#math-and-meta
1 messages · Page 366 of 1
Do you explore the map for drop sites or is there a specific reason
I'm not sure if you've seen them yet, but there's a collectable that gives you alternate recipes which can help a lot as you build more
And the alien artifacts are also big
Yeah, the crash sites have hard drives, which give you alt recipes
||hard drives?||
Oh ye
Yh the alien technology in the Mam I can’t find to find the one in the middle
I found a lot a the Mercer sphere things and the rainbow s things but not the purple thing
Lol why did u censor hard drives? They aren't something locked completely 😭 most people who stsrt would just ignore em lol
Yeah, SAM is annoying to find
There's one close to the dune desert you can find once you have explosives
Otherwise you have to wander a bit
I would hold off until you have your base set up
I’m not gonna lie I thought he was trying to not say them in case I hadn’t found them (im also a lil bit of an idiot so idk why I did)
Ok thx
Ngl I didnt look through the convo as im bored atm😭
Fair lol
my advice is find coal nodes next to water - most of them are
Thx for your help Craig I’ll try take your advice
K ty
That is true its pretty uncommon for coal to not be next or close to water
I would say 80-90% of coal nodes are next to water
Last question is the map fixed or is it random
Fixed
Its fixed so u can watch yt vides withiut worrying
And there's only one map - each of the starting locations is just a separate area within it
K thx I’ll try explore the map on my own tho
Ah that makes sense
there is an online map , but imo the exploration and map is excellent. I wouldn't use it until you feel like you've thoroughly gone over it and gotten what you can out of it
I kinda wish sometimes I could forget it all and explore it again xD
The map is so well designed the terrain is so cool and I love using my parachute against a slope and flying to places I probably shouldn’t be yet
Just wait til you unlock ladders 😄
get the zip line and blade runners too 😉
Oow blade runners sound cool 😄
they are the best item in the game, once you put them on you'll neve rtake them off
partially because nothing else fits into that equipment slot 😛
Are they far int the game?
K ty for your help
mostly my main advice to new people is treat the milestones like a tutorial, once you unlock everything you can treat it like a sand box
My entire fuel generator workspace. Gonna be utilizing 1200 crudeoil/min which should power my entire building till alot later
Just gotta figure out the exact math to have it planned out
If my math is right, this should be exactly enough space for 160 gens
Like the entire are be fuel gens? Or like I can have my HOR refineries and the whole setup there on the platform
can someone help me i have 2 120 belts and i need to split them into 1 line to 135 and one to 105 but i only hjave 120 belts any heklp
With the added complication of "strict" belt-speed limits like you've got, IMO the best solution for that kind of thing is just to use overclocking/underclocking to produce exactly what you need, rather than trying to split things
So like have one set of machines producing exactly 105/min, and then split up the other one by whatever's convenient (maybe one set of machines doing 60/min and another doing 75/min, or whatever -- set the ratios so that it's convenient for whatever recipe is consuming that total 135/min)
its beacuse i only have 120 beltsa
When you've got faster belts, one of the other main ways to do a split like that is to just do a "naive" split where you just split (for instance) a 240/min belt right in half; the half which only needs 105/min will be getting "too much," but it'll eventually back up, and once it does, the other side will be getting the overflow
Right, that's why I recommended what I did. :)
If you take my initial suggestion to the extreme you could go so far as to use clocking to send the resource to each machine in exactly the amount that it needs. For instance the vanilla Reinforced Iron Plates recipe needs 60/min screws; if you're setting up a bunch of RIP assemblers you could literally have a little screw-production setup right in front of each one which produces exactly 60/min screws, without "combining" the outputs any further than that
Bro you have 2721 water p/min as a bio product
what are you going to use that for like
That word's considered something of a slur nowadays, btw
I'm pretty sure that Modeller can be convinced to handle loopbacks properly, btw, though since I don't use it myself I'm not sure exactly how
I use modeler and I love it and I have had no problems so far
i am actually doing my 100 fiscionium rods with it
did you solve it?
often times things like that you can jsut run 2x120 and have different machines on each manifold
for example have 105 feeding 1 group of constructors , and the 15 extra feeding another machine doing another thing
Got a headlift question. I want the three fluid buffers here to hold a short reserve. The refineries feeding those generators produce just enough extra fuel to eventually fill those buffers, after which point I want the excess to be sunk, by a packager to the right. The vertical rise in the pipe to the right side of the pipe feeding the generators should take care of that. But how do I deal with the headlift creted by the three fluid buffers to make sure that the generators get priority before the packager?
Aside from not stacking the buffers, which wouldn't align with future pklans
if you absolutely must have fluid in reserve , that won't help since once the breaker flips generators stop burning it, have the buffers on the side of the pipe with a valve set to zero
also - use power storage.
It's not a reserve power question but I need to be able to shut off the refinereies briefly for troubleshooting purposes, and without letting the generators run dry. Yeah, building plenty of power storages
power storage would also solve the generators being a bit dry and be simpler
to fil the buffers you're going to be starving it anyway. Just shut the system down while you do stuff. Restart with power storage
ohh the use case isn't that the generators stop burning it, it's that the refineries stop producing it for a short time, but only by me manually shutting them off
I don't understand the difference sorry
Basically it's just a headlift question. Would the headlift created by those three buffers be enough to cause the fuel to flow over the pipe rise
The generators need to be fed before the packager on the right side
buffers have variable head lift so depends how full they are
(assuming they're full)
just add a pump after and don't worry about it
but you really don't want a bunch of buffers in series with how you feed machines
Yeah but wouldn't a pump just set headlift to zero, thus the fuel would never go over the rise?
power it?
you absolutely are
Put a powered pump on the output of those buffers. Bingo bango bongo
This is all coming from my "all machines must run at 100% all the time" challenge
And all the troubleshooting measures you need to build in to make it realistically achievable
trouble shooting requires turning them off they won't run.
filling those buffers means generators won't be running at 100%
Eventually they'll fill, because the generators use less fuel than is produced by the refineries supplying them
so the refineries are going to stall because it'll be clogged?
Nah you're not understanding what I'm trying to accomplish I think. The generators should pull fuel first, then excess is first used to fill the buffers, and only then is any leftover excess sunk
The use case is I need the ability to shut down the refineries to remove them from the power grid, but without emptying the generators. The buffers give me a 20 minute or so window to do that
This is a small scale start to something that will eventually be much larger
And also that the refineries must run at 100% otherwise
So therefore, they need excess sunk
I think it'll work like this though, it'll just take an hour or two for this all to settle
Ooof, my train math didn't work out. I wonder what I did wrong.
I'm doubting myself setting them to wait until full and 0 sec, they are stacking up on each other and then it's overfilling while they are all going to drop stuff off.
Actually, maybe it's not the settings... still seems bad.
Ohhhh it's becuase the "whole train" is waiting to be fully unloaded/loaded... including a car I use to carry a small amount of something... damnit.
yea
I wonder if it would have been better to package nitrogen gas instead of making nitric acid offsite...
But then I would probably have to have shipped water too.
any tools to create a 14 to 9 load balancer?
well, any reason to do so? 😄
14 blenders making silica, 10800 total, so 9 mk6 belts
hook each belt to amount of machines that will process the belt fully
I dont want 14 belts tho
I only have space for 9 as the 9 are already preplaced
you don't need 14, you can do 9
well i didnt handled it but i would make feed it back in obviously
just flip it around - merge machines so that the machines you merged will fill one of your 9 belts to the amount you need
everything is already completely finished building
i just had to rip this part of the factory out completely
I mean, then you're on your own, but you're making it hard to yourself for no reason
always consider logistics before you build anything
you won't run into these issues
I did consider it, what I didnt consider was beeing sleep deprived and not looking at numbers correctly
happens to the best of us
so I missed one blender but build everything else and now I gotta rip that part out
and need a 14 to 9 balancer
and possibly a bit of clocking
im afraid all that isnt possible
clock your machines and selectively merge them, that's your most powerful logistical tool for the whole game
ok well then you're making things hard on yourself :\
Guess I am. The whole quartz purification and distilled silica ratios are so fucking annoying
I couldnt think of any ratios I hate more
ratios in this game are absolutely meaningless
you have full control over the machine outputs from 1% to 250% base output
clocking is youre most powerful tool
ignore it to your pain and suffering
Ratios can still suck ass
only if you fail to use your most basic tools to manage outpouts
and then that's on you
Guess it it, can you just shut up then?
nope
If you wont help me with my issue then just piss off
i dont have the time for this shit
I just did - now next time you set up distilled crystal you know that your ratios are not a problem
this applies to every single system you make from now on
Alright, youre set to ignored now. ty.
What will I ever do. I hope you remember to clock your systems so you don't wreck yourself before you checked yourself

before i scale this, is there any mistakes here?
the only thing i didnt do is looping the fluids cuz its not worth it
get rid of the buffer and the hump
also - whether looping the inputs is 'worth' it will depend on how tidy your set up is and how much oil you're extracting
the big one is 600 and the 2nd one is 300 oil
whats the "humb"?
hmm ok i will do it
yes
you might not need the loop on the 600 oil - you could try it w/o.
I thought you meant the HOR was 600 flow
crude oil and fresh water tend to be more stable and often don't need a loop
better?
fluid towers don't help feed or flow, all they do is provide headlift, which is what that pump did before it.
and buffers can cause wonky flow issues
well if that is 900 oil and it was staright forword hopfully are easy AND i have a lot of knowlage from my RF plant
yay done
at wich point should i add a pump?
ok i am gone add one at the starting platform, good?
sure
Isn't that 400x400 foundation?
1 gen takes up 2.5x2.5 foundations
160 in a 16x10 arrangement take up 40x25 foundations
Unless I miscounted, that's exactly how much space you have
Each fuel gen is 20mx20m so 160 of them is at minimum 3200mx3200m each foundation is 8m so isnt that 400x400 foundations?
No, that's 160x160 gens
Not 160
It fits perfectly in a 25x40
If it's 25x41, then you've got 25 foundations spare
And that ofc assumed one layer of gens
You could double stack them
satisfactory tools wasn´t doing the plutonium rod processing correctly so I´ve had to do it by hand xd
I could. They're what? Under 32m in height? Which my floors are gonna be 32 high.
It does. You just have to input the waste you have
Because waste doesn't officially have a recipe
even then it was having trouble calculating it, alone it´s fine, but when trying to do plutonium and uranium rods at once it completely freaks out, it ended up using only 840 uranium on maximize both without converters for some reason, it´s not like it ran out of other resources either
That's because maximize makes the same amount of both items when you maximize 2 at once
I felt it easier to just write it down and do it myself at that point
oh ok, ig that explains it
I´m gonna be using the standard plutonium rod recipe because I´m just sinking them
I´ve also been told if at any point I need more power, I should use the converter to make more uranium instead of doing Ficsonium
I will use the plutonium for drones, and probably will keep an emergency stockpile of rods
I doubt you'll need more than 630 GW, but yeah that's cheaper and easier than doing Ficsonium
You can also set up augmenters and matrix them
That'll be up to a 4x multiplier
Probably not, checked max ballistic warp drive and thats 730 GW pre sloops, I´ll do 100+ thermal rockets, and I´ll convert however many I feel like to ballistic warp, but prob max half the theoretical max
although it is possible that slugs and sloops push it over, so I´ll make some slack capacity on the nuclear setup, good for redundancy too
Yeah, well, max anything assumes you have nothing else in the world. Even if it includes power generation, that's always (mostly) RF, not nuclear
Well, I plan to do 100% green energy by the end of the year xd
and I´m making fairly liberal use of the plastic and rubber alternate recipes as such
what's a good ratio for reinforced iron plating/motor automation? im currently at 5 plates per minute (about to try to expand to 10 per min) but i dont know if thats too slow or acceptable
It's acceptable as long as you don't keep running out of them
thats fair yeah.. im just not used to having to build big shit so i ended up unintentionally making it small and now im stuck with 5/min
How long would the longest drone flight take? Want to ballpark some throughput calculations. Assuming batteries/rocket fuel speed.
You're not stuck. You can always make more somewhere else
fair enough
I'd estimate it at about 0.5 stack/min across the map diagonally and about 1 stack across horizontally/vertically
But it'd be best if you actually set up a drone and tested it
Note that the throughput the drone reports is often a bit off, so if you want a more accurate number, you'll need to actually measure it
Though even that'll give you a better estimate than I did
Ok, thats helpful, thanks!
Would the awesome shop throughput monitor be more accurate?
The throughput monitor is perfectly accurate, but you'd need to gather data from it for like half an hour to an hour to actually see that accuracy
The lazy man's version would be to time how long it takes between drones
Because they should always drop off exactly 9 stacks, at least if you oversupply the loading side
So it'd be 9 stacks every x minutes
Time like 5-10 drones and you have a decent estimate
Ok perfect. I suspect my plan will be sufficient for my needs, but now I can better gauge things. Thanks!
I am currently in the process of trying to kill two birds with one stone and increase my power capacity while also producing an adequate amount of rubber and plastic, but from what I can see from Satisfactory tools I have noticed there's a split in the fuel requirements for the plastic/rubber and the turbo fuel that I'm using for fuel generators.
I have looked at maybe implementing a VOP Junction for this to give the fuel in the turbo fuel production line priority but just wanted to make sure that, that is a suitable approach and there isn't something better I should be doing. Naturally I don't want my rubber/plastic refineries to potentially cause any issues with the fuel being supplied for the generators.
after a bit of tinkering and a lot of math mistakes i have managed to fit the reinforced plate factory in the small fuckin space i gave myself and have successfully upgraded it from 5/min to 10/min and honestly... that was... weirdly satisfying, i think im gonna build another
and the screws arent bottlenecked!
Something like this maybe? 2400 fuel in divided into four lines and then 530, 430 and the three fuel lines? Provided I did this properly, not quite sure if the inputs were done right since I could quite make out how to design it for multiple inputs from the guide.
Depending on input pressure, you might want to have initial pumps too.
Not sure.
wait a second...
disregards, wrong direction.
just wanna make sure this is a perfectly viable solution before I go to actual implementation of it, or if there is an alternative
The best idea would be to make fuel in modules that produce exactly as much as the next step needs
I guess I could shuffle the blenders around a bit to make that work, just means i'll end up with an extra blender but thats no biggy
provided the ratios work out for the heavy oil residue
I'd imagine I'm gonna have to split one of my HOR lines to get that to work, which does sound easier than implementing a VOP here, alright, keeping it simple it is, thanks
I'm a fan of putting every machine making one item all in one place and splitting it to every place that needs it. But it doesn't really work with liquids. Especially if you want to give priority to some of them.
You could package it, use whatever janky item management method you want, and then unpackage it, but that's more work than splitting up the fuel production
how many items per minute can a drone port transport excluding travel time?
The port itself? Full belt speed
i´m getting 283 uranium per minute on the drone port, but it´s not coming full from the impure node by the rocky desert
well, I hope it is 300
The transfer rate depends on the drone(s) too, not just the port
In fact, it doesn't depend on the port at all
The port can take a full belt and it instantly shoves that into a drone, if one is docked
in any case even if it is actually 283 per min, surely it will improve to at least 300 when I use plutonium rods instead of turbofuel
You could add a second drone to the route if you haven't already
it´s only 1000m from where I´m making my mega reactor, it feels kinda bad xd
prob will do one drone per 150-200 per min at least for the rest
What I have seen, a drone can carry 9 stacks per run. If there is less material availabe, it will take what is in the station.
When the drone and the stations are set up, you can see what the drone will supply. Including travel time.
so yeah, it´s prob work out with the plutonium as fuel instead of turbofuel if it´s 283 per min now
is there a way to plug in how much iron ingots i have to figure out how many motors i can make?
http://satisfactorytools.com/1.0/production and maximize mode
But make sure that you switch back to items/min mode afterwards
how do i find maximize
Click on items/min next to an item
how add the amount of iron ingots i make
In items, input
Make sure to disable iron ore while you're there if you don't want it to make more ingots
And SAM
im so confused i cant change any numbers
im making 1500 ingots and i have the alt recipie so i dont need coal and i wanna know how many i can make with that
jesus, use Steel at that point. So much less work
NO my whole point is to cause me pain and agony
It's not really less work
iv done to much work to restart
Cobalt is just allergic to iron pipe for no reason
It's neither expensive nor a lot of work
It's just a lot of iron
But imo better 10 iron than 4 iron and 4 coal
Or at least sometimes
i was so happy when i realized i didnt need coal i havent had motors automated since like EARRLYY phase 3 im now phase 4 teir 8
4 coal + 4 iron = 4 steel pipes
(solid steel)
vs
16 iron = 4 steel pipes
you are shockingly bad at maths
possibly teh root of why your split waste water system didn't work
I didn't do any math this time so I'm not surprised it's wrong
should i aim to cut out screws from as many recipes as possible? because i just found uhh this and i dont know which one i should go for
no, you should aim for recipes that you like
Stitched plate is a great recipe, especially with iron wire
eh, up to you. Screw management is easy though
just make them right before you use them
in a lot of cases the Steel Screw recipe can simplify that
perfect for advice giving xD alternative facts
misrepresenting reality for yoru benefit
is it just any wire can be used in that recipe? or only copper?
there's basically no 'meta', it all depends on what resources you want to use and have available
Alt recipes don't make a different item. They make the same item in a different way
wire is wire. Doesn't matter the source as long as the item name is 'wire'
the game doesn't remember how an item is made
thats what i did with my current reinforced plate factory, i have like 3 constructors making screws that immediatly get fed in 2 assemblers
and thats the core part of belt management 🙂
I mentioned steel screw before because you can make a lot of screws from 1 machien and just send steel beams out
makes any screw recipe easily done
that'd be nice to find, i still have 1/2 hard drives i still need to crack open so im hoping on that
because im about to start building my steel foundry
It's a solid recipe.
I often use the Bolted Plate and Bolted Frame recipes combined with it. They use TONS of screws but output items fast
though im a little hesitant to start 'cause i wanted to automate rotors before that but holy shit they have some weird ratios so i dont know how to do it
the real power of most recipes is what other recipes you use them with 🙂
have you unlocked 'clocking' in the MAM?
yeah i have, why?
then ratios are meaningless
just clock your machines to what you need
....yeah im a little slow, fair point
no stress 🙂 never forget clocking - it's the single most powerful tool you have for logistical management
and this is a logistical management problem solving game 😄
yeah, its just my brain saw the 100 screws/min and was really confused, so instead of dealing with that i expanded my powergrid to 8 coalgens
it makes ratios and decimals a total non issue
on that point, I recommend you find a spot with 3-4 coal nodes next to water, and just make it all into power. You'll need it
every new machine you unlock takes significantly more power
yyeah i've been told im probably gonna end up with like 16-32 coalgens by phase 3 so i've been kinda preparing myself mentally for that, though while exploring i think i found a pretty good spot, its like a big ass lake with a bunch of coal veins
it also has like a natural slope i use to go up and down even though i mostly just jump into the lake from the top of the cliff to get down
getting the power to my main factory was a bit of a slog but not that bad
its like a kilometer away so thats about the farthest ive gone from homebse
I would set up like 64 coal gens by the time you have mk3 belts
why was it a slog? 1 cable right?
i was told that the number mightve been 64 but i was ignoring that hoping i wouldnt actually have to set up that many 😭
yeah but i had to walk my ass back and forth to set down the poles and wires 'cause i have 0 movement
..that is so much more efficient than whatever the fuck i have going on 😭
!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...
I basically just modified one of these layouts a little and kept making chunks of them
mk3 belt, 4 nodes, that'll get you to phase 4 pretty easily
without having to think about power again
as for the walking - have you unlocked Blade runners yet?
yeah i did whatever the fuck this is 💀
yeah i have 'em now, its just when i was doing this i didnt have them yet so it was just a little painful putting down the wires
ah no sweat, and do you know about sprint slide jumping?
that's a very reasonble coal set up - could be a bit cleaner but solid.
oh yeah thats a little weird, i have no idea why this factory building game has like, movement shooter slide canceling and bhopping but i've been abusing the fuck out of it to explore
but yeah, that coal set up isn't bad I'm sure you could make the belts and pipes a bit cleaner but ... yeah far far from the worst I've seen
one thing that stood out to me though was that when i finished it and was hooking everything up the power was.. like.. fluctuating alot, almost like it had to "warm up" and it eventually stabilized out at a very comfy 700 MWs of production, it kept falling up and down going from 460MWs to 700, no idea why it did that though
i thought i fucked up while building it or something at first
but its stable now so i dont dare touch it
manifolds take time to fill up, very normal
with fluids it's often good to set like 1 or 2 machines to 50% clocking so that the whole thing floods before cranking them back up
full pipes are happy pipes
well i kinda did that accidentally because i first made the pipes, then the coalgens and then hooked up the conveyors, so they had time to fill up
i also have no clue what manifolds are
you've been using them this whole time 🙂
is it like the conveyor setup
a belt or pipe with junctions that feed a series of machines, the first machines will fill up faster and then over flow to the next
oh
yeah that makes sense, are they bad? is there a "better" alternative for them? or are they fine?
@unique cypress i decided to go with my original 60 motors a minute the first set on the left is js for my pipes the next set is for my screws and the last set is for my rods (this is js my iron) doesnt inclue my copper
Idk if this is a question for here but here goes. I'm working on a pretty big save and I've been using trains a bunch (16-18 across the map so far) but was wondering for the long term what was more efficient performance wise (cpu/gpu) between more trains and mapwide belts?
almost certainly trains
They're good, so are the other options (load balancers). Manifolds have the best space advantage and let you easily dump excess. Load balancers are pretty, take a lot of space, and can be complicated to get just right. Most use cases, a manifold is just the simplest and most fool proof way of getting solid performance. They just take time to saturate, thats all.
First of all i was reading monitors a minutes not motors lol, second of all 60 a minutes jesus christ, what are you going to need all the motors for anyway?
First time using satisfactorytools.com and im messing around with some plastic and rubber production. Looking over this setup, I am very confused how this would even work if its sending the rubber and plastic in a loop between the recycled rubber and plastic refineries. Anyone understand how this works?
You just send all of the plastic to recycled rubber, all of the rubber to recycled plastic, put smart splitters set to overflow on both of those belts and the overflow is your output
Oh I thought u dont need to use smart splitters?
I make my rubber and my plastic with the rest of the fuel. Like that, I can make some power and with little bit of water and the rest of the raffinery, I have my plastic and my rubber
That less pain since a normal need 2 refinery no overclock, that will power up 4 generator of electricity with the fuel and you can use 2 other refinery to make the rubber and the plastic with the residu of the 2 first refinery
But wouldn't ur setups for ur other stuff produce enough hor to burn off in gens?
Is it worth it to loop a 300m3/min mk1 pipeline on itself? Feeding 10 refineries from a normal Oil node
There was also an image that is in this Discord somewhere. It had a message on it "Shamelessly stolen from CobaltofDoom""
You don't
ok the first part is done is there any mistakes here, i triple checked everything
You don't need need them in that case, but for example a 900 plastic/300 rubber would actually need one, so it's just easier to always use them and not worry about it.
Plus the system starts up a lot faster with them than without them
Why would you need them for 900/300?
No, other set ups kinda worst, like if you make the plastic with the crude oil, you just make 10 or 20 m3 of heavy oil, that can be changed in fuel with some water, but that is not enough for the gens
Because with a regular splitter that setup would have to rely on the rubber output backing up to supply everything recycled plastic needs
I'd rather not rely on that if the fix is as simple as a single smart splitter
Plus, like I said earlier, it starts up faster if the loopback fills first
alright, thank you
question, would something like this be possible? because im looking to automate modular frames but i dont want to build another reinforced plate automation factory as im running kinda short on iron nodes and dont know how many more iron things im gonna need to automate, so i would like to know if it could be possible to create an "overflow release" splitter that, for example, when my modular frame storage is full would pull the reinforced iron plates into a separate storage container
It is very much possible. You might want to take a look at the Caterium branch of the MAM research ^^
well, firstly, very glad to know its possible, secondly, i guess i should stop putting off making a caterium factory 💀
i've been meaning to make one for like, 2 days now but kept putting it off to do other stuff (im starting my steel foundry instead of making caterium 😭)
but thanks
You don't really need a "factory" for it, though it'll certainly help. But even handmining and handcrafting can get you there
Smart splitters are pretty cheap to unlock and build and are very early in their tree
oh
thats actually very helpful because i think my closest caterium vein is like... 800m away from my main factory 💀
Distance is irrelevant if you have depots
depots as in...?
oh the purple storages
yeah i have them unlocked, though ive just put a single one down near my storage tower and i hand feed stuff into it because i dont wanna waste mercer spheres
It's not really wasting because you can just dismantle them if you want to
Plus, there's nothing else to spend them on
Only depots and depot upgrades
oh is that their only use?
okay that eases my mind a bit
will be making alot more of those then
So i havent had motors automated since like early phase 3 and im now phase 4 tier 8. So i dont wanna EVER run out of them
Anyone have experience with chaining path signals through a complex intersection? I'm having a bit of trouble.
Oh nevermind... it was because a train was just barely in a segment and it didn't look like it.
I need way more staging space in this temporary station I've built for all these trains.
Nothing like deleting and rebuilding block/path signals in the same places to fix "signal loops back on itself". Definitely some bugs with how segments get indexed internally.
Totally a mess for now, but it works while I work out the exact numbers and design the final thing.
Hey guys if I've got 2 miners pushing out 120/min materials and only 90 of that is being consumed, How can i utilize the rest of the 30 unused material without making the 2 factories using the 90 become delayed
Make the other factory only consume 30 and it won't take any ore from the first
oh with the under clocking systems?
I mean an iron/copper smelters takes 30 normally I think?
So just connect one of those to the line you already have
its because im using a foundry now with coal so the numbers are wonky. 2 foundrys are using 90
Ah, yeah, then underclocking will help
Alternatively, you can unlock smart splitters in the MAM so you can use their overflow feature
Then the ore that isn't used by the first factory will overflow to the second
And only the ore that isn't used
is that this?
No, that's for merging
You might be able to use it for ingots with the same effect?
But a smart splitter is, well, a splitter, not a merger
It's in the caterium research tree
these were the most painful 2 and a half hours of my life, i will never work with decimals again
all this shit for 10 modular frames / min 😭
Good luck with that 🤣
im cooked arent i
im gonna have to work with decimals again
fuck my stupid pioneer life
thank you for your help 🙂
The game is all decimal as soon as you get to like steel lmao
Wait till you encounter repeating decimals or some shit
Or pure iron with its 7:13 ratio
Or silicon CB with 11:5
Or HEF producing 2.8125/min
I make a factory for 8 Modular frame per minute with 2 iron ore pure
😭
I guess I need to figure out how to expand this to multiple trains: https://satisfactory.wiki.gg/wiki/Tutorial:Train_throughput
It's trivial if you use the wait until fully loaded... but I cannot always do that.
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 "choo" at any single station on the route.
Afte...
You can always do that :)
All of my trains are set to only depart when empty/full
Every single one on every single station
But I have a train which carries Iron Plate and returns with Nitric Acid. If I tell it to wait to be fully loaded/unloaded I cannot say "just fully loaded", so it stalls forever waiting to unload plates.
I could always make the station larger and do two trains, but that's not what I want to do.
The math for multiple trains is simple, though. Replace round trip time with time between trains
I'm pretty sure that just works
So I'm trying to work out the averages to see if my way is feasible.
Not if one train gets stuck directly behind another train and ends up just collecting nearly empty loads.
At least that's what I'm concerned about.
Then the time between trains is nearly 0
The math will still tell you what's the throughput
Sure. I guess what I'm trying to think through is if there's a way to game the wait duration setting to ensure that number stays in the proper spacing.
And if you put in close to 0 RtD into those equations, you get nearly 0 throughput
I think it should be possible, although not super nice.
You actually get nearly infinite, then divide by zero.
RtD is the denominator.
Throughput ratio = TtF/RtD.
If you set the delay to 1/n th of the RtD, where n is the number of trains) I think it might work
Yea exactly, that was my thought as well.
Maybe 1/n - .4513/n or somethnig like that.
Actual throughput is a minimum of 2 values. Train throughput and station throughput. With near 0 RtD, train throughput does go to infinity, but station throughput goes to 0. And the minimum of 0 and infinity is 0
Oh no RtD includes the delay nvm
Hmmm OK, I think I see what you mean.
i mean thats 2 normal iron veins and 1 copper vein because im using stitched plates
not like im using 50 veins, i was complaining just 'cause i had to fuck around using weird deicmals and overclocks/underclocks
great!
I'm doing something wrong... I measured my RtD to be 1.68 min and my TtF is based on 100 stacks in a 32 slot car with 2 Mk.6 belts loading... so that's 1.33 min. Yet the car is partially loaded. Maybe my stopwatch time was off.
Nope stopwatch was correct.
Oh, I think I forgot the docking time in TtF.
ok yea you gonna need them
@agile junco here's a screenshot of my formula for default stop settings
x is RtD, n is the number of trains, l is train length (wagons), b is belt (/pipe) speed, s is stack size (50 for fluids) and tp is pause time (~0.45 min)
This assumes the trains are equally spaced, though.
If they're all brunched up, you might as well assume you only have one
But it's probably even worse than just having one due to the extra pauses
Yea I was just working on this idea. Thanks!
wait, why isn't belt speed in the second argument to min?
Oh nvm, I get it.
This is the TtF < RtD case
I'm going to save this:
I'm wondering if it's always valid to set the train delay to OR d/n
I feel like it should be.
Then it'll always depart as soon as it loads
That'll not space the trains out
so i have a question im on phase 4 right now trying to get some infistructure up but ive got a hard drive here and both seem pretty good which are better in the long run
And tip: you can use \left( and \right) to get brackets that match their contents in height (assuming I'm right and this is written in latex)
heh, I definitely knew that.
I basically never use rigor motor and extensively use iron wire
I feel like rigor motor adds too much complexity for something as simple as motors. Plus it replaces a cheap resource (iron) with a moderately rare one (quartz)
i mean yeah id need a manufacuter right? i dont have them unlocked
but i do have a somewhat close quartz node
i mean iron wire does just sound good
i mean i was looking at it like its a 3+1 to 6 instead of a 2 to 1
Rigor motor does need a manufacturer. And so do crystal oscillators
You don't need to take either fyi
And you should do that if you don't want either
i mean both seem great
I'm saying in general
I don't take half the recipes I get
Though I'm not saying you should do that. But you can, if you want
cool so this may seem like a dumb question but is it better to under clock a foundery to make steel at 30/m and have 4 or is it better to over clock 2
power shards are not a problem nor is space in all honesty
Depends what you mean by "better". More machines making the same output take up more space but also consume less power
well wouldnt two over clocked a bit take less than 4 underclocked a bit
idk
If you want 120 steel, 2 foundries at 133.3333% take 47 MW (23.5 each) while 4 at 66.6666% consume 37.5 MW (9 and a bit each)
so 4 underclocked is technicaly better
oh thanks this is reassuring ||(cries in early phase 2)||
More space, less power. Neither is strictly "better". Depends what you care about more
why not just do 2 100% and 1 66%?
i do have one last minor question are like adaptive framework and automated wiring only used for the space elevator?
like should i just make this setup with it being removed in mind or are they needed later
im on space elevator phase 2 so
They're only used for the space elevator, but they're used for every next stage of the elevator
Then it's 3 machines and 41 MW
There are basically infinite options
some one say infinite
tbf, if you ask me thats the perfect balance for space and power usage
Especially if you also include the ones that don't have all machines running at 100% uptime
Underclocking all of them equally (to 88.8888%) would save you 0.3 MW while still being 3 machines
Imma be honest, all of my machines are at 100% until tier 9, and all at 250% from tier 9
I would overclock all of them earlier than T9 if I had the shards, but I usually don't
never had that issue with insufficient power shards, then again i dont scale production as much
The power differences are too small for me to care as soon as I get to coal
Yeah, well, my tier 8 factory has like 800 machines at 100%.
That'd be 1k shards to OC them all
I have maybe 800
And so far I only used them for miners, oil extractors and some gens
I could probably scrounge together 1k if I pulled them out of the gens
But even then, that's 1 factory I can fully OC after collecting slugs for 8 tiers
Maybe I should've OCd the iron wire constructors or some shit but whatever
Placing the machines takes like no time compared to dragging the belts between them
Spoiler: ||In tier 9 you unlock ability to manufacture power shards en-masse, no slugs required||
we were talking about pre-tier 9 for the other stuff
@unique cypress you ever use anything like Z3?
Considering I don't know what that is, probably not
It's a constraint solver. I've been meaning to learn it a bit. This might be a nice task for it because it's pretty simple.
Basically tell it that the RtT is fixed (assuming it's the same regardless of the number of trains), and the other constriants and let it optimize the solution for cars and number of trains.
You don't need to loop at all, you can chain it
noob here, what will a basic splitter do to an input of 5? will outputs always be integer? so like 2 & 3 (if only using two outputs) or 2&2&1 if using all three outputs?
Didn't say you do
Individual items can only be integers (you can't split an item in half). But item per min rates are split exactly in half. After all, 2.5 items/min is the same as 5 items every 2 minutes (when averaged)
ah ok I see. I'm trying to go from 5 items per minute to 2 items per minute
what you're describing is a 'manifold'
it'll self balance on it's own as it overflows places
Oh yeah actually duh that makes sense.
it's the simplest method for managing items like that 🙂
if the different sections aren't convenient to feed in a simple manifold, you can use clocking to have machines outputs onto different belts
If you chain it, you don't really need any splitter/merger thing, and definitely not prio ones
it's hardly an issue to use one though
No, but I was replying to your message about "needing" a loop
no, I said that if they use my design (with loops), they need a smart splitter
not that they need a loop
@worthy shuttle so what are you trying to do exactly
The aluminium loop thing someone gave me a reference one but idk how to continue its sequence past the 3rd ref (aka the recycled one(
ok how much bauxite total are you processing and what recipes?
sorry I was away from my pc
I have 600 buax to work with but idk how much aluminium im planning tk make yey
basic recipes?
if so you need 2/3 of the solution refineries run on fresh, 1/3 on waste
as you can see, the top left diagram has 2x 100% refineries doing fresh water and 1x 100% refineries runnign off waste
so if you have 600 bauxite, runn 400 bauxite pm with fresh refineries, 200pm on waste 🙂
clocked however you like
So if i want to upscale i just keep it as everyone third to under clock it?
ok so just as a thing - if you want to 'upscale' make a new system
really really recommend you just process each bauxite belt on it's own and don't interlink them in anyway.
it's possible to do it but it's a giant headache and doesn't really give you any benefits
Ohh i meant like i haven't started making the aluminium yet and was thinking if making it big as possible at the beginning so I dont have to worry for later
oooh yeah then just make small groups.
process each belt of bauxite independently and expand as much as you like
though if you want to do a big system I'd probably use Sloppy Solution + Electrode Scrap.
I find them very convenient for large systems
Whats do they trade out for in the recipes?
well Sloppy cuts out silica production and produces more solution
Electrode trades coal for oil
but you need a lot less oil pm so you don't need to move much.
you do need to process it into HOR then Coke though, but you also get more scrap
worth it imo
That is true might do some save scumming to get it
Get all the recipes, go on safari. All useful
😭 its the power ones that keeps me from wanna do it
Ik but the ones I have left are massive power amount (above 200) or late game items like heat sinks
oh that's only like 2 or 3, you hsould have most recipes then
AFAIK by that point you should be able to have everything you need to construct Alien Power Augmenters, btw -- one of those will open any pod on the map
Useful to make sure you've got building materials for one tucked away in your Depot storage
I have a slight library of ones but they are horrible alts like alt wires and alt ingots
You can also make a bp of biomass burners filled with your favorite biomass type
I never used a single blueprint yet 😭 I make everything a 1 off design
those are all fantastic xD
alts are just options and shine in their situation 🙂
But these alts are ingots mixed with water or just use caterium instead of copper
yeah? that's great. Gives you options to not need copper or iron in a location - changes up posible factory location lots
pure ingots gives you more ingots! but I like the alloy recipes better usually
fewer refineries
Fair
@unique cypress well, after a couple hours learning Z3, I think I have a working optimizer based on the equation you sent me.
It's consistent with my couple test trains and the tables in https://satisfactory.wiki.gg/wiki/Tutorial:Train_throughput
If you want I can share the code. It's python (unfortunately), otherwise maybe I can package it up somehow for people.
I'm thinking it shouldn't be based on belt speed but rather input speed in general, since you might have a system with output of some non-belt speed number.
for example, super computers entirely made from caterium and oil using caterium wire 🙂
But this aluminium one i just missing rhe sloopy solution so I mma reroll till I get it
fair xD
LETS GOO I GOT EM
how to design a balanced coal powerplant
feed the right number of coal and water 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...
Is that with Mk.2 pipelines?
same question
Not necessarily
isnt mk.1 300m3? so it cant be 360m3 unless its mk.2 pipelines right"?
im still new to the game so i could be reading it wrong
But no pipe section is required to carry more than 300 per minute
If you want to add input/output rate into the equation, then that'd go as a third input for the min function
The platform's maximum throughput is determined by belt speed, not really input rate
If you connect 2 full belts to a container, then that container to a platform, you won't get those 2 full belts out, ever.
Platforms pause their belts for 27.08 seconds whenever a train docks. So the transfer rate in/out of a platform is 0/min for 27.08 s every time a train docks and 2b whenever one doesn't
Trains dock once to each station per round trip (ig they could dock twice or more, but basically nobody does that), so that first component of the formula is a weighted average of 0 and 2b over x with weights n*tp and x-n*tp respectively. Which simplifies to what I put in there
You maths and metas people is it worth load balancing in and out of trains
It's basically required if you want to get the maximum theoretical throughput out of them
And you also need ISCs as buffers and the trains need to be set to depart only when empty/full
just clock what you want put on a belt in the first place
definitely not needed
Hey yall, could someone please rq look into screenshots cause i need help, or yk, whenever you feel like it, no rush :)
Could've just pasted the image here lol
I'd use a balancer (obviously) but this can be done with a single splitter and 2 mergers
Ohhh, thought it had to be screenchots xD
Images are only disallowed in #satisfactory and I think #off-topic-general
Hmm, soo i dont need a smart splitter? Also, idk about balancers, theire preety bulky and i dont enjoy working with them that much.
Oooooh, thankss, mate
If you have 3 belts of 300, then you split one in half, and you have 300, 300, 150, 150. Merge 300 and 150, you have 450. Repeat for the other one
A balancer would give you equal belts regardless of inputs, which is useful sometimes (mostly trains)
Balancers and mixers can also turn a random mix of belts into any other random mix of belts, as long as the belts can fill up
Okay, ill start to consider them. Could be useful since im starting my train network
Yea I don't think it really makes sense to model train stops like that. The biggest limitation of all this is still assuming perfectly spaced trains, but I don't see a great way around that without making the modeling much more expensive.
And I decided that adding input throughput was pointless, since as you said, you can just ensure that your train has >= that you need.
I added a --throughput flag which makes the program solve for the minimum throughput which is >= to that value. So it can determine number of trains/car/rtd. or let you set them and have it work out the others.
usage: trains.py [-h] [--stack STACK] [--belt BELT] [--rtd RTD] [--max-trains MAX_TRAINS] [--trains TRAINS] [--max-cars MAX_CARS] [--cars CARS]
[--throughput THROUGHPUT] [--full]
For pipes, use --stack 50 and --belt=<flowrate>
options:
-h, --help show this help message and exit
--stack STACK Item stack quantity (default: 100)
--belt BELT Belt speed (default: 1200)
--rtd RTD Round trip time, otherwise optimized for (default: None)
--max-trains MAX_TRAINS
Max number of trains (default: None)
--trains TRAINS Number of trains (default: None)
--max-cars MAX_CARS Max number of cars (default: None)
--cars CARS Number of cars (default: None)
--throughput THROUGHPUT
Min throughput needed (default: None)
$ python3 trains.py --stack 500 --belt 480
minimize cars, minimize trains, minimize rtd, solving optimal throughput
Stack Size: 500
Belt Speed: 480
Trains: 1
Cars: 1
Loaded: full
Round Trip Time: 17.118 min (1027.08 sec)
Throughput: 934.6886 items/min
Matches output from the graph here: https://satisfactory.wiki.gg/wiki/Tutorial:Train_throughput#/media/File:Train_throughput_as_function_of_trip_time.jpg
Also most useful is that I can solve for a given round trip time and needed throughput:
$ python3 trains.py --stack 100 --belt 1200 --rtd 9 --throughput 3000
minimize cars, minimize trains, minimize throughput >= 3000.0
Stack Size: 100
Belt Speed: 1200
Trains: 5
Cars: 2
Loaded: full
Round Trip Time: 9.0 min (540.0 sec)
Throughput: 3555.5556 items/min
I'll try to post the code today or tomorrow. But it's my first time writing Z3 and I really don't know what I'm doing that well with it still.
I have a Pure overclocked oil node filling 20 refineries. Should I feed them with 2x 300m3/min pipes instead of 1x 600m3/min pipeline?
I'll loop them of course
The 600 coming out of the extractor is fine, why would you need to split it?
I might have mistaken it for when people have problems supplying fuel generators with a 600m3/min Mk2 pipeline. Some people have suggested to split it into 2 mk1 pipelines
quick question for the daring
assume air resistance, friction dont matter, how much 1 engine 4 cargo trains would more or less take to transport all that bauxite into pit?
I'd probably use 4?
One per node "group"
One per should probably be enough
I've also heard this, but honestly haven't had that issue myself.
What's the RtD?
I'm also starting to think about unifying my Bauxite processing a bit along these lines, but there's no way a single train is going to do it.
That is a common setup which can cause problems for folks, though there are piping arrangements which can work fine. That does tend to be a finnicky system though which can rely a lot on exactly how you build
4 trains per all of that?
what does this acronym mean
To answer your question though. You basically want to minimize the loop to the smallest size a single 4 car train will utilize fully, Which is 32*100*4 items per round trip.
Round Trip Duration, sorry.
oh, i dont know if train will be round, i just wantes to highlight bauxite
wdym? It has to go in a loop, no?
you can probably assume a single 1-4 train will handle like 2000-2500/min
if you have mk6 belts, you might need to add an extra train to one or 2 of the groups
I mean, if the RtD is low enough it can be much more than that.
ah, right, how much bauxite is that total?
12k
4 platforms can only handle 7100
you probably want to use 2-8 trains
then 1 per node group will be plenty
if you only want to have one unloading station
Belt Speed: 1200
Trains: 9
Cars: 7
Loaded: partial
Round Trip Time: 15.0 min (900.0 sec)
Throughput: 12250.56 items/min
1-4 will work if you have 2 station on the unloading side
asssuming a 15min RtD you'll need 9 trains and 7 cars each to process 12K.
it's pretty obviously not 15 min RtD lol
unless you want all trains to stop at all stations, then it might be
but that's dumb
each train can have only stations on schedule
Stack Size: 100
Belt Speed: 1200
Trains: 3
Cars: 8
Loaded: full
Round Trip Time: 6.0 min (360.0 sec)
Throughput: 12800.0 items/min
Yea, that's the thing. Your first point about breaking it into 4 groups is best.
so how many unloading stations do you think ill need
I mean 1 is enough if you use 2-8 trains
2 if you use 1-4 trains
realy?
Wait, why would you use more than one unloading station?
why not
Either way, you need 8 platforms
For the same train?
Well, 7, but that doesn't divide well
gotcha
No, not the same train. One for 2 or 3 trains, and another for the rest
I mean, if you break them up into 4 groups and each one is only like 3-4K buaxite each, then you can do something like this:
Stack Size: 100
Belt Speed: 1200
Trains: 3
Cars: 3
Loaded: full
Round Trip Time: 6.0 min (360.0 sec)
Throughput: 4800.0 items/min
3*4 is 12 trains though, so you might get some congestion.
congestion is what im worried about honestly
There are different kinds of congestion.
There's number of trains, which impacts crossings and stuff... then there's backups waiting to unload, and station size, which number of cars also impacts greatly.
If you have 3 trains with 6 cars, you need to be careful to have staging space for the cars when they're waiting to dock.
Set all trains to only depart when empty/full, add a waiting bay before the station (s) and you'll be fine
That works for 3 trains, but if you have more than 3 in a single route it can be iffy.
@unique cypress btw, any interest in testing out my optimizer? I'm pretty happy with it, but it's not perfect.
I'd be curious what you think could make it more useful.
allright guys
ive read all info
but im too tired to respond 😅
so thank you and good night, see ya
Oh, I was planning to take a look at it. I just don't have the time or energy to do it today.
After all, it's Christmas and I'm busy visiting family
Yea, no pressure. I just got pretty excited about this last night.
message me if you want help getting it to run.
I think I'd like to support train route with multiple stops as well... but I haven't thought about that much, or needed it.
is this the most best way set up if i want to prioritise plates for reinforced and excess overfill goes aside? for example 135 for all 5 (27 per 5) and 15 is left over
and yes thats a splitter next to my player and merger in mid air
would be nice if i got tips for improving efficiency to max everything
So it’s a python code to calculate amount of trains needed to transport a certain amount of items right?
That manifold looks a-ok.
Sorry Ngl been lurking and im curious af
thanks, its bit compact which i like too haha
Basically. Or to solve for how many items you could transport.
How’s it work? Does it ask now many or do yiu write into the code
Also can solve maximum throughput.
It uses a solver called Z3 to optimize an equation for the throughput.
So you’re maximizing it?
Well it depends.
Wait no I mean Z3 uses like math to maximize basically a graph or something
I'm actually generally minimizing things. For example, minimizing number of trains, and cars. And minimizing throughput >= the desired throughput.
If you just give it a round trip time and no throughput, then it maximizes the throughput tho
You can nudge structural pieces in instead of the unused splitters you've got in your splitter towers, like concrete pillars. Different aesthetic. Yellow-hologram clipping doesnt impact performance of anything.
If you turned it 90deg you could have two rows, three and two machines respectively, fed by the same inputs. It would reduce your part count a little.
You can try using the stacking belt towers to run a column of two belts between, and splitters can be applied to belts after the fact, at which point you can use angled belts or even belt lifts to feed the machines.
Then its a two-sided manifold, and that's all I've got for you. You can run six machines instead of five, and underclock their outputs to match current output, and it is a marginal power saving for same output with a slightly larger--but symmetrical--footprint.
Ok that’s sick
they already underclocked
but thanks for the tip
Like it’s a program that’s in your computer with integrated commands?
Read the README. You'll need to install Z3 though.
Your setup is perfectly functional, no need to change it. My suggestions are cosmetic, and where they're not, the gains are so marginal or lateral, that it makes no functional difference, only aesthetic. (Which, at the end of the day, its a game. Nothing matters except user experience.)
Oh ok I get it
i much prefer very minimal but performance over looks for machines, for build and shelter i like the cosmetic tbh
I want to make a windows app, but it's a bit of work.
Ya that’s like a lot of effort
If you have a mac or linux machine it's easy to install. On window it should be easy too with NuGet.
When it says 5 trains two cars it means 5 trains 2 cars each right
Im not at my computer rn but will 100% try when I get the chance
Which is something I'm still trying to work out exactly in practice, but should be possible I think.
Like exactly to the second?
It's a nice little generalization from the wiki and it solves things pretty consistently.
Yea. I'm still new to optimizers like this, but now I kinda want to implement a factory solver too.
Since I love SFtools, but I often want to optimize for other things.
Like # of machines.
or footprint size
Doesn’t satisfactory manager kinda do that
Oh I see
satisfactory manager?
It’s the one on steam I don’t remember exactly what the name is
modeler?
It’s literally sftools but a steam game
Ya that one
I use modeler a lot, but it's not like SF tools really.
It's not an optimizer.
it will help you build things out and keep track of ratios.
But it cannot tell you want to do to get to an end result.
you still have to choose all the recipes and flows yourself.
I partially agree
But sometimes I like to double check my builts or find new recipe combinations.
Fair
And it's not playing the game for you if you build the optimizer yourself 😉
Ya I’ve been getting into trains in my recent play through and it’s my first time using them (however I have been watching satisfactory videos for years, just never had a pc to run the game), and I was wondering like what the optimal amount of items per minute compared to max belt is per cart
Then I realized it’s more complex than that lol
Ya exactly that I find so cool and I’ve been thinking of trying to make one with python but I don’t think I know enough python
It's cool playing with this program, because it makes it so obvious that just adding another train can actually reduce throughput.
E.g.
$ python3 -m sat_is_factory.train_solver --rtd 5 --trains 3
minimize cars, maximizing throughput
Stack Size: 100
Belt Speed: 1200
Trains: 3
Cars: 1
Loaded: partial
Round Trip Time: 5.0 min (300.0 sec)
Throughput: 1750.08 items/min
$ python3 -m sat_is_factory.train_solver --rtd 5 --trains 4
minimize cars, maximizing throughput
Stack Size: 100
Belt Speed: 1200
Trains: 4
Cars: 1
Loaded: partial
Round Trip Time: 5.0 min (300.0 sec)
Throughput: 1533.44 items/min
At some point, the trains are just wasting time docking.
No
Or is it loading times
yea
Ok wow
Traffic would need a complete model of the railway and signals... way too much.
So why wouldn’t I just do a huge train with like 10 cars vs having 3 trains with 3 cars
Ya that’s what I thought I thought for 2 seconds and it’s require a whole simulation or something at that point
I like to minimize cars, because my whole build philosophy is to minimize build area. And train stations with a lot of cars are big.
Not to mention, they go slower, so there are limits.
Ya but you can add engines
Yea, you're not really optimizing an equation at that point, but simulating a system and taking an average.
Ya lol
But yea, by default I prioritize minimizing cars, to save space.
So what’s better for throuout efficiency: more cars per train, more trains with less car, or a mix
I added a --minimize trains option to change that though.
Depends. Both can work.
Ooo interesting probably gonna use that
Adding cars is definitely simpler though.
For sure but there’s always the situation where you can’t
For example:
$ python3 -m sat_is_factory.train_solver --throughput 3500 --rtd 6
minimize cars, minimize trains, minimize throughput >= 3500.0
Stack Size: 100
Belt Speed: 1200
Trains: 3
Cars: 3
Loaded: full
Round Trip Time: 6.0 min (360.0 sec)
Throughput: 4800.0 items/min
$ python3 -m sat_is_factory.train_solver --throughput 3500 --rtd 6 --minimize trains
minimize trains, minimize cars, minimize throughput >= 3500.0
Stack Size: 100
Belt Speed: 1200
Trains: 1
Cars: 7
Loaded: full
Round Trip Time: 6.0 min (360.0 sec)
Throughput: 3733.3333 items/min
I might choose 3 trains of 3 cars, but you might prefer the one of 7. Both satisfy >= 3500/min
Ok I see
But 2 trains with two cars will almost always be less efficient than one train with 4 cars
For example
Ya this program is really cool I’ll give it a shot when I get the chance
Yes, that sounds right.
When it says loaded full what does that mean
That the train is full.
Fair lol
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 "choo" at any single station on the route.
Afte...
One thing I don’t get; do we assume we’re putting one maxed out belt into each freight station?
the --belt argument assume 2x of those belts.
That's something I'm on the fence about maybe making a bit more clear. But I don't want to confuse things. And right now I'm following the wiki a bit.
Ya no that’s fair I probably didn’t read the readme fully enough lol
But I could see using the total input throughput instead, so 2400 instead of 1200 for Mk.6 belts.
The readme is woefully incomplete on actually explaining all this.
I wrote this last night and need to actually document things in the --help output.
Ok
Isn’t that bad because of loading not letting anything in?
But if you play with it a little and compare the numbers to the formulas, it should make sense.
?
You can't get around the docking time being down.
That's why nothing you can do will ever get you 2400/min throughput.
I misunderstood, I thought you were saying you should load two full belts per cart
python3 -m sat_is_factory.train_solver --stack 500 --belt 1200
minimize cars, minimize trains, minimize rtd, solving optimal throughput
Stack Size: 500
Belt Speed: 1200
Trains: 1
Cars: 1
Loaded: full
Round Trip Time: 7.118 min (427.08 sec)
Throughput: 2247.8224 items/min
This is the most you can ever get from a single car, since there's nothing that stacks higher than 500. And even if there was you wouldn't get 2400.
You should.
But not all items will go through?
Well techically, you can only get 2247.8. But that's almost 2 belts.
Correct.
If you need > 2247, you need more cars or trains.
So you’re losing ~100 items for the sake of having perfect throughput
No, you just cannot do it on a single bay.
so best to send those 100 items to another bay and let them deal with it if you need them.
This is actually where balancers can be helpful, since if you want to make sure your trains are following the schedule, you want to set them to depart when fully loaded/unloaded. So you want the bays to fill at the same rate.
I'm dealing with a sushi train rn, which carries nitric acid and iron plates... which means I cannot fully unload/load, so I'm still testing wait times to solve the issue that way.
Ok I think I get it, correct me if I’m wrong; this program calculates theoretical max throughput, and can minimize cars and stuff depending what your max belt is. It always assume 2 of the max belt into every car, but that doesn’t mean at all those belts should be full (unless coming out of a container)
Here's a better example... let's say you're carrying ore (stacks to 100). This is the max you can do with a single train/car:
python3 -m sat_is_factory.train_solver --stack 100 --belt 1200
minimize cars, minimize trains, minimize rtd, solving optimal throughput
Stack Size: 100
Belt Speed: 1200
Trains: 1
Cars: 1
Loaded: full
Round Trip Time: 1.7847 min (107.08 sec)
Throughput: 1793.0519 items/min
So if you ask how can I transfer two full pure nodes a distance of 2min:
python3 -m sat_is_factory.train_solver --stack 100 --belt 1200 --throughput 2400 --rtd 2
minimize cars, minimize trains, minimize throughput >= 2400.0
Stack Size: 100
Belt Speed: 1200
Trains: 1
Cars: 2
Loaded: full
Round Trip Time: 2.0 min (120.0 sec)
Throughput: 3200.0 items/min
You can see you need more cars/trains.
The best way to think about it would be that the belts are split evenly to each car.
Ok hence balancers
though technically that only matters for spacing out the cars and having them leave loaded when they should.
Like this program might tell you the optimal solution involves 2 fully loaded trains. But they in reality get backed up right behind each other, so the second one docks and doesn't get fully loaded unless you get the setting to make sure it waits.
That setting being optimized is dependent on the belts being balanced.
If the optimal solution has you running 1 partially loaded train, then this part is irrelevent, so you could skip the balancer, so you might still need > 1 docking bay if you need to carry more than what a single bay can provide.
A single bay, despite having two inputs, can never reach 2 * belt speed, because the docking time they get paused.
Storage units, despite what some people believe, do not address this issue. They just may help smooth out the draw from bursty building rates on the production side.
The use of storage units is to make sure you are able to to export one compressed belt from a station
But you could have a lot more than one belt generally.
you can have 99% to 19% gains you are leaving on the table
depends on belt and item stack count
I'm just saying that storage units don't really solve any actual problems.
They help with a different issue though. When the belts pause, and you don't have buffers, items start backing up in machines connected to the platform. If it's something like a miner, it could easily fill its internal buffer in 27 seconds and start idling
With a buffer, those items are kept inside it, and then loaded into the platform when the belts are unpaused. No idling
Yea, I guess that falls into my comment about bursty builds. But yea, anything where the internal buffers will backup before the dock is done.
Yea exaclty, and as the belts get faster the more you notice the efficency lose.
that is due to the station not being able to accept new items for 27 sec , honestly play with the mod that sets it to zero for some QOL
haha, or just allows the storage to continue to fill... but that's not realistic.
would make the whole point of my little coding project irrelevant though lol.
The mod I'm more interested in would allow waiting for fully loaded/unloaded per car.
you can fully load and unload
Or a general purpose way to control the maximum number of a spesific item in a train car.
its an option
Read what I said more closely.
I think it would be nice to just specify how much we want each train / wagon to load / unload
My situation is that I really don't want to have to build another station just to transport a few iron plates when I have a perfectly good train carrying the nitric acid. But I need to maximize the acid and it's a bit clunky.
tomorrow when I get some time I'm going to test just adding manual delays to keep the train separated though.
This is my first large train build in general, though I've decided 8,200 quickwire is just getting belted a medium distance to the nuclear plant.
Honestly it's not too bad, I think the highest throughput line is either something like 2500 aluminum, or 3000 quartz.
Hey I do have one more question; if all I want to do is have a consistent throughput on each end, as in 1200 go into one station, 1200 come out of the other, do I need to do all this? Or is there like a quick and dirty way you could recommended? Like 1 max belt per freight, assuming you put it into a industrial container
2 belts into a ISC and one belt out
And do the quick math to make sure the round trip time is not greater than the time to fill the 32 stacks a train can carry.
Otherwise add cars/trains.
Or do what some people I've seen do and just run 8 car trains everywhere lol.
Ok I think I’ll try that but there’s already spots in my world where there’s a limit to the amount of cars I can have so I’ll try the program in that case
Optimize all the things!
this sounds like some fight anime analyzer
but the program looks sick ngl
am i better of having depots when producing parts or have them where i have all my storage which means they will be transported too to the storage
about the storage, imo if u want one its better to have it in one place, however in this game u dont realy need one because dimensional depot exists
and then the temptation of box feeding and giga factory in one place kicks in
the urge
The point of dimensional depots is that it doesn't matter where in the world they are
I always build mine right where production is, because why would I build them anywhere else
But if you want central storage for whatever reason, you can put all your depots there instead. I suspect it won't make a difference
also with the depot, its quite annyoing because my rate is 30 per minute but i dont alwways use raw materials so the lane becomes 270 not 240 and that annoys my assemblers too
Overflow to sink
thats what i got with my plates
Oh, and also, you should always have a container between your production and the depot uploader. As a buffer
idk how that would be useful tho
So the depot can be refilled at full belt speed instead of just production speed
just so there is storage if ur production rate of said item is lower than depo upload and ur usage is higher
and i got another issue since i dont have super high belts, this issue is with my reinforced and modular frames + rotors, they are all finished product of 22.5 or left and depot is 30 what do i do
my production is same as my depot tbh 30 for 30
it will change later on dw
so lets say there is an item that u are making 5/min but u need like a couple of hundred of it right now
storage is prefect for that
dont need to wait for them to be made
Depots go up to 240 with upgrades. And you can have several per item. They get fast.
but what about this issue
And it's still not enough for my concrete needs 
why is this an issue tho
u dont need to be making each part as much as depo upload speed
yeah but hold on
okay i fastened my seatbelt
for modular frames i need reinforced plates, but because i need depot for instant place mats with reinforced, its an issue
because i got low numbers on reinforced
22.5 reinforced merged 1 belt -> depot which is 30 -> modular frames
the depot eats it up if i use reinforced lots
ill have barley any modular
place depo after modular frames are fed
ore use smart splitter and set overflow to depo
i wish i can set number on smart splitter
Make more reinforced plates
thats what u can do now, eventualy u will be making more
I always make separate production specifically for the depot and nothing else
!wikisearch independency
Independency is a gameplay strategy where factories do not depend on each other, removing the need to distribute resources and manage connections between them. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch...
my brains splatted on the ground, too many choices to make
alr whats the best pick here then:
A) place depot after prduction is made which will go into depot and if more excess then into sink
B) make seperate production which might be bit complex
C) place depots before asembleers
i have option c atm
b is the best but long term
a is short term for rn
Alright then thank you
with B, im thinking of splitting 2 paths for production from the miner i think
rather going for other nodes
dont be afraid of other nodes, they dont bite
i have another fear of predicting how much i need resourcers as well and if i aint gonna have excess after the production
i like everything perfect but it hurts veins to think
if u will be looking for perfect all the time u wont move much u know
in progress?
related to time yes
personaly i make an idea, lets say i want to produce this and this here and here in X ammount for this
then i make measurement, sketch building shape and think of a couple different options
fair i guess ye
if u just want to play without much consideration floating platforms always work the best bcs u dont need to plan that much and make it up as you go
ill scrap my current factory build and do everything again and go for B option
do you want to see my world
u can send pictures to #screenshots sure
however what i am trying to say is that u dont need to stress that much about it
come up with idea you wanna do and make it happen
i think i lack imagination
to gain satisfactory imagination u need some experience first 😃
we perceive environment in relation to our own ability
meaning to get some ability u need practice and try new solutions from time to time
If u want i can get a ss of my load jn and out put but i have 2 ICSs per freight platform but i have 12 long trains with a belt jumbler on one side
its very nice and organized
I have gone with a belt jumbler on both sides like a belt balancer 3 to 3 but 5 to 5 back to back
Figure out how much of thing x I want to make, plug that into SFTools, play around with the recipes until I get something I want, then just build that
thanks
So it slightly evens out the inputs but not balanced and more compact
how do i find this SFTools
just google
ah
bro has sati tools under ctrl + b command or smth like that xd
I have it pinned in my clipboard lmao
is this visual thing calcuates machines and power in the most efficient way possible?
it just tells you how much clocking % you need in total
It calculates for the lowest resource consumption possible given the constraints you set
It doesn't minimize power consumption though
so 4.5 constructors is just 450% clocking however you like it
also - the difference in power consumption through clocking is so little, and making power is so easy, power efficiency in the game is basically meaningless
clock 450 constructors at 1% for the 4.5 constructors then
Then better start setting all machines to 1% speed
xd
1% is like 4.5 times more power efficient than 100%
but seriously, power is incredibly easy and clocking doesn't make a huge difference . I wouldn't bother
I'll OC things as close to 250% as my designs allow
Yeah, I overclock everything to 250% as soon as I have the shards
when I have infinite shards anyway
Tier 9 💀
personaly i OC for the ratios i want but also trying to save as much space as possible
dang, at least i got somersloops and i can get 2x XD
With sloops, there's like 5000 shards to be found + you can get slugs from doggos
treat the milestones like a good tutorial - you don't actually have to design 'good' systems to finish all the phases. You can create the sloppiest factories imaginable and still finish everything
use the tiers to learn and then build your own projects after
If you don't build on a huge scale, that's usually enough
idk how you even have them somehow get that
there's lots of slugs onthe map
Only like 1000 slugs to collect 
do i put a slug into their slot?
you make shards
you got a point tho, cuz max stuff is better to use, i hate thinking about expanding constanrtly and deleting my factorieis that i spent so much time to make it pretty
i might just start building more bigger for purpose
Generally, the bigger you build, the bigger you need to build
I really wouldn’t bother before you’ve unlocked everything, your needs and style will change
Because the bigger you build, the more building resources you need. Which means the factories for those materials
dont forget to turn slugs into shards in constructor with sommersloop inside for x2
oh yeah i always do that, i even did it with all the drops from animals and it gave me so much dna points
tons of tickets
good
is there a way to edit the iron ore to set limit so it can all calaculate
in the resource tab
thanks
what about belts
mk3 limit
is this the best set up for depot @hushed silo