diagram, just need to pipe it out and down into the water. Just needed to know if the 2 pipes jetting out from the water extractors are there exactly or if anywhere on the pipes is fine
You're right I realised my mistake on that first part
Slipped me completely
But yes they need to be laid out like due to the restrictions in MK1 pipes
8 gens need 360, 3 extractors make 360
I think im wording it poorly. Are either of these designs fine, or do I need it spaced out like the first, or could I space it out like the second.
Ohhhh
Makes no difference as long as you use 3 junctions in that arrangement
The length doesn't matter
Not sure why you're assuming this would make a difference unless I still haven't grasped your question xd
Just wanted to make sure. Im still very new to it and wanted to make sure I didnt need to reorganize before going for the piping.
As long as the middle water extractor sends it's water to a junction that feeds the left and right, it's fine
I'm honestly not sure what you're trying to show here
the yellow lines are pipes - that's it
as long as no point has to move more than 300 pm, you're fine
Bet. Thats all I was worried about.
Makes sense now that its laid out it front of me. What i get for trying to figure this out at 6am
go to bed 😛
Oh yeah
Take a break man
I start to make stupid mistakes when I've been playing for too long. Never worth it cause you have to spend double hotfixing after
Ive had my rest, I get up for work at 4am so ive been up for a couple hours. Just like planning things out
Fair, the only worries you have for liquids is verticality (and sloshing)
In horizontal arrangements as you've shown. Just treat it like you would a conveyor almost
Also I'm assuming you have the ficsit plumbing manual pdf since that's where the diagram you shared is from right?
Cause it would answer all your current and future questions on liquids
That diagram is from the wiki
Is it? My bad
Yup, manual hasa different image for that
You're right it's the diamonds
Whoops
Here then for if you're interested in it necro
Yup, check the name on top of the second page of the manual
I'm so glad I came to this game late enough for resources like this to be available openly hehe
I go to work at 2pm and come home at 10. My responsibilities aren't till later
Ah you work those kind of shifts often?
its been around for a long time 😄
I wouldn't know, I'm just glad to have it lol
Those are pretty much the only shifts I end up taking so im either up really late,up really early, or both
Plus my sleep schedule is ALREADY bad
That's fair, I'd hate those shifts though. Would make me feel like I'm wasting a day
You are,but its easy and at least when I am home im on my own. Its not horrible
Everything has it's perks I suppose
Yea,this is temporary anyway.
LMAO
Anyway time to fiqure out if I should start this fuel project or go through the headache of making super computers in this spaghetti forsaken factory for nuclear
Now that I can actually play the game
I cast "Spend next 100 real hours designing a computer factory then forget what you needed it for"
Im about to build a nuclear power plant, and I was wondering how I should build a train to transport 1200 uranium per minute, from 2 normal nodes to near the ocean in the west. Will one train be enough and how many trailers should it have? Thanks
1 wagon is plenty enough, actual number of trains depends on how long it takes to drive back and forth
Alright thanks, do you think one node for train with 2 wagon would work, or would 2 trains with one for each node be better
1 wagon is enough with mk6 belts. with mk5 belts, the max is 1275/min, so you'd have to make the perfect setup for 1 platform to be enough with mk5s
it's generally best to have trains with only 2 stations on their timetable - pickup and dropoff
Ok thanks
One more thing, I plan to make 18 rods/minute so 90 reactors, would it be good to just fully overclock 36 and use 108 power shards and each one would just have a full mk2 pipe?
It will greatly reduce size and logistics. just connect 5 extractors vis mk2 pipe to each gen and youre done. Build on water 😉
Cool thanks
For extra davanced power plant, connect eaach group of extractors to separate power switch, so you can toggle power in sections and only make as much as you need.
(nuke gens will shut down without water, so its an easy way to turn them on and off remotely)
Nice, so would a 6x6 grid, with each row connecting to a switch work
plus it's best to fill the rods while the reactors don't have water
Ok
Will pipe throughput be fine, because it only seems to break when in a large manifold
don't connect pipes across reactors and you'll be fine
x exctractors to 1 reactor, repeat
Yea I won’t overclock water extractors just the reactors
My factories look like this, I have Iron Rods, Screws, Iron Plates and Concrete. And I have copper wires somewhere else. What do y'all think about this considering I'm a new player ?
Is there any other way to split efficiently ?
Like, I want 10 Iron Rods here and 5 Iron Rods here coming from 15 Iron Rods/min
For splitting, you don't need to necessairly limit items by line. As long as the machines they are going to are limited in what they will use, then the line will eventually balance out. So if that machine(s) that you only want to get 5/min are clocked to only use 5 per minute then it will be good.
Good luck! Unlock and start to use foundations as soon as you can though! Makes it look much more organized and cleaner.
I was ACTUALLY gonna do this too
you basicaly only have 2 choices, balancing or sushi belt
manifold*
(i forgot the word for a second lol)
If I split by 2, each belt will get 7.5 item/min so 7.5 going in container and 7.5 going in constructor but I need 10/min going in constructor.
there is nothing wrong, I checked everything
is it some error with this specific item?
Keep in mind that Turbofuel and Compacted Coal are alt recipes. Did you enable those via the "Recipes" tab?
THANK YOU
this is pissing me off so hard
really what sould I do in this situation
most of the resources are only on the other side of the map
like bauxite
Lol, yeah, a small Turbo Rifle Ammo factory requires comically small amounts of stuff
Fortunately you've probably got drones available to you; tend to excel at smoothing out that kind of thing
acctually, I have rifle ammo and turbo fuel by my side I just need 1.2 casing
yeah I was just thinking of that
I dont have it yet, I think I need radio control unit only to unlock it
I ll probably do that first
then work with the turbo ammo
What I generally do with aluminum is: essentially max out a bauxite node making aluminum ingots (using whatever recipe chain is most convenient for the other nodes near the bauxite node). Send all the ingots to a sink. Then, as other factories need aluminum products (sheets/casing/heatsinks/tanks) I'll siphon off from the ingots and set up that exact export. Over time the amount of ingots getting sunk shrinks to zero, and it's eventually time to spin up a new aluminum plant
So in this case I'd literally just set up a ridiculous 1.2/min Casing constructor (or assembler, whatever) and drone it over to where the Turbo Rifle Ammo's getting made
And the aluminum plant nudges slightly closer to its deprecation. :D
thats a good idea actually
That's more or less how I tend to handle plastic/rubber as well
IMO that kind of micro-centralization makes a lot of sense for bauxite/aluminum specifically just 'cause I feel like you really do save a lot of work by maxing out a bauxite node. It's not that much more work to just bleed the bauxite dry than it would be to Make Exactly What You Need RIght Now™ (as I tend to do for most things), whereas setting up like five different aluminum processing chains (which would add up to maxing out the node) would be nearly five times the work, etc.
SAM conversion
is rocket fuel even worth automate for the jetpack or should I go directly to ionized fuel?
I'm actually quite fond of Rocket Fuel as a jetpack fuel, though I feel like Ionized is the "best" all around (said the person who's constantly saying there's no such thing as "best" in the game. :D)
Kind of depends on how much effort you want to put into it, in the end. :) If you've already unlocked Ionized, it might be worth it to go straight there
ionized is the best all-around jetpack fuel, but since that's also the ONLY thing it's especially good for, you don't want to invest a lot into it.
rocket has higer speed, but ionized lasts much longer
!wikisearch jetpack
plus, you can just make some and test it out
you can even buy a stack from the shop I think
I hate decimal numbers bro
again, imaginary
Yea ik,what was the thing you told me to do again. Ima write it down so I don't forget
I hate it when my manifolds require 3+5i/min resources
honestly that would be a fun mod
Im just bad at math
Funny, im playing game based on mathematics and hate math
Thats not contradicting in the slightest
I mean if you need 13.5/min, make the previous step produce 13.5/min. It's that simple
I wonder how fucked would this game become if cycle times were gaussian distributed. 3.6 seconds one cycle, 2.9 the next
What im saying is if im making like 400 fuel gens with turbofuel. The number is 53.333333 how do i...use that number
I don't think i would be playing then
number of what?
Choose a different amount if it bothers you so much
Sorry I meant 66.6. Its the number of blenders I need total. Each blender can handle 6 gens
Thats what I ended up doing. I just changed the number to 402
if it's 66.66666, then make 66 blenders at 100%, and one blender at 66.6667%
But cobalt said I didn't need to do that
you don't
You're doing turbo blend fuel and burning it for power??? Insane choice tbh
almost like the game has multiple ways to be played
Yes......yes i am. I swear if you tell me to go nuclear
So overclock one?
well, underclock
but you can also overclock one of the 66 blenders to 166.6667%
No, I'll tell you to do diluted fuel, default turbofuel, either rocket fuel, or nuclear
or do any other combination
Turbo blend fuel is kind of a terrible deal compared to diluted fuel. Adds a bunch of sulfur for barely any more power
Well im using diluted fuel for the fuel, and then making that fuel into turbo fuel with the turbo blend
Is that.....a bad idea?
It requires 66 blenders instead of 200 refiners
Also if one is undercloked wouldn't that mean im making less?
well if you need 0.66666 of a machine, that means that you need a machine that runs only 66.6666% of time compared to machine at 100%
so yeah, you'll be making less, but that's because it's what you want
Oh so 66 blenders WOULD be fine. Unless overproducing is an issue
no, they would make less than you need
since you need 66.6666 blenders, but only build 66, you're missing the 0.6666
If i build 66 blenders and im missing 0.6666 and I underclock one. Wouldn't i be needing MORR then the 0.666. Underclocking means ur producing less. So if even 100% doesn't make enough how does undercloking give you your number?
I said you build 66 at 100% and one at 66.6667%
so in total you build 67 of them
Oh so you are still building 67
But one is undercloked
yeah
400 gens via diluted fuel: 3k oil
400 gens via turbo blend fuel. 2250 oil and 1500 sulfur
400 gens via default TF: 1350 oil, 2400 sulfur, 2400 coal
400 gena via default rocket fuel: 687.5 oil, 396 sulfur, 666 nitrogen, some iron
400 gens via nitro rocket fuel: 416 oil, 1111 sulfur, 555 coal, 833 nitrogen
This is my math with 402 gens. Note that with what greeny said im just using a LITTLE bit more oil then needed
Each gen burns 7.5
Each blender makes 45 a min.
1 blender = 6 gens
402/6 is 67 blenders
7.5ms*402 is 3,015ms tol
15ms*67 blenders = 1005ms of fuel for all blenders to be running at full efficiency
30ms*67 is 2010ms of heavy res
22.5 *67 is 1507.5 sulfer and coke a min I THINK that number seems really high tho.
If i use crude oil i need.....
1005/40=25.125*60 crude oil 1507.5ms for the fuel(repeat process for everything else.)
1507.5 for the heavy res
And an additional 378 for the coke
With diluted fuel
16 extracters for water
1,206ms for the total oil for the heavy res(i can't do the math with overlooking because im not home so im overproducing here
Total resources
Crude oil=3,378(2713.5 with diluted instead)
2010ms of heavy res
1005ms fuel
3015ms of turbofuel
1507.5 of coke and sulfer
With a total of 402 gens and 67 blenders
50refiners
Tf are milliseconds of fuel
You know what I MEAN right
I forgot the unit for fuel
m³ or m³/min depending on whether you're taking about volume or flow/production/consumption
Anyway did I math wrong? Even with the 2 added gens I feel like my oil number is way higher(note it accounts for the heavy res needed to make everything)
How is default less oil
And how is turbo blend 2250
Holdddddd on
Does 2 gens add THAT MUCH more oil?
Yea, I don't see how my number is so much higher then yours
Now im confused
That math SHOULD be right