#math-and-meta
1 messages · Page 365 of 1
maxing what specificaly u mean, maxing uranium and fisconium definately have nitrogen leftover
"maxed map" = processing as much as possible from all the raw resources
usually the goal is producing sink points or something like that
its one of the 'trash' resources imo - plentifuil without much use
limestone, iron, N gas.
so much on the map
it is 🙂
but the random othe rrecipes that use it CHUG sulfur to output basic ingots
at not great rates.
while you only need like 300 gas for 1000 crystal and 1000 silica xD
that is crazy when u put it like that
so i woudltn call it trash
ah, it's useful
but there's such an excess of it you use it like it's garbage.
just spray it everywhere
spend it like candy
like Copper Alloy recipe?
basically converts Iron to Copper at zero cost. AMAZING. Chug that iron ore like it's infinite
cooper alloy in its own regard is a no brainer
because iron is so common 😄
and it outputs almost as much copper as pure copper w/o tons of refineries
I mean sometimes you'll also need all the iron nearby for a factory too , so maybe pure copper would be better in that situation? but I'd probably import more iron at that point
bro limestone is trash
do agree with that 1 for sure
but you can use it to pad out Steel Pipes, Steel Beams, Cheap silica. Versatile
oh sure - though personally my hatred of particle accelerators outweighs everything and Pink Diamonds forever
but that's my bias
hatred for ultiamte fidget spinner?
why
i always like water extractor brrrrrr or particle accelerator ziuuuuuuuuuu
they are just so huuuuge
well thankfuly they arent as big as irl ones then
like my hatred of train stations and refineries. Just so awkward to design pretty things around
If I could just build 1 large underground PA for all my needs in this game I would do that isntead 😛
train stations yea i can see why im not a big fan myself HOWEVER WHACK REFINERIES YES
Next game I'm going ot use the Modular Stations mod. Seems to be able to make many stations much more compact
modular train station looks good ngl
<@&387163995947270144>
same account as a couple days ago I think?
at least same name
Are there any guides/calculators for dark matter crystal/residue loops? I seem to recall something out there
there is a general tool for any recepie calculations
i think its just called satisfsctory tool on google
my man 💘
Yeah always a good one. I thought I remembered a post or article for scenarios for the 3 different alts
Was trying to get as close to closed loop as possible
I can’t set an option on satisfactory tools to “output exactly 0 dark matter residue” for example
Will just have to play with upping the number of DMCs created til it’s 0
it does that by default
unless it literally can't
extra DMR is just wasted resources
no i have to specify DMC to get rid of the unsinkable gas
would love an option to optimize toward only sinkable byproducts
no byproduct 🤷♂️
what are your input criteria
all alts and defaults, no SAM, no sulfur
ahh maybe it's on a pane where i didnt have all the alts on
ah that was it. didn't have trap
anybody want to join my world lol
Wrong channel go to looking for group
can anyone tell me the easiest way to do this 😭 i have 6 foundrys making 45/min and then 2 are making 15.625/min
Some version of a manifold, tbh. One line feeding all output past both inputs, letting them buffer up.
Im using 75 for a building. I will need another 100 for another project. I could set this to 175 and do a overflow smart splitter, but having in mind that my factory using the 75 is most likely not 100% efficient which is a more reliable way to get this 100p min isolated?
Is there a way to make the modeler show the actual in game behaviour and not this stupid made up stuff
this is actual in-game behaviour
why does it work properly then
because machines in the game have limited storage capacity, while the ones in modeler don't
you also should set modeler machines to 1 if you want to plan individual machiones
for some reason
because planning individual machines is usually best done in the game itself
What is that program ?
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…
what is the reason for these storages?
train platforms should be buffered with an ISC to maintain throughput
thank you
is it possible to make two trains, one that takes the first freight only, and other that takes the second only?
maybe mix carriages on each so water on front and normal on back and vis versa
I didnt get it tbh
While it is possible for a train to only take the first freight only, it is not possible for a train to only take the second freight. Either combine the trains into one for both freight or make the stations seperate.
Have two engines
modeler isnt realy designed to do that what ure doing here
you can use dark matter crystalization and sink it
or ship the dark matter crystals somewhere else they are needed
thank you
is battery worth using in drones?
depends - personally I just use whatever fuel I happen to be making, then use plutonium rods
sadly batteries lost a lot of relevance when they introduced drones being able to use other fuels
First train loco-cart-loco (or just loco-cart)
second train loco-loco-cart
batteries useless?
genius
They're not better and they're less versatile (for example they can't power the jetpack while rocket fuel can), so there isn't much reason to build them
wait so thats kinda game changer for me, so the trains will never be 100% efficient, because when its loading the conveyors stops, but if you use the ISC it can actually be 100%?
yes
you can get throughput reliably over 1 belt per cart, and you can reliably drain a single input belt of any speed into the train (with a direct connection, it would lock and back up).
the total cart throughput with 2 belts and a buffer will be somewhere between 1 and 2 belts depending on the stack size
make sure to enable the "leave when full" option for best throughput, as it reduces unneccesary dockings which lock your belts.
I generally just stick to 1 belt per cart as it's an easy and consistent number which always works with some margin. 1 belt into the ISC, 2 belts between ISC and station. If the ISC is filling up, put another train on the route.
it will never reach 2 full belts of throughput per platform but the buffers will allow you to get closer
And they basically guarantee having at least 1 belt of throughput
It would be possible for a train to only take the 2nd cargo if someone wanted. Either with 2 engines or filling the 1st car with some other cargo and never unloading it.
you only need it on input too right? Or output too?
You need it on both sides
1 belt (input) <> isc <> 2 belt <> station <> 2 belt <> isc <> 1 belt (output)
so output should look like this right
by using 2 belts as input you can increase throughput per cart by another 10-80% or so, but it varies based on stack size and you can have problems like one of the input belts forcing the other one to back up etc if you're not careful. The 1 belt input, 2 belts between ISC station, 1 belt output thing is just very easy.
ok ok thank you
- that's not how percentages work (leached makes 33% more than pure)
- at the cost of 0.8 sulfur per ingot so I wouldn't call that worth it but you do you
wait guys, this is only needed when you use train directly from the miner? @unique cypress @crimson moat
No, it's always useful
It's especially important when it comes from a miner, but it's best to do this on all platforms
then like its even better
pure makes 25% less, leached makes 33% more
positive and negative percentages, an extremely common misunderstanding 😄
They are different because they are working from a different starting number. The gain is from the smaller number, and the loss is from the larger one.
33.33% of 75 is the same number as 25.00% of 100.
so if you do 100% minus [25% of 100] you get to 75.
75 plus [33.333% of 75], you're back at 100.
the [] is equal to 25 in both cases
tbf i mainly looked at what sulfur can be used for except uranium and rf and maxing caterium seems good
It's not the worst, but i regret doing it a little. Excess caterium is basically useless. Excess sulfur can make more RF and make number go up more
anywhere that you can make leached caterium you can make pure, because they both need water.
I would maybe say caterium wire, but iron wire has already stolen that job of making wire not cost copper, and iron is even more extra-prevelant than caterium.
Then again, you can dump excess iron+limestone into HMF for sink points which probably gives more than quickwire
well if instant scrap was any better...
just not much use no
What is Satisfactory modeler meant for then if not modeling your factory. I thought the idea with it is that you put your whole factory there and then you have an easy database to see how much of what you are making.
u can do that but u will have to do alot of manual labor of assigning numbers to each object ur putting there, but what numbers ure putting u have to know urself by taking them from game or wiki
its good overall for designing a production chain the the way u want it to go and gives u good control over it sure but one part of the process is an object in itself, like u have one recipe selected and it shows how much machines u will need to run the wanted out/input
if u want to lay down each machine hand by hand and every splitter ive seen some other program for it but it gets laggy with big builds
i bet it could be done with the modeler what u were trying to do but it would take alot of time and effort and it doesnt sort itself out
id have to find it tho
There's many ways to do one thing and you're choosing pretty much the most laborious one there is xD
Eg: given a factory making Iron Rods, you can represent it (in Modeler) by:
- Creating one node for each individual machine (eg: 5 nodes making Ingots, 5 more making Rods)
- Creating one node for each production (eg: one node making ingots and one node making Rods; each node will have however many machines it needs inside)
Creating one node per machine, kinda like what you're doing, obviously scales up very badly and requires huge amounts of work to represent factories
and in Tools you can just select rods 😄
And you can "select Rods" 5 times in there too 😅
Im not choosing anything just uninformed lol. I was having a lot of fun building everything i had into modeler so the amount of work is not an issue. Is there a list of these kind of softwares so i could try them all. I did find the modeler to be really poorly optimized. For example my screenshot, so 14 nodes and 13 connections. If i changed something it would take multiple seconds to calculate it, its only like 26 calculations. I dont understand how thats possible.
Depends on how you're using it. Connecting multiple splitters in full simulation mode usually ends up in laggy results iirc (avoiding the use of splitters for the same production nodes leads to a faster calculation).
If you just want to "draw" a factory, you should probably use the "manual" simulation mode; or just check out the simulation modes, read their descriptions and try the one that seems to fit your need the most (they are all described inside the software).
For a list of tools, you can
for some or hit Google for more as there's quite the plentiful choice...
Sati Tools
Modeler
Sati Production Planner
SCIM
Scratch the last one, we're talking planners not maps now 
I mean SCIM does have a calculator (it's right in the name). It's just that it's so bad that you're better off asking an AI to do the math for you
if one is better asking AI you know its serious
If a calculator can output outright wrong results, it has what it takes to make me greatly displeased 
idk what's going on with power calculations lmao
I asked both Tools and SCIM for 1 MF/min, all defaults. added iron ore as input to SCIM so it doesn't use power to mine it.
SCIM says I need 22 MW, Tools - 17.312.
Meanwhile, I get 20.2 MW for machines at 100% clock speed (and idling), and 15.185 for machines underclocked appropriately (for 100% uptime). you need <1 machine for each stage, so there's no difference between underclocking one and underclocking all
ok, my bad, Tools is correct for underclocking
well, after fixing the mistake, I got 17.313 MW but 0.001 MW is no difference
but I still don't know what's going on with SCIM 😆
Unsatisfactory magic
plutonium or uranium for nuclear power?
why not both?
You've got four options for nuclear:
- Make Uranium Rods > Burn Them > Store the Uranium Waste forever
- Make U Rods > Burn Them > Convert the U Waste to Plutonium Rods > Sink the Pu Rods (for a "clean" nuclear option)
- Make U Rods > Burn Them > Convert U Waste to Pu Rods > Burn Them > Store the Plutonium Waste forever
- Make U Rods > Burn Them > Convert U Waste to Pu Rods > Burn Them > Convert Pu Waste to Ficsonium Rods > Burn Them (for another "clean" option; Ficsonium produces no waste)
Once you get past Uranium Fuel Rods, the only other product which is sinkable is Plutonium Fuel Rods. Plutonium waste accumulates much more slowly than Uranium waste, so folks storing waste often prefer that. Ficsonium itself is quite resource-expensive (particularly SAM) and doesn't produce much extra power. But if you want the extra power from Plutonium and still want "clean" nuclear, that's the option. :)
ok so basically, If I want to use plutonium I either have to store it forever, or use ficsonium which is not very worth?
"Worthiness" is in the eye of the beholder. You'll have to make your own choice about it. :D
Personally I think Ficsonium's well worth it, so long as you're not doing so large a nuclear buildout that you literally exhaust the world's SAM supply
But waste storage also isn't really a big deal, so just storing Plutonium Waste is entirely viable
Honestly any of the options are viable. #1 would run into some scaling issues as you get bigger, since Uranium waste accumulates so much more quickly, but for a smaller nuclear buildout it'd be fine
And of course you can always store waste for now and then later decide to process it
damn these late game recipes are crazy, not even making that much resources
ok ok
personally storing it doesnt seems good for me so I ll probably sink Pu rods for now and maybe in the future use ficsonium
Keep in mind that you generate waste at a predictable rate, and you know (or can easily figure out) how much waste can fit in a single ISC. (Which means you can also easily figure out how much "time" a single ISC gets you.) A few minutes in the blueprinter and you can get yourself an ISC Matrix capable of giving you N hours of gametime... Especially with Plutonium, it's not hard to set up a waste storage site which gives you literally hundreds of hours of playtime
(And even if you start approching that hundreds-of-hours limit, you can always just go slap down some more of those blueprints)
It's also important to mention that burning Plutonium rods is not the only way to make them "useful". They can also be used as fuel in drones and vehicles, and the rods last a really long time
Yeah, if you're sinking the Pu rods anyway and don't mind irradiating some drone/vehicle sites, they make great fuels for those
the turbo blend fuel alternate recipe is going make me OD on dopamine
600 Oil + 300 Suflur + 100 Nitric Acid = 60,000MW
absolute peak
splitter/merger manifold design is my favorite puzzle game
wait i have 60 leftover here
looks too complicated to be a manifold 🤔
you could've done actual manifold and have it 100 times easier 😄
--S--S--S--S--S
| | | | |
oh yeah i could do that but i wanted my numbers to all be lined up cuz... idk i felt like it
fair, just a suggestion 😉
If i need 240 iron ingot/min. And I have a mk2 miner and mk3 belts. How much do I need to overclock on a pure node
Pure nodes makes 120/min with Mk 1. Mk2 is double so it makes 240/min. No need to overclock
Oh ok bet
You can also just build the miner and see
i think even 100 is an understatement
Not horrible, but I'm using more power than I anticipated somewhere.
Average 30GW.
Net 35GW tho
I prefer to plan some things out before doing that.
Clock your machines and all you have to do to load balance is split things in 2
when transporting stuff via train, how do i know how many freight cars to use?
I dont want my factory to run out while the train is making its trip AND i want the place that sends the materials to consistently output on the trainexactly how much i need
(i need like 1050 items/ minute)
The train station should show you the throughput of one freight car
(Might have to let it go around once first)
!wikisearch tutorial:train throughput
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure...
ty
Well you can dismantle it afterwards
How do people usually do a sorting machine for storage ? I have my sorter setup how I always do it but I have not played since 1.0 release and now for some reason running a conveyor belt train for the output of the storage to go up to the assemblers only picks up the first 4 storage boxes. I have thought about having 1 programable splitter for a set of 4 storage boxes and then running a migrator to connect 2x sets of 4's but I don't have the room for that and would need to reorganize my whole setup for it to even work would be another question and then would have to work for 39 industrial storage containers.
I usually don't sort storage 🙂 mostly I'd use depots so that I don't need to have storage, and if I'll have storage, I'd have separate belts for separate items
Normally just a smart splitter for each. A sink at the end. You can half the splitters if you want to be clever.
So guessing u use smart splitter for each and turn off the ones that you don't need ?
Filter plates to the right and overflow goes to the next splitter
Or something like that
whats the current actual max for pipes? I know they changed something a while back to make it more accurate or something
600/min? like it's been for years
600 is what it says but reaching that in the past caused issues
haven't had issues since U6 at least
What's up with these weird numbers.......
it's just because the crafting time is 64s
change clock speed and the numbers will be different
or build multiple machines
Expanding on that, btw, the "per-minute" numbers for all this stuff are technically kind of lies, even though that's often the most convenient way to think about 'em. The recipes themselves are just defined by the cycle time (64s in this case), and the individual amount of material which is consumed/produced at each one of those cycles
The per-minute values are just computed based on those, and sometimes you end up with situations like that
(That's also often related to some fluid behavior as well; the machines aren't consuming a steady rate, they're taking big chunks all at once, per the cycle times)
Only if you build wrong
getting 600 after a merge is easy, but keeping 600/min consistent after a split is where the "built wrong" part comes in
general rule: try to have even splits while near the 600/min limit.
only once you have split it and now have pipes that dont flow near the 600/min limit can you consider more complex splits
and always use mk 1 pipes when you dont actually need more than 300/min flow, even after a split
my train is doing this route, why???
this only started happening when I added this station
bro why trains have to be such a pain
400 hours in this game and its my biggest struggle
its doing that route to turn around or what?
yes
but its turning around without unloading
is the second station even on its timetable
yes
remove the second track around and see what it does
it was working fine before
if it says "unreachable" then the track connections are messed up
you can just do what everyone does and pour in all the resources and wait for the manifolds to fill up
also happen to have just automated rcas, and while the factory is only at a fraction of what will be it´s final size, activating it plus all the now non backed up imputs has made me do some load shedding xd
I´m waiting for the mk3 designer to build my nuclear setup, the fact you can´t fit 2 rows of assemblers in a mk2 by a little is criminal
we love thermal rockets guys!
Just lowkey keep your machines active for half of those resources since the beginning of the game
Then make up more assemblers and link things together!
Will trains be a good way of fueling reactors?
3 uranium fuel rods per min
also how many can i fuel
6-7
you do need to make 100% sure the trains will always be on time and not get stuck to prevent a meltdown
well, it can cause a blackout, but depending on the failure mode it can also disrupt plutonium production leading to a backup, which for nuclear we can call a meltdown for fun
oh
for now im pretty sure im safe
this is like 6 factories plus one mega factory
...
you do still need to make sure all critical imputs are not interrupted
for example if you are using the standard recipe for plutonium rods and bringing over heat sinks, if that train get´s stuck and you take too long to fix it (you prob do have a while but still limited time), the plutonium pellets will backup and cause a meltdown
chose that item because unless you have both your aluminum factory and nuclear setup on the swamp, it´s almost certain you train over aluminum derived stuff
but really, every single item going into nuclear must be secured against issues, and should also have high priority on your priority switches
You can drones also work really well
honestly yeah
what those two numbers in the interactive map mean? thanks!
Or a train just for the nuclear
Guessing used?
I think it's 27 grabbed out of 51 spawned by what I've explored, but I just wanted to confirm it
A lot of things are loaded when your explore the map for the first time that aren't a part of the save
This is as close as my consumption and max consumption have been in quite a while.
The curse
yup, that's what I meant
Would it be better to use 2 mk3 miners on normal coal nodes or 3 mk3 miners on 2 normal and 1 impure for 80-100 coal plants
it makes so little difference in power any effort you made to think of and type out this question has outweight any benefit possible 😛
Uh, thanks
also if you have mk3 miners should probably start moving on to nuclear. Or at least some fuel plant
Oh I am
I have 100 fuel gens down on rocket fuel, i have around 30 coal plants active and im working on 250 reactors
why make another 100 coal plants then?
Cause I can and I want to? I mean, its my world and I honestly just love placing power plants down and making them work
fair enough. "Cause I wanna" isn't really something you can argue against 🙂
Plus my Bf always tells me to go for the max anyways. I wont argue, its fun.
I mean yeah if you're having fun doing it do it.
if you just wanted power I'd say just aim for the nuclear, but 'I wanna' trumps that
Fair enough
Does anyone have the formula for turbo fuel?
Formula for what?
The recipe? How much a fuel gen consumes? Its MJ/m³ value?
How much each refinery needs in terms of fuel and compacted coal to produce turbo fuel and to figure out how many generators I need. I have a fuel pump producing 900/m3 of crude to start
If you're willing to spend 900 oil, you might as well just do regular fuel. That's 30 GW. With turbo, it'd be 66.6, but a) I doubt you need that much in phase 3 and b) it'd require 1600 coal and sulfur, which I suspect are more of a limiting factor than the oil
Fuel: https://www.satisfactorytools.com/1.0/production?share=gjvmLc9zJCkuecQds2lv
Turbofuel: https://www.satisfactorytools.com/1.0/production?share=8PFH5egw38EIh3PmtfIz
Thanks, it’s actually not. I have a train dropping off 2 cars full of coal from 8 assemblers producing it. So it’s about 200 per minute produced
i think aim for fuel and upgrade to diluted asap
efficiency wise its incredible and easy
Diluted is an upgrade? Please explain
you get double the fuel from the same amount of oil by adding water into the production line
that plus other recipes, like the Heavy Oil Residue means you can get even more from the same base oil input
Yeah, using the HOR and Diluted (packaged or otherwise) alts, I believe you get 2.666x the crude oil as Fuel, which is a pretty major upgrade
that's true, but the base cost isn't 1, so this number is just a bit odd for comparison
to make 120 fuel, the cost changes from 180 to 45, so it's 4x cheaper to produce (the same oil makes 4x the fuel, not 2.667x as this might suggest)
Oh, sure, really depends on how you like to look at it. I nearly always think about it in terms of "absolute" resource efficiency, rather than comparing chains with each other. Maybe the other way of thinking about it is more useful; my brain's always just defaulted to thinking in those terms
I'm willing to accept that my native way of thinking about it might be odd. :D
There is a slight incline going up to the coal gens. but i have a water pump in the middle of the line
3x coal gens use 3x45 water, 1x water extractor only makes 120
Yea i figured that so i assumed my problem would be resloved by turning off the 3rd gen. so only 2 of them are on
from this angle it's tough to tell if the pump is low enough
are your 2 gens that are still on still getting enough water?
Are they connected to the grid
Yea . my apologies i just checked all the pipes and they're full now. (my concern was that my pipes were not full when my water production was more than consumption) So im guessing it takes a bit of time before the pipes back fill ?
The map all the way on the left
I think its the greeen first one
For beginners Like me
How do i INCREASE my FLOW RATE to MAAXXX!!
? you just need to put 300 in but your pipes are super messy
my recommendation is go North north west and find the lake with 4 coal nodes, then make groups of 8 gens
!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...
like this
always keep your pipes neat and tidy
Did you send that link or a bot? Thats crazy
that link is just a wiki link, and conveniently there's a diagram of convenient coal gen layouts
and there's command to link wiki pages to chats
what do you mean i need to put "300" in???? 300 water production?
if you want max flow in a mk1 pipe, it's max throughput is 300 pm. You'll need a system that runs on 300pm too
what is "throughput"
Im sorry for all these noob questions
amount of stuff a belt of pipe can move
for example a mk1 belt has a belt limit of 60 parts per min
so it has a max throughput of 60pm
so when you say i need a system that runs on 300, that means i need more water extractors to produce that much or more?
ok you asked "How do i INCREASE my FLOW RATE to MAAXXX!!"
in a mk1 pipe, it can move, at most, 300 fluid pm
if you want something to run at that you need to both produce 300 fluid pm, and a system that will use 300 fluid pm
otherwise if you're only consuming say 100 fluid pm, the flow rate will be 100 pm no matter how much you're pumping
no stress. But go find those nodes and look at the diagrams. Keep piping neat and tidy
How do i make tall vertical pipes. Im still practicing to make my stuff organized. I like being ocd
use foundations and walls to run straight pipes along and up. Then it's just pumps
then i would delete the foundations?
well, you need those foundations to line things up
I appreciate all your help friend
huh?
How many do I need to produce turbo motor and super computer for a good rate
Yes but a minimal 2/4min it is enough
meanwhile I´m going for 100-150 xd
sure
you need a fair few of them for miners and you'll need a few for space parts so yeah automating them is useful
Can somebody help me troubleshoot my Nuclear Power Plant in voice chat, im starting to loose my sanity
make a post in #1038092680493801533
Wait, do I really need like 100-150 batteries to make sure my ionized fuel plant can cold start itself.
Power shards are HUNGRY.
if you have no fluid left in any pipe and no items on any belts, maybe?
they take more power to make than you can get from converting rocket fuel to ionized fuel 🙃
Yea, but I wanted Singularity cells and I also wanted an automated supply of power shards, so I decided to do it this way.
It was never really a permanent solution, tbh.
I didn't do a lot of design work making it look too nice, just got the math right so I'd have some extra of both shards and packaged ionized fuel for personal use.
Will drones be smart and swap fuel types if you manually supply one side which doesn't have fuel inputs but the other side uses another type?
I assume no
Like the logic will be, hey I still have 1 unit of ionized fuel, let's try using that even though I wont have enough to return.
Instead of topping off on fuel every time regardless of type.
Will it be enough, IDK
Supplies come in every 4min or so... that's 3 trips. 120 power shards, not fully load balanced. I really don't know if that would start up cold or not.
I actually have to think what the math for this would be, and it depends on if the production line is full or not. Or what part was depleted...
Bumped it up to 18.85 min though, my gut tells me that's enough.
The key is to disconnect all these batteries once they are charged 😛
*power storages 😉
If I want to break even for rotor assembly, is 8 rod constructors and 15 screws constructors the correct answer?
(there are tools to use to check that)
Funny I litterally renamed my BP before I read this.
Any of these alt recipes worth taking or should I reroll some?
Better picture of the recipes I've found
Put dots next to the ones I'd want
though that doesn't mean those are the ones you should take
except heavy encased frame. that's a must-have for everyone imo
Any particular reason why?
half the price and effort compared to default HMF
"worth" depends on you only 😉
no, there's a lot more flexibility as there's multiple recipe combos and amounts you can create
even for HEF it heavily depends on your preferences
Half the resources and also about half the space needed as well
*assuming one specific setup and comparing it with one other specific setup while completely ignoring everything else around it
You use the same recipes for both, just pick your favorite screw recipe if you went with stitched iron plate.
exactly, so ignoring other options and ignoring other HMF alts
"Can you beat Satisfactory using worst alts"?
bio coal powered power plants.......
okay bro thats a bit too much dont you think 🗿
well, you'd have to first define what "worst alts" are, because everyone has different opinions on that
Compacted Steel Ingot \
i think you are into it lol
what's wrong with that lol
yea exactly, there arent bad answers, and if there are there are only a few
there aren't
not unless you specify what "worst" means
this sounds like a Jordan Peterson debate
chat gpt now rephrase that argument and make it like Jordan Peterson would say it in one of his debates
We need need ask GROK lol
i think there are some that are just way out of proportion compared to others
and by that i mean resources used and efficiency
I don't think anyone in this chat is high on benzos and their own ego
people will have wildly different build styles and values on resources
like, I'll never use Electrode Circuit boards, but it's a fine recipe for people?
I just tend to build in too large a volumes and need other things anyway so it's not a good pat hfor me
People love to horde sulfur NGL
well yeah, once you start talking about resource efficiency, then some recipes become "worse" (or to be more exact - they are less used in chains to make things, it's never about single recipe, it's always about chains), but that already means you've specified you care about resource efficiency, which is not just generic "bad" 🙂
ik but i dont think anyone should ever touch smth as dark ion fuel
why so?
it just uses so much rocket fuel compared to normal one
saves a ton of work though on having to make shards
hmmmm if you wouldnt want to autoamte shards and have just a few for urself
It's not terrible if you're making like 10/min for the jetpack
Then it's just SAM, alu tanks and RF
yeah these are all options. Maybe you already have a Ion fuel site using teh shards you're making but you want to make more somewhere else?
well
challenge is over then
unless id find a way to rephrase it properly and derive from soemthing as "make it as annoying on urself as possible"
as a trait for possible recipes? you could make any system extremely obnoxious w/o weird recipe choices xD
i liked that compacted steel ingot
oh yeah, I'd never use it xD but if you have compacted coal as waste and need steel in a spot... ?
I would probably just not have waste compact coal in teh first place tbh
Then dark ion is perfect for that if we consider using it for power 😆
You get less power from it than the RF you put in. And that's not even considering the power costs of making it. So not even augmenters can make it net positive, unlike default ionized
thats devilish
Ive got 1200/min oil what should I build utilizing that for fuel gens
And should I go into diluted packaged fuel
Depends on if you want to wait for blended or not
Combine diluted packaged fuel with Heavy Oil Residue alt and that's an ass ton of power
It's 40 GW with HOR + DPF
How would i accomplish this
A manifold```
-S-S-S-S-S
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A manifold is the best option yes. But this works if you really want it:
wouldn't that cause the input to halve each time?
Until it fills up. It's a slow start, but when it's been on a few minutes, it's humming and getting topped up.
Yeah nah I'm using the one @agile junco made
I mean if you really want to. I would always just use a manifold unless it's a special situation, but to each their own.
so just a heads up, trying to load balance systems will get exponentially more complicated with more planning involved for every step you need in a system
If you enjoy it? go for it
but manifolds do the same job
manifolds are much easier to build and take up a lot less space
No because machines aren't infinite sinks and if they consume 10/min, then that's how much they take from the belt. So the splitter will be quite incapable of splitting in half, because the machine cannot take 25/min
Every now and then after I've built out a manifold, if I notice I have a little extra space and things are really slow, I'll add a splitter and cut the manifold in half.
So hunt for HOR alt. Got it
Is there a blog or wiki somewhere showing the break even point for Alien Power Matrix net power?
wiki.gg, it works on gross power though
Alien Power Matrixes are typically a late-game item. Creating a sufficient rate to saturate one APA requires a lot of power for the production line. Typically, around 12,000 MW of energy is necessary for five Alien Power Matrixes per minute (assuming you produce 2.5/minute using vanilla recipes and put Somersloops in the final Quantum Encoder). Given that providing an APA with Alien Power Matrixes only boosts the additional power of your base production to 30%, the additional 20% of energy generated should be greater than the 12,000 MW required to feed this power boost.
This calculation results in a minimum of 60,000 MW generator production to just break even.
in a rush to project discovery completion they don't really pay off because it takes a while to do and it's easier to work with less power or make more power another way, but if you're doing a worldscale build then they can pay off 20:1 on energy costs.
That actually slows down manifold warmup sadly
To warm up a manifold as quickly as possible, use smart splitters set to feed everything except overflow to their machine so that machines get filled one by one.
Either you split enough to function without buffers full, or you don't - and if you don't, more splitting means slower warmup.
Oh convenient, I just made a 60GW plant.
Ummmm I don't understand.
I had a row of refineries all waiting on power shards. They were filling up the first ones to 100 while the back ones starved. The issue is that the shards are coming from a drone, so they flow quickly, so splitting them causes more to reach the end and allow more generators of ionized fuel sooner, no?
Isn't Any the same as just a regular splitter, how does this change the way the manifold works?
It increases the average amount of machines turned on during the warmup, but it makes the warmup take longer because of that.
Regular splitter sends 50% down the manifold and 50% to machine. Smart splitter sends 100% to machine, 0% down the manifold.
I don't care how long it takes to get to 100 stacks, I care how soon all of them are running.
In which case you're making it slower, so use smart splitters to do the complete opposite of that (feed only one at a time until it's full, then the next one, then the next one)
What are you talking about I'm so confused. Why would I want to send all of them to just one machine. That's the opposite of what my splitting trick does.
If you have anything manifolded, it won't consistently have all machines running unless almost all of the machine buffers are full, so you need to fill them.
Otherwise you're going to have a scenario like half of the machines are running all of the time, and the rest are flashing on and off.
How is it slower? If I get 50 shards from the drone. Your method gives me one refinery. My method gives me 2 manifold each probably half utilized.
It takes more than twice as long to reach sustained operation when you cut the input in half, because a larger percentage of the input is wasted on running the machines which are turned on during the time period where others are still off.
The win condition for manifold warmup is that X amount of machines have full buffer, so they don't take more than their fair share of input.
X is the number of machines in that particular manifold, minus those fed by the last splitter.
Any partial splitting turns more machines on earlier, but that means that they are consuming input INSTEAD OF filling their buffers, so you're spending a lower % of the input on filling buffers and therefore they stay emptier for longer.
Ultimately I don't care about their buffers I care about their uptime.
If you want all of the machines to reach sustained production in the least time, then you operate as few of them as possible during the warmup.
The more machines you operate during warmup, the longer the period of machines turning on and off and on and off.
I want to get power back up as fast as possible.
Let's start with something we probably agree on.
If your power needs are significantly less than the manifold can provide (say, half of it), then partial splitting will do that sooner, at the cost of delaying full operation.
It averages out to the same amount of power produced in the end, but it spends more time at moderate power and less at low or full power. Basically, it gets stuck in a half-operational state for much longer.
Given X power shards (my limiting factor in fuel production), I get Y MWh, no matter how quickly I get them. Right?
In the short term it's wrong, because power shards in machine buffers don't give power
and the amount of shards in buffers is not constant between approaches
I'm not saying how long. I'm saying that they are all burnt.
"No matter how quickly"
If you skip into the future until manifold is fully warmed and then start recording data after that, yes.
But what i am saying is, you have to skip further into the future to get your full power output if you do a partial split. It's hurting that part, not helping.
I'm just starting with basic statement. Which is that you don't lose power by the rate at which the manifold starts up.
You don't
Ok good we agree on that.
Partial splitting reaches 50% power quickly, but takes a very long time to get to 100%.
Minimal splitting spends more time at say 10%, 20%, 30% power, but it scales through 50% to 80%, 90%, 100% in less time.
After X period of time, smart splitter approach has a higher sustained power output and the same average power output.
So maybe I need to actually do out the math, but it's immediately obvious that if I get 50 shards and fill one buffer, then I will produce less power than if I use a normal manifold, or do my splitting thing.
Now, maybe you're correct that the time till max power is longer, but I don't see why.
The problem is that partial splitting produces more power now, but less power later (because those shards are not filling buffers, so they are delaying the warmup)
But they all get burnt, so it's the same power.
Shards in buffers are the only ones not producing power.
If you look at power created after say 10 hours, yes. But the smart splitter approach has the steepest climb to 100% power output, while any partial splitting slows down the climb (but gives it a bigger kickstart at the beginning).
Splitting keeps up with average power output because the first seconds of operation are at a higher partial power. Say, 50% instead of 25% of design power.
Later on it's say 75% instead of 100%.
But that's the opposite of what happens when N=50 as I've mentioned.
It's not
So if what you are saying is true, then there's some point at which it crosses the line, and I don't see why.
Yes it is
There is no point where it crosses, if any buffers must be full then smart splitter is ALWAYS reaching peak power in the least amount of time.
50 shards in a buffer is obviously slower than 25 in 2, for example.
50+0 produces less power immediately, but warms faster so the sustained power level is higher than 25+0 and 25+0, which flickers on and off to have the same average.
I feel like you are completely not listening to me.
ditto
Just go and measure it ingame like i did, it agrees with the math
your intuition is not serving you well here
You cannot say it warms up faster always, and that it starts off slower. I'm asking when it reaches the point at which they are the same, and why.
So maybe you're missing the point about the drones.
It warms up faster because it generates less power while warming up.
It reaches the end state of sustained 100% design power after less time, but makes less power on the way, especially in the first half of the warmup.
It is a steeper ascent to max power
whereas anything that you do with partial splitting is gonna get stuck at middling power ranges for much longer
40 is bigger than 20, but 60 is smaller than 80
and 20+80=100, same as 40+60
Right that makes sense, it could do that. I don't exactly understand why. But I'm trying to ask at what point the change in production is the same in each method, so I can understand better what's going on.
But it's not steeper at the start! Because again if ai split I get more power sooner! So at least for a moment it's higher. Not to mention that the next drone will come in before any of them will run out.
The total amount of energy or part output is equal when both reach sustained 100% operation
Minimal splitting reaches 100% operation sooner than partial splitting, but generates less energy on the way there.
so the question is
are you happy with a manifold sitting at say 30-70% power for ages? Partial split works, and gets it to 30% fastest.
Do you only want to turn on your shit when it's reached 100%? Zero splitting, fill one machine at a time. This spends more time at 0-30% but less at 30-100%.
if you zoop into the future when manifold warmup time is irrelevant, they've both provided the same amount of overall energy and they both work at 100%
but if you are in the warmup time period, they do very different things
partial splitting gives you a bit of output now, whereas zero splitting gives you the shortest time lag to full output.
if a partial output, say 30% or 50% or 70% is not sufficient, then adding splits (short of enough splits to function without buffers at all) is actually making the problem worse rather than better because it will stay stuck at partial output for longer.
This is a different statement that it warms up the fastest.
I define fastest warmup as in least time to reach design output.
What I think you are saying is that the warmup time is nonlinear.
It is in both cases, but a different kind of nonlinear depending on the approach
And I keep telling you I'm not talking about that. I'm concerned with the instantaneous rate of production.
Seems like you are further implying it's like a higher order polynomial than my approach because it starts slower, then gets faster.
If you're optimising for least time to reach 30% power, then the answer is different, but you should clearly specify that because it's an unusual goal.
Not that strange if 30% is enough to power the production on it's fuel.
I'd love to understand better so I can work out the break even point.
it depends on the number of machines, the consumption of the recipe, the stack size of the item, the belt/pipe speed, the type of splitter and the way that you connect it, the % of machines that you need operational etc. Not an easy thing to calculate for odd cases
https://satisfactory.greeny.dev/machine-fill this is decent but doesn't have config for smart splitter fills, and you have to look carefully at the 100% fill time for X number of machines as 1-2 more on average will run downstream at that timestamp.
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
This tool seems broken, with input of 1/min and 2 machines consuming 1/min, it says that 0 machines are running 100% efficiently.
Zero machines are running 100% efficiently if you use a regular splitter; that creates two at 50%.
Oh, I forgot we're using regular splitters, sorry.
Got mixed up thinking about your thing.
In the case of 2 machines and input of half or less of design consumption, regular vs smart splitter have the same outputs and both have zero warm time. The only difference is that Smart (or no splitter) outputs it all from one machine whereas Regular gives half output from two each.
changes a lot when you have more machines
manifold calculations with too little input to ever reach full production are weird in general 😛
best to keep input >= consumption
Basically for manifold feeding, the area under the curve for output over time remains the same on a long enough timescale, but feeding to more machines has a flatter curve (more time hovering around, say 50%) and fewer machines has a steeper one (more time at/near 0% and 100%)
So i put in a 25/min to 5 and a 50/min to 10. The split one is faster according to this.
are you actually using 10 machines?
It's an example.
It's because you're not using the smart splitter on the 10, and because the number of machines in the 5 machine manifold is very low (only 3 have to be filled for full operation)
smart splitter time on 10 will be below 1hr
Why does it need a lot more machines!? Surely if it's better it would be better for 10 and 5.
A 5-machine manifold operates at full power when it's 60% full. A 50-machine manifold only operates at full power when it's 96% full.
Filling to 60% is a lot easier than filling to 96%, because as you approach 100%, manifold consumption approaches input. It's a nasty nonlinear curve.
That makes sense.
If you actually have ~10 machines then i would just make it 8 or 9 or 12 and add a few splitters. It takes seconds to do and saves an hour of warmup.
if you have 30 (much better case for a manifold) then the math looks very different because of that
If you have 20 and you need 6 to operate to feed themselves, you can feed it in 3 places and it will instantly average 6 machines online
it will just take longer to get all 20 going consistently because you're borrowing that power from later, you're not generating it for free.
That's exactly what I'm doing and my entire point about the splitting thing.
Sure it takes longer to get to 100%, but it's faster to 60%.
also a complexity cost, because if you consider adding splitters and different inputs to be free then you could have it operate at 100% instantly
It sucks watching one or two refineries filling a 100 buffer when my power storage is draining.
I mean, I didn't design the manifold for it. But it's super easy in many cases. I have a row of 10. Cut the manifold at #5 then turn the splitter and run a belt along side the original manifold.
Actually properly balancing is rarely so simple, but if you're ok with a partial balance (split manifold) it's the best of both worlds imo.
It could be sometimes
best specifically design for it though
for example if you want half power instantaneously you can group things into 4's and feed each group one belt
quarter power you can do 8's
I mean, it's an error case for failure. No sense cluttering the build too much.
There are a lot of constraints in my builds. I didn't have arbitrary space.
And sure 3 clean rows would have been more elegant, but that would have geometry I didn't have room for, whereas 2 rows one long split row, and one short row worked.
Because I still needed space for the two overflow refineries, and the packager.
But you're making me think.
- If you use perfectly balanced inputs, you get instant 100% efficiency.
- If you use smart splitters to fill the manifold fastest, you get the slowest initial rate increase, but faster time to 100% than a normal manifold.
- If you do something in the middle of balancing and a normal manifold, you trade startup efficiency for still longer total time till 100%.
I feel like I need to actually do the math on this.
This shows it perfectly.
With one long manifold you get 4 at 100% off the bat, with a split, you get 2x3 at 100% off the bat.
But then if you look at the later times they catch up (keep in mind that the split machine numbers are for two machines each, so #8 is also #16). The 8th machine turns on about 5 min faster in the split method, but by the 15th, it's about 4 min slower.
As you split more, you increase that initial win (converging on a balancer at 100% right away).
Yes that's correct
Ideally generate some charts for specific machine numbers / recipies etc, but it's very easy to waste more time calculating how to do this slightly better than it would take to just split the materials fully or wait for warmup and go do something else. It's gonna end up being actually faster and easier 99% of the time to just eyeball it, do it and move on
personally i only use smart splitter for final stages, and just dumb splitters with a single input everywhere else i have manifolds (but i don't use manifolds a lot)
But the cost is that if you don't perfectly balance, you trade off the total time to 100%, like @crimson moat was saying.
Yep, I did this on a whim because it solved an immediate issue. I stand by it, but now I understand how it impacts the total time better.
We were talking past each other a bit over initial rate vs total time till 100%.
Anyway enough spamming the channel. Thanks for pointing me to this though. I love the interesting mechanics and math in this game.
I have obtained heavy oil residue as an alt recipe, so now I should be good for making the huge fuel gen farm. Got 1200/min crude oil ready to pipe
Which is why I enjoy re-reading about it every time it comes up xD
As a side note: I realized that there is one other simple advantage in splitting a manifold in 2 (or more) manifolds that we might have overlooked ^^; specifically, how each additional manifold means 2 less machines that need filling before the system reaches 100%
Eg: a 10-machines manifold need to fill 8 machines, two 5-machines manifolds just need to fill 6.
Yayy i can officially say "I am using more then half of the copper on the map"
still havent started the project yet but i wanna know from exprince is this hard?
your computer will have the hardest time on it. It'll run hard with that much going on on the map
mehh its powerfull but that powerfull ya def
also how do i break this down? like i wanna make chunks of 900
i am talking about the final step
change the Tools plan to make 900 and you'll have your answer
i did but it didnt work cuz i need a specfic number of plactic and rubber and i also wanna use the full 2700 oil
that is like the only way i got the website to know what i want, the real numbers are these
and if i just do these i am gone get decimals and ngl i aint dealling with decimals now
and keep doing chunks of that
imo it's much easier if you make dedicated factories that have a final output that is only plastic OR rubber. You can work from the output backwards without weird loop backs
the decimals and also i just found a way to make it work
i will do these steps in chunks and at the end do the other stpes gouped which are
? what about decimals?
dont like them
change the unit of time you measure things in then
? dont get it
decimals are purely in your mind
if something is 1.333333 pm
then it's 4 per 3 minutes
and also i kinda forgot i have to get the alts sooo i am doing that rn
oh wait
also, I really recomend you don't combine both the final rubber and final plastic systems together , but good luck with it
is it possible? yes easy? no.
it's the same result but a ton more work and moer intertwined systems that are harder to trouble shoot
if it is really that defuclt i will try to re-plan the thing
but cant lie i aint seeing why it would be hard
It is easy though. The difference between a system that produces only plastic or rubber and a system that produces both is one smart splitter
wait what?
srry but i am kinda lost?
If you build like this, you can make any amount of rubber and/or plastic, as long as the total plastic and total rubber don't exceed one belt
And you want more than one belt, you just build several of these
The difference between this setup, which can produce both, and a setup that produces only one, is removing the smart splitter for the item that you're not producing.
And technically there's a way to do one setup that goes above belt capacity, but it requires a belt mixer with priority splitters and mergers. It's easier to just do multiple, all under one belt
this looks too easy
like whats the twist
?
probably belt routing, materials for the factories, correct inputs, allat
It is easy
that is just normal stuff when building
That's the way I've been doing all my recycling loops
then i will do it
The only catch is that a smart splitter has 1 input. And using multiple smart splitters in a single setup doesn't work well. So all the rubber from the setup has to fit on one belt, and all the plastic on another. And not just the output, all plastic/rubber that's produced.
But the solution is simple, you just build multiple setups and only merge their outputs. Or leave them completely separate
i am just gone merge everything together
The one I sent is ratioed for 300 oil and equal recycling refineries (and therefore 5:4 output ratio) but you can change those freely and the setup still works perfectly (up to 1 belt capacity)
i wanna have belts of 100 and 50 cuz most of my factorys that will use the plactic and rubber will use these numbers
@unique cypress this is an example of the one im doing rn
I saw in early prjects that sometimes the middle ones will fill up while the rest are fully going through, like the middle belt having priority i guess
then that sounds like a belt that's not connected rather than any priority issue
@orchid brook how did you make this workflow?
What ive got so far for my packaged diluted fuel. This is just the HOR portion. How many packages do I need for the diluted packaged fuel? And should I use the polymer to make the plastic ill need for empty canisters?
20 per loop
when doing DPF, you should NOT use ANY splitters or mergers for the canisters. The ratio of packagers to refineries to unpackagers is 1:1:1. you can (and should) build closed loops that have one of each machine and loop the canisters back to the first one. then you only need like 20 canisters per loop, if it's compact enough
you can also blueprint the canisters so they get added automatically when you place the blueprint - no need to add them manually after
I just cant visualize it.
a packager, then a refinery, then another packager
one refinery, two packagers. Belts connecting them in a loop. Canisters going around
So i should space out my HOR refineries or are those fine ?
no, just pipe the HOR to the DPF refineries
OK so I can pipe all my HOR output into one pipe to go to where my dpf refineries are going to be?
depends how much HOR you have
2000 of course won't fit in one pipe
but it'll fit in multiple
10 refineries overclocked to 2x.
So 800 heavy oil residue?
alr im not doing ficsonium
not? cringe
ada will be mad if you dont
I only got the game yesterday and I learnt fast and thinking this will be a brease making it to tier 9 but um this, nah
oh nono dont worry there is worse than that too
What you mean dont worry
That makes it worse
to late
no you just need a normal splitter
a normal splitter doesn't help with the fact that you're limited to 1 belt for a line of refineries
and the setup works better with a smart splitter
just have 1 Plastic feed 2 Rubber refineries
split one of the rubber in 1/2 to feed the plastic so you have 1.5 refineries of Rubber output, tile it if you like you just need to seed the first bit of plastic and rubber
that's not nearly as flexible tho
and my setup doesn't need prefilling
plus the refineries are just in rows, so I'd say it's easier to build
Setting the smart splitter takes the same amount of time regardless.
a smart splitter is needed because the split is not in half. and because you want the refineries to fill before outputting anything
Plenty of ways to do it you want to to make sure you have enough to make the seed rubber a splitter is more than enough for the job
I am talking about a setup that doesn't pair refineries 2:1
You can use blueprints to prefill it for you so it's just click and connect
What do you mean
a setup that produces both plastic and rubber as output doesn't have a 2:1 ratio
this setup only makes rubber or plastic
so can mine
well, no, if you do it this way, you need one for plastic, one for rubber
just build it twice
you do the same thing too have a line for rubber a line for plastic
The world does not have that much uranium bro
It has 2100
No clue how much they're trying to use because the image is completely unreadable
You can also just make more
Not that there's enough SAM to turn that converted uranium into Ficsonium
It does if you sloop reanimated sam constructors
Doing Ficsonium with the 2100 natural uranium already requires that.
So no, there is not enough SAM if you make even more uranium. Period.
(unless you mod or cheat ofc)
you just have to balance it out
not that you will even be able to use all your power if your waste your sam on that
it is 2100
the problem is the rest of the numbers that's why im not going for ficsonium
I mean one problem is that you chose fertile uranium for some reason
Which means not only do you get less power, but you also need more Ficsonium, which means more resources
isnt that the one that gives out most energy
mhh that's weird
i compared the recipes to feed a single nuclear reactor how much uranium they would take down all the chain and that seemed the one that required the least
it was just for fun anyways ill check it better tomorrow
With fertile, you get 1.43 TW, without you get 1.47 (from 2100 uranium)
And only 112 Ficsonium instead of ~153
27% less
mhh alright
make what?
they probably mean modeler
I recommend this tool, has a much better UI and much faster https://www.satisfactorytools.com/1.0/production
Looking for a bit of guidance on this to see if i did something wrong, for context im trying to figure out how much i need for 4 Fully Overclocked Powerplants but i cant make sense of some the numbers, very new to using the modeler
https://www.satisfactorytools.com/1.0/production?share=ITueRx2FZi74KSSo5nJy the numbers with the base recipe
oh ok
what numbers confuse you?
sorry one sec
this link
forgot to turn 1 thing off in the old one
mostly wondering if it automatically sets the amount of clock speed/miners that would use the least amount of miners possible
it just tells you how much you need - as for 'fewest miners' over clock each node as much as you can, if you need more, mine another
this is just base recipes. You could cut some out and some down if you wanted
k
though if you're going nuclear I'd do a bigger one so ou don't have to do it again
ok
whats a good amount of power plants to do
btw this is pre particle accelerator
depends. Are you going to be done with the game after you finish the 5th phase? you can do that on very little. Like 40gw would be pretty easy
if you plan on making it a sandbox after I'd make 200gw at least so you don't have to worry about it
well uranium rods don't need PAs, so yes?
mostly planning on making it a sandbox so like generally good enough to not need to deal with it again
yeah I'd aim for at least 200gw then
I'd do something like this https://www.satisfactorytools.com/1.0/production?share=iY9MMkHuEqtKoiCQWoYv
has a few resource saving alts but keeps the simplicity of the base uranium recipes
removes Coal and Copper from the set up and replaces it with Oil
have you ever used SCIM?
no
are you ok with using an online map? it's basically a full exploration spoiler
yeh
set it to show the nodes you need only, that'll give yo ua good idea and you can more easily make choices
yeah so set it to only show the resources you need 🙂 will make it easier
I recommend using drones for the uranium
oooh ok
and probably the sulfur
i dont have drones yet maybe i should do that
yeah the yare very useful 🙂
tysm for the help, this game is really daunting
no problem! It gets easier with practice and planning 🙂
I break down plans into smaller sections with a spread sheet
In factory design, do you only use the latest mk3/4/5 belts, or do you use it in line with the throughput of the part of the factory?
generally simpler to use your highest mk belt so you don't make a mistake and put a low mk belt down somewhere
unless you're trying to be fancy with looks as slower belts can subjectively look nicer
Magnetic Field Generator is kinda a joke, like it´s so easy compared to all the other Stage 4 elevator parts, and you dont even need more of them
Almost always use the highest tier belts I can
Exception is when sending iron or copper ore into smelters, I'll usually use a tier 1 belt, since I'll never have more than 60/min going in anyway
And it helps the smelters fill up a little quicker
it´s almost 50 times less sink value than the assembly director, and way easier of a production chain
I´m always using mk5 for distribution, and then mk1 or mk3 for imputs and outputs into the machine itself depending of the value, for the longest time I had a shortage of reinforced plates and reinforced beams so I just used mk5 for everything since I had a good sized factory for that
Ironically, it does not.
Using fast belts on all parts of your logistics is the fastest way to fill up all machines, second only to using smart splitters or a balancer
it´s not the fastest way to fill them, but it is the fastest way to get them working, which is what you probably actually wanted most of the time
it's a slower way to get the mworking
if you use slow belts you feed more machines parts which means the over flow happens slower.
because more machines are chewing parts for longer
It's not what I want, for sure :P
I was simply addressing the specific point of "filling machines the fastest", why that's important (to reach max productivity or just to get output out fast) is user preference that I'm not considering 🤷♂️
the math has been done on this #math-and-meta message
for example I used mk1 belts to feed my radio control unit factory for aluminum casing, which was the bottleneck resource, and while it did take about a minute for the first machine to turn on in like 5 minutes the entire factory turned on, when it would have only been able to fill the first row, maybe some of the second if it had had to fill everything to the top
it was slowly filling up after that, although I had to do load shedding because I ran out of power, so it ended up filling up on that downtime period
ok? you still wind up with a longer amount of spin time on the manifolds
I would say it would graph out like this in percentage of total vs time, red production using mk1 imputs, purple is inventories of intermediate goods using mk1, and blue is mk5 both production and inventories
using a very fast belt the first machines must be completely full before the ones after it in the manifold start receiving reasonable ammounts of material and can work
with slow belts the first machines don´t get to fill up quickly, and the backup forces the parts to distribute themselves
I´ve been studying Just in Time production IRL, so perhaps I´ve thought too hard about using it in Satisfactory, perhaps xd
you give the machine close to the ammount of materials it needs to avoid unnecesary inventories
As stated, slow belts do help in making a system output items sooner. This does not mean that the whole system will be at max efficiency sooner though. Those are 2 different things and if one wants to achieve both, they should try a balancer. To give a clear example with M machines, first consider the 2 cases:
- Either you manifold and you have to fill up all machines inventories except for the last 2 machines (needing to give at least (M x stacksize) items to the system for it to fill)
- Or you load-balance, in which case you don't need to fill up the inventories of machines for them to work; as soon as input comes, all are at 100%
Following so far? Any disagreement or misunderstanding, @shadow sinew?
yeah, what I´m saying is that the slow belts are a kinda poor man´s balancer
they somewhat balance the imputs, if not nearly completely
They help get output from the machines faster (ie: more machines turn on at the beginning)
It doesn't help getting the system to 100% faster
Ofc, this is compared to using fast belts, not balancers
my radio control unit factory was operating at 100% capacity before a lot of even the first machines in the manifold had fully filled up with aluminum casings
Sigh
What's the point of telling a story if you can't explain why things go some way?
Look, I'm not here to tell you how to build your factory, just how the things you mentioned actually work. If you just want to argue with "but my factory" rather than arguments that can be discussed, I'll just leave you to it
it does generalise, using slow belts, only slightly above the consumption of the machine means the distribution belt´s parts can quickly skip it, in the extreme case where the speed of both is the same, it´s mathematically equivalent to a balancer
"Skip it" what?
different stack size items spin up at different times
I'll believe the math guy who mathed things out and then put them on a graph
can you share it?
I did, you didn't even bother looking at the link
And yeah, the "extreme" case of input matching belt speed is, indeed, a "free" balancer. Everything else is just a manifold... Which needs to fill all machines except for 2 with items before they all run at 100%. There's no way around this other than using a balancer (or equivalent)
Providing "a little more" than what the machines need is, effectively, a manfold. Either it's "exactly as much as needed" (balancer) or it's not
he´s talking about filling the manifold, which is reaching max inventory, although the graph says it´s for production rate which is a completely different metric
we would also need to see the specifics of the experiment or calculations done, it seems to be for recycled plastic and rubber, which has an imput speed of 30, so pretty far from the 60 max
I think you're either not reading or missing points. Stacksize doesn't matter. It's really as simple as:
- Having more machines turn on first (ie: almost all machines get at least some items), thus delaying the complete fill of the system (slow belts).
- Having fewer machines turn on first (ie: some get all the items, most get close to none), thus making the system fill up faster than the prior method (fast belts)
They differ in how many items are made during warmup (slow belt win) and how short the warmup is (fast belt win)
yes, that´s what I was saying
That's what you've been arguing with...
no, mk1 inputs are generally beaten by mkMore in the long run
("beaten" in terms of "time to fill to 100%")
wait
what's the advantage of turbo blend fuel
oh maybe no coal
because if my calculations are correct the turbo blend fuel is only 0.75 turbo / crude oil
wait no my math is wrong
Using diluted fuel I got that
fuel => turbo is 2.222 T/C
blended is 1.33 T/C
Heavy oil => turbo is 1.066 T/C
I guess diluted fuel is really that OP
yep it is
imo its one if not the best alternative ingame
but sure diffrent people have diffrent opinions
what could possibly be better than diluted fuel
pure copper ingot
has a 2.5x increase from raw copper ore to ingots
I feel like copper is less valuable than fuel lol
like you can just get more nodes
yes but im counting the actual recepie more than it gets used overall
for example the quarz purificatkon is also decent
so yeah i also love diluted fuel
its even a litle bit more energy efficent than packaged diluted fuel
wait I forgot about that one too
down the line fertile always uses the smallest amount
and the uranium part is the most optimized for each type of plutonium route
nvm the third one gives more power
i just calculate reactor/uranium ratio and the third is the best
i just looked at the uranium number
is this a good early game setup for a first time player with like no prior factory building/tech game knowledge other than like one minecraft modpack once or should i be shot
ignore the fucker on the conveyors i dont know how to get rid of him
(feel free to give tips and suggestions i DO NOT know what im doing)
im also not exactly sure what to do with all this shit except build so its feeding into this... uh.. storage pillar
this is how im gonna go about it
nice, u using 2100 uranium
have fun building it
i tried to have the most even numbers without any weird decimal points
might change it a bit later for nuclear weapon tbh
decimal points aren't weird
maybe 10 uranium less
they are a pain in the ass to deal with tho
they are not?
you just clock the machine to make that much
well if you wanna make a mainfold that produces all the iron plates for this factory for example
again, clock the machine, it works just fine
one central spot and then carry all of them by train to the nuclear production
its gonna be a pain getting like 140.582 plates from it yk
you clock the machines to make 140.582
that only works when a machine output goes to the machine input
not when using trains
works with trains as well
good luck with that😭
if you have X/min on input side, you have X/min on output side
trains do not change that at all
you better just produce 150 and overflow the rest into a sink
why?
you then have to do 10 trains for all the nuclear mainfold that needs iron plates, make 10 different station and send each one the correct amount
or you manifold the train stations
bro you can't do it when you merge all the plates a factory needs
trains are just long belts
if you need more than 1200/min that aint gonna work
it will, multiple cars
its just too much of an headache tbh
it absolutely isn't
it's super easy
at that point produce 150 and sink the remaining 9.418 into a sink
you're essentially making it more complicated for yourself
if you need 14.56 machines that's just 14x 100% and 1x at 56%
yeah that's much more annoying and more effort
how
its a smart splitter and a sink
how is changing one number more effort than smart splitter, sink and power line
because you have to figure out MORE than what your step is calling for and make logistics for it.
instead of changing 1 number
you'd also have to change every step of your plan and edit that way.
modeler is bad enough to plan things out, you just hate yourself at that point
clocking is your single most powerful logistical tool you have access to in the game - use it
Why the fuck would that ever be necessary
sorry for talking 😭
Nah, I'm with greeny on this one. You put in x/min, set up a train that's capable of transporting x/min or more and you get x/min out
For such a small amount like 140 plates/min, all you need is a single train, likely with a single wagon, and you can move those plates anywhere on the map
And then split them off to whatever machines need them
And if you meant sending those plates 10 different factories all over the map, then I'd question the choice of transporting them from a central location vs just making them on-site, but it's not like it's not gonna work. It'll take ages for the platforms to fill, but in the end, the plates will be properly disrupted (as long as you don't sink more than you planned to sink)
I love how maximizing Ballistic Warp Drives casually produces 74 AI expansion servers as byproduct xd
anyway, I should get to tier 9 before Christmas xd
Byproducts tend to appear when DMR is involved
Magnetic Field Generators are kinda weird, so much easier to make than the other phase 4 parts, like by at least an order of magnitude
They were always one of the easier parts -- pre-1.0 they at least also required Batteries to construct (which makes sense given the resource name), but the 1.0 rebalances nerfed those down quite a bit. (Though even then it's not like batteries were hard)
yeah, add some batteries and it´d still be the easiest one probably, but it wouldn´t be jarring
you may get a different (easier) one if you change maximise to items/min (but depends on specific setup)
oh, yeah, but I was just looking at what resources are the bottlenecks, I´m not going for maximum production, just close, but using the recipes I like
and seeing how those recipes use more of a certain resource
Well, maximize mode doesn't really give you that information. It's entirely possible that maximize mode will tell you that it needs 100% of multiple different resources, when switching back to items/min mode and asking for the same amount will only take 100% of one resource
That is because maximize mode doesn't do anything other than figure out the maximum amount possible given the restrictions. It does NOT optimise for lowest resource usage for that amount
ik, I´m doing it a very vibes based way xd
is this an ok coal powerplant? this is my first powergrid and im not sure if im like, doing a really shitty job/could make it better or if its okay, its all hooked up to an overclocked miner mk1 that does 120 coal/min and 3 waterpumps underclocked to 50%
120 coal/min can fuel double the gens
ah
yeah i was thinking about expanding it
but like im short on stuff as you can see on the right side of the screen and i havent automated rotors and reinforced plates yet
so im just kinda procrastinating that
i also have no idea how to expand it, i was thinking second floor
but then like water becomes annoying
In terms of the piping: the fluid buffer gets you nothing -- I'd recommend deleting it. Coal gens tend to be forgiving of piping weirdness; ordinarily I wouldn't recommend sending the liquid up and into the coalgens like that, though that system in particular would probably be fine regardless. At least the water numbers do work out (4 * 45 == 3 * 60)
The ratio that gets most frequently suggested is 8 coal gens to 3 extractors; you'd have all 8 coal gens all in one line. The main difficulty to overcome there is that your mk1 pipes can handle a max of 300/min fluid, whereas you need 360/min total -- so you can't just feed the water from a single pipe.
idk why i did the fluid buffer honestly i saw a picture and brief video on coal gens and it had the buffer in it and figured it was probably important
There's a lot of real trash videos out there. :)
yeah, ill keep that in mind
(My apologies to whoever made that video; they're probably a nice person. :D)
so should i set up 3 coal miners? because merging conveyor lines has been a little annoying on my end as it tends to bottleneck, but i assume that mk2 conveyors kinda fix that issue
oh wait you meant waterpumps i think
Yeah, was talking water extractors
120/min coal is enough for 8 gens (they take 15/min each) so you should be good there. For water, coalgens take 45/min each, so 8 is 360/min. And extractors produce 120/min each, so 3 of those is also 360/min. :) The main difficulty is just that mk1 300/min limit. :)
If you wanted some easy spoilers about piping systems which work well for that, you can search the wiki for CG; there's some diagrams near the bottom
The main thing is just that you can't use a single pipe to feed 'em, since that'd bottleneck the water delivery
what if i like uhh do a parallel line and have, uh, 4 pumps, 2 per 4 extractors and do something like this
or is that not enough water per side since im using only 2 per 4
(if it wasnt obvious i am awful at math and i have to play this game with a calculator on hand otherwise i fuck up the supply lines)
Nah, that would work -- each coal generator requires 45/min water, so 180/min total. Each water extractor (not a "pump" btw! There's a different thing called a Pump) provides 120/min, so that'd be more than the coal gens need. Could underclock one or both of the extractors so they provide a total of 180/min
Calculator in-hand is good! Note that if you hit n you have an in-game calculator, too. :)
(Can also search for resources and buildings and such in that bar, to open up Codex entries. :)
that is extremely handy actually i will be throwing my calculator back in the drawer
i was also not aware that the pump is a different thing, so my apologies on that
Heh, all good, super common slip of the tongue. :)
also, regarding this, would it be more (resource & power) efficient to put only 1 water extractor for each side and overclock it? or is that gonna tank my power generation under the floor?
It's technically less power-efficient to overclock them, but it won't tank your power grid
The difference isn't really gigantic
2 buildings at 50% will consume less power than 1 building at 100%. And 1 building at 200% takes more power than 2 at 100%
1 extractor at 200% consumes 50 MW, 2 at 100% consume 20 each, so 40 total
In general don't be afraid of overclocking if you want to save on space; there's a lot of slugs on the map, and you can eventually totally automate shard production (though that is very late-game. Tier 9 stuff.)
im trying to squeeze as much power as i can out of this because im about to start (trying to, atleast) automating the more complex resources like reinforced plates, motors, and all that so i dont know how much power im gonna have to use for that and i really do not want to find myself at power deficits after finishing the powerplant
im hoping this powerplant will carry me through atleast a tier or two
though i think thats very optimistic
okay, so i save space and resources but i consume 20 more MWs
thats acceptable i think
10 more. But yes
How much power you need is very much a function of how "big" you decide to build. You can definitely get through the game by being very stingy on power, if you're conservative in your building
It's not unusual for folks to end Phase 2 with anywhere from 32-64 coalgens, though plenty of folks do less (and I'd say a smaller number do more)
this is what i have so far and its been using up like 100MWs total
its been a bitch trying to manage that with bioburners
i think i deforested half the world
Yeah, biofuel in Phase 1 is sort of intentionally annoying as an added incentive to get onto coal power. :)
(Note for future playthroughs that alien remains can get you a lot of biomass. I personally tend to try and save those for DNA, but they can be a great substitute to chainsawing)
i think i have fought like, maybe one or two aliens
i am VERY stationary and very rarely leave my base
i only left to look for coal powerplant spots
and i havent really ventured out much except from base to powerplant and back to base
which in total is like, a 1km trek at most? which i imagine is not much
32??? 😭 😭
well i mean, i assume its gonna be alot less tedious to make them once i automate reinforced plating and all that stuff
I'd say 16-64 but yeah
but it took me the entire day to just set up what i have right now
I had 32 this run
ough
48 the previous
yyyeaah i need to start planning out the shit i build properly
i cobble stuff together untill it works then if i have to touch it AT ALL it usually stops working so i have to tear it down
Yeah, if I want to encapsulate the usual bellcurve I should probably retrain myself to floor at 16 instead. :P
16 doesent sound too bad i guess yeah
A lot of it is just getting used to scale, of course. Once you've been through the game and gone through higher tiers, setting up coalgens feels like a nice afternoon stroll. :)
On my last playthrough I just went ahead and set up 64 all in one go (I admit that 64 is a bit much even for me; I'm far more likely to do closer to 48)
oh yeah im absolutely aware, this is also my first like, factory game and i have like zero tech game knowledge, this is WAY out of my usual gaming field 😭
Good times! You only get to play the game for the first time once. :)
i guess that is true yeah, im trying to be organized but as youve seen my base you can probably tell im failing pretty hard at that
(and, sidetracking, of course: remember that the only thing that actually matters is you having fun. Ask for advice about nearly anything here or elsewhere and you're likely to get twelve conflicting answers. If you're ever overwhelmed by all that, just ignore it and go Do Your Own Thing™. There's really no "wrong" way to play, and the game's very forgiving. :)
oh no i enjoy getting multiple answers from multiple people because then i can pick and choose from different POV's or cobble my own solution from other people's suggestions
its just that whenever i see the game throw at me like, 9 new complex parts to automate and im over here with a BARELY FUNCTIONAL basic resource automation i just kinda stare at the screen like
I mean the basic resource production is fine to be barely functional - you just don't touch it and it makes things. If you need more, you build more factories
i mean i say barely functional mostly because my screw conveyors are bottlenecked as fuck
trying to merge 3 conveyors in one merger is a BAD IDEA
trying to merge screws (or wire or quickwire) is always a "bad" idea
make the amount you need and hook it 1:1 to the next machine
Heh, yeah, Screws are the game's first instance of the game telling you that not everything needs to be centralized. :D
'cause yeah, routing around centralized screw production with early-game belt speeds is, indeed, kind of a nightmare
(You are not alone in having tried to do so. :)
my wire production is like uhhh i have a smelter splitting it 2 ways i think and theres 2 constructors making wire which merge back on a central conveyor and that has been working well i think
hold on let me get back home ill show
(Others, of course, will say that Screws are the game's first instance of encouraging you to find alt recipes which don't involve screws, though personally I don't mind 'em. :)
yeah, evading screws for the sake of evading screws is not very practical
if you choose screwless recipes for other reasons, it may happen anyway, but I wouldn't force it just because the recipe has "screws" in ingredients
this is my copper stuff (yeah its just wire and cable because i set it up before unlocking plates and im now suffering because i have to handcraft plates)
instead of suffering, set up a machine that makes the plates for you 😉
i know i know i should but i dont know if i should use another miner on another copper vein or try to hook it up off this one
because im scared of messing up the wire/cable production
use as many raw resources as you need for the desired produciton (start calculating from end product backwards)
also my storage tower is getting a little tall i dont know if i should keep making it taller
hooking up the conveyors is starting to get weird
you can put them next to each other 😉
oh
yeah im stupid thats a fair point
i should also fix my concrete production because i set it up on an impure vein unknowingly on what it meant at the time and now i get 1 concrete per 4-7 business days
still better than nothing, no reason to touch that
build more elsewhere if you need more
thats fair yeah i guess theres no point in touching it unless i start to using it all up
i mean not like im gonna have time for that anyway since my next 2-3 hours are gonna be spent trying to double the coal powerplant and make it parallel
(im gonna have to rebuild the whole thing fucking end me)
wait im stupid i should automate reinforced plates, rotors and plate first so i dont suffer
back to the drawing board i guess
yeah, always automate anything you need, handcrafting is practically never a good option
but thanks for all the tips everyone, they have genuinely helped immensly 😭
asking stuff to other people who actually know what the hell they're doing is the only way i feel like i have a slight idea of what im doing so i feel like im gonna end up here often
it also helped me actually have an idea of what im supposed to do
Can anyone tell what I'm supposed to do after reaching phase 4 ?
Like any progression guide or step ?
I mean 99% of the game is "do what you want" 🙂
same as every other tier. automate the items you unlocked
often mk3 miners and mk5 belts ?
hover pack is super useful
I just started playing satisfactory and just started automating reinforce iron sheets slowly is there anything I should prioritize like power cells?
power cells?
The power slug thingys
oh well feel free to collect whatever you want nearby. I probably wouldn't turn them to power shards until you can dupe them
but tiers 1-2 are basically a pre tutorial
Idk it seems kinda easier to just have another smelter or smth instead of overlocking one
Shards, early on, are most useful in miners. Since that actually increases the amount of resources you ahve to work with
in machines like constructors it just saves you space
now, don't get me wrong, that's super useful for design, layout and all that. But I wouldn't worry about putting them in constructors or generators early
I started in the dune desert area should I stay there I have a few pure iron deposits
IMO dune desert is a great place to start - it has almost every early resource within close proximity
But if you're going to stay there, rush Solid Biofuel (I forgot the tech name) and then Coal, since there's a lot less greenery around to feed your biofuel generators
I unlocked the alternate recipe for biofuel with alien food thingy so fuel seems pretty fine for now
But I do want coal generators soon I found2 coal deposits near each other
Fair enough, but remember that you're going to have to keep feeding them
I have no clue how I’m going to get water to them though
I've used two different places for power plants, both around the upper left of the dune desert
- There's a spot with a few coal nodes on a cliff near a giant waterfall - you can build the water extractors and coal generators in the water and bring the coal down via conveyer
- Use the big lake for your water, and conveyer the coal nodes over there (a bit of a drag, not terrible)
Does the lake not dry up
Nope
Oh nice
Greenery, slugs, and other 'collectables' are finite
Nothing else dries up or runs out (including resource nodes)
My friend spent ages looking for an ocean because he thought the lake he had would dry up
Just be aware if you use the lake that there are creatures, poison geysers, and those annoying plants with legs around, so you gotta clear those out or stay away
Do you think I should keep automating items like rotors etc or should I keep unlocking new things through the tiers
