#math-and-meta
1 messages · Page 367 of 1
First image is all equal and 2nd is just the rod, plate and screws capped to 30 for my depot max
1st thing - u dont need to make screws for the depo
theres no machines require screws or any build?
since the only building that uses them is ticket shop
oh i see alr, but i should equal everything tho for depots right
u dont need to equal things like same ammount of everything
its fine to have different ammounts of stuff
oh i see
thats why i went with the long term b option
makes life easier to seperate everything
true
when i make basic iron stuff for depo i also use node thats somewhere else and not realy needed much
as of stuff hmmm
thats the thing i dont know XD
like for example concrete is for many people as much as u can get
sometimes even more than 720/m going into the depo, this is just an example tho u dont need that right now
iron plate? depends how many mk1 belts and walls and basic foundations u wanna place down
its just a thing for now to wether have everything equal, it all will go into storage too before
ill be building all the time
every pioneer builds
true
iron plates id make like 20 - 30
iron rods maybe 5 - 10
rotors and modular frames both 5 per minute is fine id say for now, maybe upscale to 10 later
reinforced plates? idk i dont like making them xD but id say 10 as well
they important! XD constructors etc
alr then, ty. i got storage otherwise so if i aint using it constantly it will fill the storage
like you said, storage is king
i think the ammounts ive listed should allow you to not look at it for the rest of ur game
keep in mind tho if u will be placing tens of machines u will have to wait a bit for placing more
but that is assuming u will need 30 machines right away while making a bigger build which u wont be doing often so
yeaaa but over time ill get better gear
more cloud space
faster
alright then, cheers for your time
and it looks like soon u will be unlocking steel which is used for belts mk 3
and when u get there u wont be needing reinforced plates that much
i got this
I think you need to figure that out yourself
i always find it weird how one needs to automate alot to get reinforced plates for belts mk2 in comparison to steel beams for belts mk3, they are just so easy to obtain in bigger quantity
yea, 5 - 10 will be fine id say, it depends how big u wanna build tho
i have it 30 per thing
but i doubt u will be making big builds right now
for pipes and beams
and once u get to heavy frame and computers u will need only like 5/m going into the depo
so after u get that steel thing u will be set
ive been thinking lately this server could use smth of a tutorial channel with threads dedicated to specific game mechanics
awesome
yeah true
it needs guidance on building and calculating
i struggle thinking about how much i need as a begineer
why doesn´t that conveyor elevator work?
like, I have all my refineries set up the same way, with frame pillars with conveyor splitters on top, but all of a sudden as soon as I do it on manufacturers it breaks, like, it shows the lines saying it´s lined up correcty when placing the splitters
thankfully it failed for the quickwire, and I could do this improvised solution by hand, but imagine it had been the uranium, or I hadnt bothered to test the inert parts beforehand
like, I almost did, I was going to go turn on the uranium drone just when I saw the issue out the corner of my eye, that quickwire wasnt moving
Usually it's because it's not connected
I rarely use lifts this way, so I don't know how, why and when they fail to connect, but checking whether they're connected should be easy - just hold a belt, and it'll show you free connections. If you see connection arrows on either end of the lift, it's not connected
rare chance but maybe it was one wrong item inside blocking
it did show the connection lines
nope, I rebuilt it several times and it was always just quickwire
The blue/orange triple arrows show free connections. So if you see those on a lift, it failed to connect properly. Either add a belt between them, or rebuild until it works
I think I´m just gonna do a complete rebuild
I hope I can still hit my pledge of 100% green energy by the end of 2025 xd
If by "green" you mean the color of uranium, then sure
Because geothermal is not enough to power very much
24 GW with augmenters
What. Seriously?
7.1 GW from geo, 5 from augmenters, and +100% boost in the end. 24.2 total
Nuclear is green energy, even if some disagree
it has the lowest emissions per unit of energy, even lower than solar and wind, and is safer than all except solar energy, which doesnt factor in energy storage or beefed up infrastructure which would be required to use it while the sun isn´t shinning
I finally done the iron Depot @hushed silo
i feel so proud
its overclocked as much as possible and to its limits for mk3
I'm all for nuclear, but wouldn't call it a green energy, due to it being non-renewable
There's a limited amount of fissile material, and it doesn't naturally replenish
If we want to get particular, solar is not renewable because the sun will die in 5 billion years
We're not mining or depleting it, it's just there doing its thing and we're sipping energy off it
No energy is green if you look at it from that angle
there is a lot of uranium though, more than Tin in the crust, rn we mainly only use U-235 as fission fuel, which is only 0.7 of the uranium, because we got really good at that process, but if we were going to start running out, we can do U-238 breeder reactors which already exist, plus, they´ll surely have figured out Thorium by then, and of course fusion will only be 20 years away xd
tbf, they don´t love giving non nuclear countries U-238 breeders because they are a pathway towards nukes, but we´ll be fine on Uranium for a while, unless they are like 100% of the energy supply plus we are greatly increasing energy demand
don't worry, I'm already sold on nuclear, and it's definitely better than combustibles, but it's still not "green"
it's cleaner, I'll grant that
FICSIT did take us to a world with >90% U-235 because we can use it for nukes, so that´s nice, no enrichment required xd
according to the EU nuclear is purple energy xd
I make a Modular Engine Factory, I have for around 2GW required and the factory will make 5GW that great no?
Production rate of 8 per minutes
make or take up 5 GW (5000MW)
Oh yes sûre
thats great news
may it serve u well
and if u like that thats what matters most
Solar is remote nuclear 😉
Wouldn't you know it, my program works on Windows 🙂
Nuclear at home is better than nuclear abroad
We can put the reactor in your bedroom.
as long as it´s shielded so that the leaking radiation is close to ambient, and it´s a generation 3 or later reactor (passively safe), I´d legitimately be fine with a nuclear reactor next door xd
It is litererally physically impossible for generation 3 and 4 reactors to meltdown because when the core heats up it´s designed to become less reactive
Wait, is this really still a thing? https://questions.satisfactorygame.com/post/61844be9831c85205235a5e4
I think I've come to the conclusion that there is no way to ensure trains are spaced evenly without more controls over wait time than are in the game.
Waiting until empty/full basically does that
Well, not exactly, but it functions the same
Yes well, that would be great and all, but it's not possible in my case because I'm still trying to use one train for multiple items.
I should be able to tune the wait times to work it out, but I'm not sure how to do so mathematically still.
I could solve for the worst case, which is that one train sees a full station, and all the others see only the minimum amount that is loaded between a train leaving the station and them getting into the station (IDK how long that is). Then use that to add a minimal wait to achive the throughput...
I think in practice it'll be easier to add some waits, verify the new RtD and check.
Or maybe abandon my dream of a single station build.
If I have 1200 heavy oil residue to make rocket fuel with (using diluted fuel), is it most effective to turn it all into rocket fuel and just sink the compacted coal byproduct?
Or will it make more rocket fuel if I use the compacted coal produced to make turbo heavy fuel out of a portion of that initial heavy oil residue and then make that into rocket fuel. And how would I calculate the ratios with that?
if you're turning into TF first, use the compacted coal in that
honestly I'd just make diluted fuel and leave it there
Use one of the calculator tools, Modeler on steam is great for this use case
modeler is a layout tool, not a proper planner, unlike Tools https://www.satisfactorytools.com/1.0/production?share=ENAHyXkkT7wZZt8DdTg9
How much more or less efficient would it be if the compacted coal was used to make more rocket fuel
I think I'm going to comprimise and run 2 nitric acid trains with three cars (one unused) and 1 iron plate train to a single 3 car station, instead of having two stations.
something is wrong with your link
It's wait until fully loaded/unloaded AND 0 seconds right? Why are my trains refusing to leave? I have the filter set to not load the first car, and it doesn't, but then it just sits there.
is it fully loaded
If you don't want to (un)load a car, you need to use an empty platform
I hate this game.
I'm using that platform to load another train.
It seems to work for the loading side, but not for the unloading side.
I have literally never used train filters so I can't help with that
you will have to change the numbers but here you go
https://store.steampowered.com/app/3187030/Satisfactory_Modeler/
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…
ah just forgot to turn off SAM ore https://www.satisfactorytools.com/1.0/production?share=0XFjTyPBWn6GIbCXwSVl
Luckily I think I can get away with only waiting till fully loaded, and the unloading will be fine.
heyy i'm just learning python how did you do that, is it just a simple script?
Thanks! This seems to indicate that you will get more rocket fuel if you just ignore the compacted coal byproduct than if you try to utilize it in a turbo fuel to rocket fuel
It uses Z3: https://github.com/nixpulvis/sat_is_factory/blob/master/src/sat_is_factory/train_solver/train_solver.py
Honestly, I kinda need a non-linear solver though.
Ohhhhh
I'm now reading about Z3 and it does seem kinda overkill lol
What does Z3 have that numpy or math or whatever don't have?
Underkill actually.
Or is it more symbolic
I think tecnically, scipy has a solver too, but I'm not familiar with it.
Why wont discord let me post links...
https:// docs.scipy.org/ doc/scipy/reference/optimize.html#module-scipy.optimize
So weird.
Oh okay i see
numpy doesn't have any of this stuff, it's more the lower level data structures as I understand.
I may try using scipy to see if it's non-linear solving works well for this at some point.
There's one for symbolic i think it's called like SymPy or something
Yes it's called SymPy
You don't really do traditional numerical optimization with a library like that.
That might be able to simplify an expression and perhaps aid in the performance of a numerical optimization, but the actual process of finding minium and maximum values of a utility function is somewhat different.
Ok, but still cool train solver project
I was trying to see if i could do something similar but Z3 scares me lol
Maybe I'm wrong about sympy, I would need to look at it more.
I was looking and it has a solver so maybe
It's a bit tricky, since if you under constrain something it will just hang trying to find a result.
I'm trying to decide how to route a train that'll carry uranium. This is my first train for uranium, so I've got nothing to compare it to. How big is the radiation "bubble" of a train car full of uranium?
I feel like it's probably pretty big, but I was hoping someone knew so I wouldn't have to try to math it out
I found Greeny's old radiation calculator, doesn't seem to be a new one, but I'm also not sure radiation mechanics have ever changed?
https://satisfactory.greeny.dev/radiation
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
That calculator seems to be accurate. A full train car of uranium ore has a "safe" radius (radiation level below 0.2) of a little over 82.5 meters, and the calculator puts that threshold at 82.6 meters.
Now, if it's uranium waste in that car... bigger radius.
Nice, thanks. Yeah it'll be raw uranium from the mine, I just didn't know how bad a death train it'll end up being.
But that sounds decent, since I'm not planning on having the train fully-loaded each trip, that's just the worst-case.
Seems like even after 3-4 foundations away a full carload is negligible damage to you.
You might be able to use https://satisfactory-calculator.com/en/interactive-map to see the radiation heat map
Thanks but I don't have it built yet to see on the map.
In the near future I plan to build 600 fuel gens and overclock every single one to 250% while running them on ionized fuel using the Dark Ion fuel recipe, so while I will be creating synthetic power shards, how much ionized fuel am I going to need per minute to fuel them all?
The wiki says at 100%, a fuel gen burns 3 m^3 of ionized fuel per minute, so 3x2.5x600=4500
Which is a hella lot of power lol, just go nuclear power at that point
Oh dw I am
Im roughly halfway through fully completing 250 nuclear reactors
I just need to start setting up uranium fuel rod production and finish plutonium fuel rod production and then start ficsonium
So dont worry, I will have far more than enough power, I just want 600 max OC'd fuel gens down so thanks for the final number, knowing I need 4500³m will be a god send
Here's the source, for future reference: https://satisfactory.wiki.gg/wiki/Fuel-Powered_Generator#Fuel_consumption
The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...
Also, because my final hail Mary project for my workd is a gargantuan 20Tw/hr battery bank, I got the mod that multiplies the power output of reactors 10 fold with zero drawbacks
Im gonna be redesigning my battery storage blueprint in the mk3 designer but I will be placing down, roughly 2000+ batteries
I managed to make a far better fuel gen blueprint in the mk3, vs the mk2 so its not as compact which is what I like, ill be adding in 12 power shards to that one eventually
yea dark ion have fun
would 6300 total coal per minute be enough to make 1920 diamonds a minute on the output?
yea i just remembered
i'm nowhere near close
i'm gonna have to setup a map wide train system
you could also use other recipes
i only have the one for diamonds sadly
otherwise i would
i can use 10 total cars anyway and cover the rest, i just need to put a lot of time into a train
get some hard drives 🙂
alllll the recipes
that's like the bread and butter of this game
how there isn't a resource/recipe meta
i'm happy having to lay a train line, thanks for your advice it is headed.
do water extractors not work on deep sea?
like, I´m reasonably close to world border, but I still have some ways from it
this is the north west coast, having built about 25 foundations away from the coast
that seems to be the limit
water becomes fake at a point
well, ig I need to alter my factory plans for this
maybe place the extractors around the sides of the build instead of infront? could work in your favor
are you placing them under the refineries already?
we live in a simulatiom moment
ofc, time is fake after all
time is a fun mechanic ngl
The answer is likely no but can I cheat a train track loop to keep it short by having a few mk3 miners on coal nodes fill up all 12 carts I need instead of looping the train around the entire map just to get 12 total cars of coal?
Does it math or doesn't it, im happy to loop the track and put in the effort, but I wanna know if I can actually cheat the train
I have no idea what you're trying to do
are you asking if you can put more than 1 miner on a coal node?
If i have say, 4 coal nodes active all maxed out on mk3 miners can I just, hook all 10 freight stations up to each other, have them fill each station and keep the loop short
why would this affect the length of the loop?
do you mean having all the coal nodes in one spot instead of across the map?
Instead of having to track around 50km of train tracks just for coal, can I hook all 10 upto each other and have 1 station be fed by 4 mk3 miners and keep the track down to 10km
I guess you could have a few long belts go to a station? sure?
Am I relaly making this too hard to understand? Im not trying to do that
the best idea is to have a train for every group of nodes, and have it only go between that group of nodes and the unloading site
having a train visit several loading sites is not a good idea
Thank you, thats what im trying to understand here
I need to loop around 38 thousand coal per minute and while im happy to complete the long af track, I am wondering if I can just fill 10 freight stations with 4 coal nodes only. 1500 is the max those 4 nodes can give me with mk3 miners
I have 1 loading site setup so far on the track so if I can keep it that way and just loop the track back around to the unloading site, it'll make things faster, but I need to know if its viable to fill 32 thousand coal at 1500/minute
I hardly use trains so im at a loss here on what to do
you can fill however many platforms you want. unless you don't have mk6 belts, then you need at least 2
well 4 nodes can't do 38,000 coal pm ...
No shit Sherlock, ffs
then for coal the cap is 1790/min per platform
assuming you have enough trains to actually pick up that much
well this is just confusing " I am wondering if I can just fill 10 freight stations with 4 coal nodes only" , of course you can fill 10 platforms with 4 coal nodes, you'll need to figure out if your return trip can manage the throughput but seems very likely
So to come full circle, it would then be best for me to not keep the loop small and make it longer to allow more coal to enter, but also not make it too long?
length doesn't matter. just add more trains if it's too long
Make the rail go wherever you need it to. And then you can reuse those rail lines for other trains
Look im sorry if I confused you, I am doing my best here to not make it confusing and its not working, as I stated, I have very little knowledge in use of trains
It's more that it's confusing what you want, not what you want your trains to do.
In general, especially for large throughput, have Station A have 1 train go to Station B, then back
path your rail however you need it.
1 train doing 38k/min is gonna be fucking long
why do you need 38k coal for fuel gens?
I just need to fill 64 particle accelerators with enough coal to make 1920 diamonds per minute
you're going to want to have more than 1 train
Im going to be running 600 fuel gens off of dark ion fuel all at 250% OC
that's a terrible idea, you know that?
Im not going through that hell, I am already putting myself through enough hell setting up 250 reactors and 600 total fuel gens
like so terrible, that from a power generation perspective, it's objectively bad
Don't care, my world i can do what I want
1 train doing 38,000 coal pm is going to be a lot worse and harder than multiple trains doing it
then you'll have a 150-200 wagon train if you only want one 😆
Considering each freight starion can handle 3200 coal, 10 stations makes 32,000
that's not how that works
I knew i shouldn't have asked
would you rather have built it wrong and have it not work?
Honestly I dont even know why I fuckin bother anymore
3200 coal. not 3200/min
Well fkin whatever
if you build a long-ass loop, you'll only get a tenth of that per minute. if that
if you have 1 train making THAT many stops... I'd guess you'd need at least 70 platforms on each station
Im sorry, its late as shit i should've been asleep hours ago but I lost track of time.
but that's a super rough guess
God I hope i get other recipes for diamonds
that's still a huge number of resources.
have many stations and many trains. You'll go insane otherwise
get turbo diamonds
it'll be half the coal
Can I ask one last thing?
sure
Oil based diamons
that'll be 10k oil
Would that be better than coal?
That sounds more manageable
define 'better' ? if you have the spare oil and you want the coal for something else?
sure
but oil has a lot more uses than coal
Well, I guess instead of using coal
Coal is a bit of a trash resource after the early stages of the game
there's TONS of the map and you never use much of it
I know the southeast area of the map has a ton of oil
no single area has 10k
10,000 oil is almost all the oil on the map iirc. I'd use the coal.
Ofc, ofc
that's 3/4 of the map's oil
But I like Pink diamonds. Mix of quartz and coal
Really didnt make this easy on myself did i
but 2,000 diamonds pm is a different goal all together
I mean you chose objectively the worst recipe for making power so...
Yea i know 😔
Im not backing down, I already have the converters down and half of the total particle accelerators I need
Consider pink diamonds then. Trades 12 coal for 3 crystal? might make transport a bit easier
or do a mix of recipes
use some oil diamonds, some pink, some base
Petroleum diamonds? I already have 32 refineries down, I could switch them all in a blueprint to make crude oil then petroleum coke
In my fuel gen area that is
Coke diamonds is a less oil efficient recipe for diamonds
Okay
You could just process the coal on location and ship the diamonds instead?
Ill consider pink and turbo diamonds
that's worse than oil lol
that drops how much you have to move to a small %
Why tf didnt I think of that 😭
Too focused on making 2000 diamonds a min
Fair
yeah, converting coal to diamonds on location reduces what you have to move pm by 95%
Uhm, again sorry for getting heated, thanks for your help (and tolerating me). This has been, awkward but educational
I can therefore maximize the production at every stop on the way and just ship that, okay, ill do that. Some stops will allow for 2 or 4 at 100% clock speed
You could also use locations that have coal + limestone or coal + crystal next to each other to make it a bit simpler
First I need to actually unlock the recipes, idk how many crashed pods are left for me to grab. I feel like ive gotten most of them
gotta catchem all!
I dont sink enough resources to make hundreds if not thousands of tickets either
... that's ok? don't need tickets for recipes
Hard drives, 100 tickets each
if you sloop your DNA and protein for DNA capsules you'll make tons of points too
there's enough drives for all recipes
Last resort though I bet
oh yeah don't bother with that.
Making the diamonds on spot is a much better idea.
Im gonna go now, I need to sleep, gnight
I was gonna use Pink Diamonds until I saw how slowly they produce, imma just go turbo diamonds all the way, I´m also kinda tight on quartz because of my massive aluminum and radio control unit operation
pink diamonds also use converters instead. Much smaller
and speed doesn't matter much, just use more machines
unless it's compacted steel, that's a crazy recipe
it does matter due to the power consumption
converters use less than PAs - also , power is ... ridiculously easy to produce.
I was attracted to them because converters use way less power than accelerators, but if they produce so little it´s a wash
I am currently making a mexed nuclear setup
if power is ever a concern your problem is just 'make more power'
and it's an easy solve
just need to scale up rotors and electromanetic control rods, and I can start working on reprocessing
Or make new factory 😉
turbo diamonds is actualy crazy
50% coal from normal recipe
and 5% oil on resources 1:1 compared to coal used
the electromagnetic control rod factory was designed to be scaled up
🤷 I just personally do independent factories
I have done it for most components, but also, control rod fac is in spire coast, so not too far
I can't remember what the good practice is for this situation. If I have 600m3 of HOR/min in a mk2 pipeline that splits into 2 sets of mk1 pipelines carrying 300m3 HOR/min, is there a need to loop the mk1's individually, or just the first mk2 pipeline?
Or maybe no looping required at all. I have looped my crude oil going into the HOR refineries but not sure about the ouput side
test it and see if it works
I'm against looping in general
I only do it if it doesn't work without
which rarely happens
but I also wouldn't split a full mk2 in half
but maybe with mk1s coming out of the junction, it'll work
with mk 1s it usually works
tf is that supposed to be
What was it? I missed it
Maybe
🫡
How many ficsite trigons would you guys recommend. Will 225 /min be enough to start with
to start with? probably
what do u want them for
mostly for building mk6 stuff
if u just want belts then smth around 50 will be sufficient imo
way more than enough
I dont know what else I need them rn
So i just picked the 1200 sam node and the 1800 iron around it to make it
Hope its not that big of a waste
tbf
iron has the worst sam efficiency ratio
but if u dont want to bother with caterium and not doing any other build thats sam hungry its fine
just start with some amount and then scale up later
you will know if you need more once you start building production lines that need Ficsite
tbf 225 per minute will serve u for belts and automating space elevator parts
u can make 5 biosculptors and 5 expansion servers /m
and u have 50/m left so
okay, i will just go with th 225 and export them later on somewhere else and maybe expand
thanks
if u just wanna beat the game its more than enough
if u wanted to make fisconium tho, no not realy, its a different scale 
Whats a reasonable amount of NPP to make to supply end-game? I'm eyeing up 30kMW capacity, but I'm ok going bigger than that. I just don't know what to account for in terms of endgame.
End game has some pretty big power requirements for particle accelerators and quantum encoders. Depends how ambitious you are, but for example 10 singularity cells a min could easily run you 30GW.
I'd aim higher like 100GW+.
ooooh.
I'm working on a 650GW+ design now for all the uranium (not including converted).
so 100GW would be 40 NPP...
40×2500 = 100GW? Or did I math wrong?
Overclock the NPPs to 250%
should be 6250MW each.
Oh man... well I need to play with the math more then, accounting for that.
Gotta love doing some math to figure out some ratios. The not so obvious ratio for heavy encased frame is 120 MF to 45 HMF 
Or 8:3, but I like the those numbers above better
it takes 0.9tw to produce the whole map, do with that as you will
✨ clocking
genuinely confused why this is throwing "signal loops back onto itself" errors... the general design idea i'm going for is, a pair of junctions that split off into a siding (station), that can be entered from either direction (far junction), and the train in the station can exit to either direction (near junction).
i've followed the "path in, block out" rule correctly, even ensured that the junctions cannot see each other by having at least two block signals in between (a block that doesn't touch path signals in any way). even turning the whole thing into block signals (second pic) doesn't change a thing! is my entire "a one-way siding reachable from and exitable to both directions" idea flawed...?
if the block color before and after a signal is the same then from the signal's point of view it means it is the same block and thus something "went wrong"
usually, that can mean that the signal didnt actually divide the tracks into 2 blocks or there is indeed a rail that loops back around
try rebuilding the tracks in those places and rebuild the signals
if i just delete the cross tracks outright and make it two straights, it still complains about missing connections...
"missing connections" is a nonexistant error. They must say something else
but there are indeed entirely too many signals here
...could it be a blueprint error? in the bp, the signals are dangling at the track ends since there isn't enough room to "continue on" afterward
likely
try it without a BP here for now
a BP with signals in the middle would work just as well
instead of at the ends of the rails
...nope, not the bp. even just building it straight on the desert sand, even with valid blocks outside all entrances and exits, it still thinks it's looped onto itself... and even if it's nothing but block signals
the path signals are all failing to divide
it IS looping into itself because the color stays the same
the signal is failing to split the block and thus screams in confusion
try moving those patch signals a bit before the track switch
huh... putting them one track segment prior to the intersection, seems to have worked. interesting...
i didn't think signals had a minimum distance in between, because the block-block-block ones seemed to be fine even with just the minimum track length (that was for illustration only, obviously)
I have 4 belts with 1200 iron ore each, I need to make them split one way with 2100 ore and one with 2700. How can I do that?
considering that there are no belts than can do 2100/min, you need to use multiple belts for this anyway and thus need to work out a smaller grouping than "2100" and "2700". Break it into smaller groups like 3 x 700 and 3 x 900 or something
feed in a mk 6 belt into each part of these production line and then use an overflow splitter to divert excess onto a new belt.
Or find an different solution than that - there are many ways to tackle this
ah, so if a signal (either kind) has a junction less than a few foundations away, but the signal is not on a switch itself (the right-hand green track that only goes straight through, but is joined into afterward), then everything freaks out... interesting.
since i've never had this problem before where all tracks were switches (a two-lane T junction), so i guess this is just an odd edge case where the Human Logic checks out but the Game Logic doesn't
Yea I should specified that I didn't mean to put more than 1200 on a single belt.
I'm following a flow chart from satisfactory tools so I don't really know how to tackle it. Maybe overflow is the best
https://www.satisfactorytools.com/1.0/production?share=vQLBgYjRSSQY3RMnVDvd
as far as i could tell, in your case, the signals freak out if they are directly on the junction switch but NOT if they are further away.
that flow chart has to tell you more than just "you need this much material"
it must also tell you the number of machines
and with that you can just divide those numbers into smaller numbers
that reduced machine count by 2.5x
90 / 2.5 = 36 fully overclocked machines
168 does not give a neat number, 168 / 2.5 gives 67.2 fully overclocked machines
huh, what do you know. in the near junction (block signal on out switches), leaving the path signals as-is but taking the block signals off, makes it work fine
so for the constructors: try to divide that into smaller numbers of machines
you can literally just brute force this and try it with a calculator
Yea, maybe I could put 2x1200 belts on one side with an overflow splitter on one of the belts then 2x1200 on the other side
if you divide 2700 by 36 (thats the amount of overclocked constructors needed to process all that) you get 75.
Each constructor making plates at 250% takes 75/min
what number x 75 = 1200 ?
or, other way around: how many machine needing 75/min can you feed with a 1200/min belt
So basically
2 rows with 16x constructors (iron plate) each feeded with 1 belt with 1200 ore each
2 rows with 34x constructors (cast screw) where one of the constructors is underclocked feeded with 1 belt with 1200 ore each
Then put an overflow splitter on one of the 1200 belts feeding like 8 constructors (iron plate)
theres 4 remaining construtcors for iron plates
16 + 16 + 4 = 36
so yeah this likely would work in some way
Ah 4, I just threw 8 out there, doesn't really matter since it's overflow but 4 yea
the screw constructors are a bit ugly on the numbers side but you get the idea
FWIW, sometimes I just have to delete tracks and signals and readd them, then things work.
There are definitely some bugs.
What's going on with this pipe. It's 6 blenders creating 100 rocket fuel each. Randomly tanking flow.
Ignore the pipe on the far right, that's the second separate system with the same issue.
I'm assuming this is sloshing. I'm just confused because I don't think I had this issue with it before I converted the source to rocket fuel from turbofuel.
I'm not a fan of the new liquid physics. The older stuff was much easier to manipulate, new stuff is super buggy
you can't manifold outputs very effectively because flow isn't unidirectional when you do that
it's an issue with inputs too, but less severe
It was working fine with turbofuel. I'm confused what changed.
More likely you just didn't notice issues
gas and liquid flow differently
Yea must be that, but I don't know how it can be solved.
leave flow rate headroom in pipes, dont merge them together (and if you do, make sure that all inputs to a junction are equal)
wdym don't merge them together?
I have to run 12 pipes down to carry 1200 fuel?
that's insane.
you can merge some, but you have to merge equally (like 12 into 6 into 3) and/or you have to leave flow rate headroom
All inputs are 100/min
Or so I can't manifold, I need to balance?
Why is this? Seems weird.
because the flow isn't unidirectional
Yea but it's all being consumed from the same side of the system.
Why does that impact the merging of the production?
It can't get out of the blenders into the merged pipe when it's merged unequally like a manifold. Nothing downstream matters
But the only reason it cannot get out of the blenders if because downstream decided to be throttled.
if downstream stayed at 600, then it would never have an issue merging 100x6.
Yes it would
it's the most notorious and infamous headache in the game, that you can't do exactly what you're doing because of pipe flow rate limitations and omnidirectional flow
I don't understand the logic.
esspecially since it was working with fluids like turbo fuel, so I don't know how things work in general.
by using a 600m3/min pipe to move 600m3/min from A to B, you are assuming that 100% of the fluid is always moving in the correct direction from A to B
if it doesn't do that, you get less than 600.
And with uneven merges, it doesn't, and you need to modify the design to account for that (like using a lower % of the flow rate limit, having more frequent exit paths for manifolded outputs etc)
if you take like 8 equal producers and merge them 8 to 4 to 2, then it does.
I guess I somehow managed to avoid this issue before by, idk getting lucky?
if you got to P4, yes 😄
P4?
No I mean, seriously I'm staring at the old pipes and they did not have this issue.
Phase 4. Rocket fuel
Oh yea, Ive been past that for a long time.
Most people are in here asking why their manifolded 600 pipe is only averaging a flow of 500 when they're in p2 or p3
I had two rows of turbofuel each being merged together. I guess it's different in that it was 5 and 5 merging to 1. And now it's all 6 merging, so maybe the fact that the 5 were balanced before the final merge to the 600 pipe saved me.
Yea, I guess all my fluid builds before have been lucky in that I never did a complete manifold and never noticed it lol.
But why didn't the pair of 300s have the issue? Just because there was enough headroom I guess.
I just totally don't understand the logic behind what causes this.
A lot of people, especially coming from factorio (where there is no concept or flow or order) count out exactly how many machines can be fed by (or feed) 600/min of flow, then build that, and get confused when it doesn't work
You can 100% manifold, I've run 3 lines to power 3 strips of manifolds, and did some merging on the back end, but it's all buggy, and you have to follow specific rules (like no slopes and corners at the same time), it requires the use of a few check valves, but they have to be used sparingly because they mess up the flow and break it entirely in some cases; the way Ts are placed will affect the way that fluids slosh, and uneven mergers and splits always require equal pipes.
Again it is doable, but I spent several hours fiddling with individual pipes before it all finally decided to behave.
I just totally don't understand the logic behind what causes this.
Fluid will only flow at 600/min when all of the fluid always flows at the maximum rate in the desired direction. In many build conditions one or more of these does not happen. Some may sometimes flow down the manifold instead of up it, for example.
Yea ok, it's making sense.
I guess valves might change things a little, but ultimately they aren't going to elimitate this issue.
Yeah, they can't because you can't attach a valve or a pump to a junction
you have to build like [pipe junction pipe valve], and then the fluid bounces around in the [pipe junction pipe] bit.
yea 🙁
(unlike factorio)
Valves also require pressure from the back side, but if used wrong can break everything
OK off to break up the network into two.
valves are also not good for back flow management. fluids can get knocked behind them anyway.
Apparently mcgal had some success with valves and manifolds by having them at teh start and on every input, but didn't seem like it was better results than looping
The best place to start is to monitor the slosh in each pipe when they're less than full. Certain pipe shapes, especially sloped ones, will do funny things. Simplest solution for splitting is usually to split from the manifold downhill for each segment, which will add pressure to every pipe segment afterward, and also bias the sloped pipe to try and stay empty on the split side, which helps allow for fluid to queue into it as the main sloshes.
eh, just keep your manifold flat, feed from at least machine input height, and loop the manifold. Unless you've done weird thigns before the manifold should work
I meant manifold flat, splits downhill
Yea splitting the manifold into two like my turbofuel setup still doesn't work.
I have what should be 2x300/min pipes being merged into a 600. But it's backing up.
If you want a really easy fix, put a tank about 20~30m up, and then feed that into the manifold. The pressure should fix the rest
I'm so confused by the mechanics here.
Rocket fuel doesnt care about gravity
Oh, my bad, I thought we were troubleshooting liquids
yea I think that's the main difference in my build. Before it was working because gravity was forcing the fluid down and out of the machines.
General tip: use mk 1 pipes in places where you neither need nor want flow rates greater than 300/min
the blender output is one such place
I don't see how that helps.
It enforces some more consistent flow due to that speed limit
As for the rest: i dont have enough info to give precise tips.
I don't know where you are seeing flow rate issues precisely
I tried to link screenshots.
You can put them in here directly
This is the current system. I just swapped Mk.1 pipes until the final merge.
The last pipe that goes around the bend at the back goes to a final 100 output blender.
Or rather: show the piping near the gens
? wdym
That was all fine back when I had it using turbofuel, but sure.
If you have flow rate issues, it can come from the source or the destination of the fluid
Rocket fuel has different fluid dynamics so plays by different rules
The two pipes are not connected in the middle ever.
except at the end they both fill a buffer.
Are those 2 completely seperate full mk 2 pipes
Which honestly shouldn't even be there.
Yes
Or they should be full, except the input randomly tanks.
Do you even have enough generators?
It may just be the classic fluid split problem.
Do the mk 2 pipes snake their way through the 120 generators or is it branched near the start
Each line is a branch
Attempt to change where the rocket fuel enters the pipe network to be roughly in the middle
Why would that matter?
So the flow ratw gets split into 2 equal portiony near the middle
Mk 2 hates unequal splits, even more so with gas
even with liquids, all a water tower does is give headlift - same as pumps
You have no way to increase pressure so no other trick from working with liquids really works other than "changing the piping"
Ugh, I hate this because unequal splits are somewhat unavoidable, so it's what just trial and error?
Its just "try to get a more equal split"
It just that very first one that matters
the one that splits the 600
Yea, but no way to know until you try if it's going to work unless you go crazy splitting everything more than you need to.
If its 60 generators per mk 2, move it so its 3 gens down the line
Average moment of working with mk 2 pipes in Satisfactory
No guidance just madness
😡
Thats why many just dont go near 600 anymore
Would splitting 280/320 be close enough, or even more unbalanced? I'm trying to understand the mechanic.
you are getting more and more cynical about piping. If you keep to the basics it's very simple to get reliable 600 flow pipes
Like what causes the uneven split to be problematic.
probably fine
Backflow
If its not even then the excess fluid going down one way has to come back, doesnt it?
I don't understand.
if I have a row of generators using ~10/min, and the pull off a (what should be) 600 pipe, where's the backflow issue?
The junction is designed to try a 50/50 by default because it has no option
Belts do the same
if you split a belt into 2 with a splitter, both sides get exactly half inially
If you split a belt 3 way then each side gets exactly one third initially
what changes this? one side or more starts backing up
That's fine, so the earlier generators fill to 50 internally faster.
Yes, but once its full, the junction would have to change how much goes where
If they are filled it cannot split 50/50 and the rest should go downstream.
So would the splitter
They are 100% avoidable, and it usually doesn't even require more parts or space - but you have to be aware of it
Yes and it has to do with how it no longer does 50/50
But how is it different from a belt? it should just send the rest along its way, no?
Where is backflow in all this?
It tries to shove it down the line anyway until the pressure on that side is equal with the force the junction tries to shove with - if the pressure is equal
The pipe between the junction and the generator fills to a higher level than the pipe going down the manifold (because it has nowhere to drain to, unlike the manifold pipe). After that it flows back through the junction to go up and down the manifold.
The problem is that satisfactory fluid dynamics kinda has an infinite energy leak.
That "equal pressure" the junction and the pipe try to reach has some frankly hard to explain consequences
One of the consequences is that the pipe just shoves fluid back into the junction with full force which interrupts your 600/min input
OK so if an input pipes connect with two output pipes (I know they aren't directional), then if the input drops below the pressure (or amount filled %?) of an output pipe, then that output becomes an input and that process causes some inefficiencies?
Sorta.
Or if one of the output pipes magically builds up more pressure than the input
Which it, if you think about it, should never be able to
I guess I don't understand pressure here.
You get velocity, dont you?
How do you calculate presure with fluids and gases?
tl;dr for gas is that stuff flows from high fill % to low fill %.
Bigger delta, bigger flow
I think this is why I'm confused, because the generators should only be consuming fuel, so never adding to the pressure.
liquid is considerably more complex
usually, for gas, its only more full and less full pipes
Fuller pipes have higher pressure and fluid flows from high to low pressure - from more full to less full
That fullness affects pressure. And that should be it*
(*Big asterisk because sadly, that is not it, and thats what im gonna get to in a moment)
On the first split you're sending 150 rocket fuel to 4 generators and 150 rocket fuel to the rest of the system.
They can't consume that much, so that pipe will fill until it has a higher fill % than the manifold pipe, then it will alternate between flowing towards the generators vs flowing back into the manifold (which effectively consumes flow rate to do nothing, or worse, do harm sometimes)
I think that's what was making my last system work better... the fluid had more input pressure becuase it was coming down vertically a bit and pumped, though I guess pumps don't effect pressure???
Yea, that's what I said above. I think that issue makes sense. but then @oblique hollow said sorta.
Gas doesnt have hydrostatic pressure. It isnt affected by gravity or height or pumps
What gas and fluid liquids.... is dynamic pressure.
Thats the big asterisk
Dynamic pressure is kinds like kinetic energy
The faster you move, the more kinetic energy you have
Fluids kinds are misconfigured and they calculate that kinetic energy, that dynamic pressure, incorrectly. Its too high in mk 2 pipes
And thus they magically gain energy when they flow fast
And since that energy, that pressure, is responsible for flow rate.... then they flow faster.
Which raises dynamic pressure.
Which makes them flow faster
Which raises dynamic pressure
Which...(you get the idea)
And that way your little output pipe magically gains enough pressure to rival the input pipe of the junction
are you saying that energy is pressure here?
Because I though that my backed up fuel generator which is not going 600/min had the same or greater pressue as the input and thus was causing backflow.
I know my physics... but this is only slightly based in reality lol.
Only slightly. The math is there but the variables are not right imo
Misconfigured
And that way pipes can sometimes magically gain more pressure / energy just from flowing
Yea, backflow should never cause a system pushing output to back up imo.
Equal splits can go around this problem because the one saving grace here is that you can make sure the fluid has no reason to reverse flow direction
backflow is caused from the same pressure as the output originally, so it should never be somehow higher.
I mean, if I only add one even split, I can still have this issue, that's where I'm confused.
Yeah thats the problem in most cases. Dynamic pressure magically increases in output pipes and thus they match the input pressure
Oh maybe it does, since it's not this junction which will back up, it's the lines for each generator.
So far this doesn't seem any better than the original layout.
once you did an equal split, then the generators just eat up all the gas and drain the pipe
And a pipe can only flow at max speed if its full
still have like 10 or so generators flickering
A loop is almost the same as an equal split
Yea to be fair, I've solved some issues in the past with a loop.
And I can see how that's similar to this.
Yea, 600 seems to be pretty constant now.
So TLDR;
You don't need equal splits all the way to consumption, you mostly just need them when you are merging or splitting off a maxed out pipe.
Wait... I wonder if I actually needed them on the production side after all...
If you still arent completely sure, you can first split the 600/min in half and then merge each of those 2 pipes into 2 points along the fuel generator manifold
I mean, that's what I'm doing, just at a single point.
Yea this essentially.
The equal splits are needed near the flow rate limit.
After that, junctions can usually deal with any remaining flow rate surges
I think I'm going to just leave the input splits too, they seem like a good idea.
I'm glad I didn't pretty up this design before testing it out, because apperently I didn't understand fluids yet.
My hope for 1.2 is they actually tuned some of the pipe variables.
I ran tests and it is possible to reduce this issue just by tuning them.
Gas may take some extra work but should also be doable
I would honestly pay like $40 for a 1.5 of this game which fixes a lot of the weirdness and adds some better QoL stuff.
BTW thanks @oblique hollow and @crimson moat ❤️
Youre welcome. If it acts up, you know what to try next.
Getting near stable...
more splits?
Thats one thing you can try, yeah
Or a massive loop I guess.
When everything fails, you can try going with 4 seperate pipes
Ugh.
Just a last ditch effort when everything else failed
I'm trying to avoid tweaking this too much. This plant is kinda temporary until I build the NPP, and then I can come back here and rebuild it and I might try to design more splits into the core concept.
Eh in that case the current 95% uptime might be enough
Who knows, maybe it will reach 100%
My NPP will take about 70GW for production, so I wanted to have something about that size to support it.
I have a feeling it will reach 100% now.
Just know this:
Theres (another) bug in the game where flow rates arent as high as they should be when you load a save.
Which can add stutters to stuff again, but usually only temporarily
Once the NPP is up. I'll probably rebuild this to be just a hair bigger and stable at like 100GW.
yea, as long as buffers are filled that shouldn't be too noticable.
Over multiple save and load cycles that might drain them
But eh, its usually only a few m3 of lost throughput per load
I could take a quick peek at it if you want, just as always, back-up the save before-hand
Sure!
I'm just hunting for Somersloops atm anyway
I'm not exactly proud of this build... but it was what I hacked together when I needed power, and I'm repurposing it.
Though I think it's working now. I'd still be curious what other people have to say.
I'm always learning new things in this game.
Yea, the end of the line generators are at 50. 🎉
Very nice
Wait... but there are like 2 not at the end of the line still flickering... wtf
that's a new one.
Oh... because my end of line has disabled generators.
We're close though.
188GW is nothing to sneeze at.
-You only need 1.21JW for time travel
Need a vehicle that can reach 88 miles per hour. Drone? Train on a steep downhill? Cyberwagon?
Cyberwagon fs
Just have a load of launch pads bounce a cyber wagon
Just when I thought the game was acting OK:
after a bunch of faffing about, i think i've figured out the Why of my junction issues, and why only one of the pair was so freaky... if the exit block signal of a path signal zone is on a track junction, it doesn't know what to do with itself since it thinks it sees double. the two rails have to become one within the zone, then a block signal will properly terminate it on the next segment...
whereas the one that was "just working, as long as the tracks continue", it was that the block-end signals were on the single rails rather than on the switches 
(still a mystery: why i can make two-lane-all-the-way junctions with block signals directly on the switches fine)
...or maybe it's just "don't put signals of any variety directly onto a switch segment"
Why?
for what purpose?
transportation of items or only yourselfe
So they can see some serious shit
When This Baby Hits 88 MPH ... Back to the Future Quote
can game mess up pipes when i come closer to power plant?
okay
😂
most annoying bug rn
Only way to work around it completely is to have enough pipe flowrate headroom that you never hit flow rate limit, even when the flow breaks on load and has to catch up.
If you have a system expecting 550/min but capable of 600, a hiccup which loses 25m3 of flow can be recovered from in as little as 30 seconds, with the flow being buffered at the other end of the pipe rather than lost entirely. But if you expect near 600 and are capable of 600, that flow can't be recovered and it will balance itself by intermittently and often unequally stalling your stuff instead.. sometimes for 15 plus minutes.
I used to say 600/600 was fine on simple enough pipes, which can be utilised for many jobs, but this bug changes that. It's the nail in the coffin which has me just never putting more than 500/min flow on any pipe ever
i just accept the hiccup and move on really
When building a factory for 500h i just don't want to log in and see the power meter bouncing up and down because of generator stalls
i take it personally 😄
does this happem to mk1 pipes too ?
yes

not as badly but yes
im tryna to use the 300 for oil and 300 or 600 for water, everything else below 600
i hope it wont stall
so lets say i have 300/m in mk2 pipe
would this bug still take effect?
Yes, but the pipes would have plenty of spare throughput for things to balance out
Anyone know how many batteries fit in a mk3 blueprint designer?
in containers?
No the giant Duracell batteries
oh you mean power storages?
Yea
power storage.
and try it out.
They look like batteries so I call them such
personally I wouldn't build big chunks of power storages so I don't really know the answer to that
well, we have "batteries" as item, so I wouldn't recommend calling them like that
Im at work, I cant exactly test it right now
you can just calculate it. the wiki gives you the dimensions of power storage and the size of the blueprinter
I like to ask people first honestly
it's a fair few, I'd guess at least 6x10x10
The more the better, my final endgame project is going to be fucking gargantuan
I plan to store 20Tw/hrs
It'll be a 4 or 5 location build with verticality
fyi the proper unit is TWh, not Tw/hrs
@chilly holly
what you do is run some of the Solution machines just on the waste water
don't need any extra systems
don't need to rely on a VIP that works on an exploit
it's the simplest and most reliable method of managing waste products that are used in a previous step
and it works later with waste gas
@chilly holly in the image above this is how it's clocked. Red is waste, blue is fresh
the bottom squares are solution refineries, the top, scrap refineries
People really get nit picky with that apparently. It's why I left this server in the first place honestly, I hate it when people nitpick
But thanks anyway for letting me know
Next time don't be wrong and people won't correct you 🙃
My factory has GW/hrs, by slowly ramping up production as the buffers fill up.
It's useful to be nit picky about units, so if/when you do the math with them you can cancel the appropriate terms. For example 20GWh / 40GW gives you 0.5h, which is useful to know if you're calculating rates of charge and stuff like that.
Im aware, I did physics, I just havent done it since I was 18, thats a month off 8 years ago now. So I dont really car much for proper terms anymore
Whatever floats your boat I guess
Is anyone familiar with the copper + iron to SAM mod? The ficsit calculator doesn't have it listed so I cant do the math there
Learn all about modding and join the community here!
<3 @vapid gorge
Oh heck, thanks lol
As a rule, if I add one MW of power, then I add 1MW of battery storage. That way I always have an hour to fix stuff if the whole grid breaks - and usually it's just pieces I'm modifying anyway
Any suggestions for this setup? https://www.satisfactorytools.com/1.0/production?share=i9K8bvjlWqZH12GxOuDB
gonna 4x it for a 30 HMF/m factory
I have a double-drone setup between two drone ports (each is home to one of the drones). Is there a way I can easily delay one of them so that they're further-offset? Right now one arrives right as the other is leaving and I'd like the space between them to be more-even.
(Short of just deleting one of the drones and then rebuilding it...)
I'm using it to transfer nuclear fuel rods and it's such low throughput that a single drone sometimes "misses" one being produced
If the throughput is that low... why have 2 drones?
....
Yeah I'm getting some nuclear power plant stoppages because sometimes they have more than two fuel rods queued up, and sometimes they run out, due to it being evenly-split between all of them. Not manifolding these to avoid radiation buildup.
So depending on which side the belt splitter splits, sometimes one reactor doesn't get fed on a given delivery from the single drone, and it's not enough fuel to last it the span of two round trips.
Priority power switch 🙂
I love how you use the correct unit here, yet in the previous message you used the wrong one 🙂
It looks unessearly complicated
I see it as opportunity to teach people something, especially things like SI units are pretty important to know for many people. You can ofc ignore me, but know that I'm trying to help
Nah I understand, I do know the SI units they just escape me sometimes.
a terrawhat is when you get really confused
Ahh yes, the power of confusion~
You missed the point of my previous message then.
no matter what the point is, there's still a wrong unit
False
Oh ok roflma that's fine.
It's funny because I started with the right unit, be decided to change it to be the same as his post to make it more similar.
I don’t know if this is relevant for this channel so sorry in advance
but I tried this setup to make 20 modular frames a min and got it all working however, some of my 10 assemblers are not getting the correct amount of reinforced iron plates? They’re all conveyor mrk 4 with mrk 4 lifts as this is for the heavy modular frame factory used for the phase 3 stuff. Is this wrong or has my manifold still not started up correctly yet? (For reference this is my first world so picture it not as spaghetti but as cramped)
Just like m/s, it just describes a change in GW per hour.
Just because people commonly misuse it for energy, doesn't mean it's nonsense.
Interestingly the math works out to 8W which is probably correct.
It may be listed like this because it mirrors the testing setup for average power. Or more likely it's a marketing thing to draw attention to the fact that 8W isn't really "less" it's "better" because over 1000h you'll only use 8kW, and people associate that with $$$, whereas people historically associate Watts with light. That's changing now with Lumens.
I meant for the context it was posted in. Obviously it could describe change of power plant output over time
Oh the original post was just wrong, nobody is arguing that mate.
@digital escarp pick any recipe you like
You can get all of them anyway
And there's no wrong choice
ok 🙂
How do you suggest I simplify it?
It's just W 🤓
It does make sense. It's the rate of change of power
again, that was in relation to the OP's message
i mean, kWh is itself a pretty funny unit - useful, and there's good reason for it... but we are injecting a time/time into an otherwise healthy Joule
is there any reason mister for you to save on iron here and bring oil products into this?
cause i can give my opinion however id like to hear some reasoning first
At least it's better than what the EU and US use for power efficiency of appliances: kWh/1000h and kWh/yr
At least the first one is exactly equal to W
The other, as with every other US unit, is fucked up
i think this convo brings more and more confusion guys 😆
Hmm, idk tbh. I have a lot of iron nearby this factory but I guess cuz I wanted to run the whole thing of two pure nodes.
That planner will be 4x btw
30/m total is the goal
a microcentury is about 52.5 minutes
so first of all, there is no need to save on iron in this game since there is alot of it lying around on the entire map, but okay
second, if u would like to make rubber and plastic on industrial scale its better to make a plastic/rubber, loop are u aware of it?
some things id go for wet concrete definately, its rly good
other than that i think its fine, coke steel is an interesting choice
That's my typical HMF setup
https://www.satisfactorytools.com/1.0/production?share=c930cHxm5Y3h6I8czOun
33.75 for ~30/min because the numbers are convenient
literaly the same what ive been doing
there's not really need to save on anything, most of the time you run out of something because you've decided to do so. Choice of resources used usually boils down to local availability and personal preference
Did nuclear waste can be recycled in the awesome generator to make some coupon?
no
nope ... the only way isto make Plutonium fuel rodss out of it and sink them till you can make ficconium
Ok
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. :)
I’m not here yet but thanks
sink fisconium rods 😈
Unsinkable, weirdly!
Though of course if you've gone to all the trouble to make Ficsonium rods, it'd be a bit silly to do anything but burn 'em. :P
is it weird that they aren't sinkable? 🤔
Yeah, mostly just because Plutonium (and Uranium) rods are. Slightly inconsistent
I mean it's more weird that PRods are sinkable, as they are only sinkable rods 😉
Oh, aren't U Rods sinkable?
oh, afaik URods aren't sinkable 🤔
Hmmm. To the bat-wiki!
maybe they are
Yeah, U Rods are sinkable too, making Fi Rods the outlier
I heard someone say that nothing between UOre and PRod is sinkable, so maybe that was false/old info
I agree that if it were only Pu Rods then they'd be the weirdos. :)
I mean it's kinda weird to have any radioactive thing sinkable, but w/e
Yeah, Uranium Cells are sinkable too; basically everything through U Rods are sinkable, and then only Pu Rods
Though, again, once you've made the Ficsonium rods, it'd be a bit strange to want to sink them (as opposed to burning) anyway, so I don't think anyone's really clamoring for that to be changed. :P
Nothing between URods and PRods is sinkable
Uranium, uranium cells and uranium rods are sinkable
is this good for my first save ever? (600MW power grid all space elevator autmated and 25hrs time on the save)
I have...never actually seen that power pole strategy before.
I can't decide if I like it or I now need medication
is it doing what yo uwant? sure then
I'd probably learn better cable management though
how do i manage cables better
they all have to be connected
also how do i scan for power slugs
well wall sockets and beams can help
but if you hvaen't bought those from the awesome shop, 1 pole next to 1 machine and daisy chain them
prevent spiderwebbing and you know exactly where everything is and going
no stress!
you can do 1 pole to 2 machines too ofc, 2 sockets to machines 2 sockets to keep going
actual Wall Sockets from the shop are great though. They are tiny and easy to manage.
you can run a beam above or below the machines and put wall sockets on those
would i not need a wall for that tho?
you can stick Wall Sockets to most anything
The whole petro coke and rubber I would remove
How much coal does a normal node give you with a mark 2 miner a min
!wikisearch miner
Mk.1Mk.2Mk.3
A Miner is a type of resource extractor that automatically extracts solid resources when built or placed on top of a Resource Node. There are 4 types of miners available: Portable Miner, Miner Mk.1, Miner Mk.2 and Miner Mk.3.
Portable Miner (see below) is an equipment that has to be held...
!miner
you can check the wiki or just put the miner on the node and find out. All the numbers appear in the control panels of machines
The poles lmao
At the start i like to place poles in the corners of foundations
That way they are organized, then connect to up to three machines (the less the better) and connect to the next pole
But your building style does not stick to the foundation grid as much as mine so it may not work as well
Personally id remove the bi product from plastic and rubber as there's better recipes to get polymer resin for fabric or to recycle back into rubber and plastic.
I bought the game and all my things seems inefficient and not organized and I don't understand the math
Can you tell me if my math is correct
For example: making iron plate I used one miner mk1 on normal node 2 smelter 2 constructor or whatever they are called in English
But this set up seem really slow and clogged up
first off how much is your miner outputing?
Having it just iron, limestone and coal for steel would be a great way to go.
I agree not a fan of the whole oil stuff particularly when it doesn't give you much
honestly id love for more metals to be added to the base game
does anyone know how to take only 2.5 ore a minute out of a machine
use a manifold and let it self balance
how do i make and use a manifold
just a belt with splitters as needed
if more than you need goes one direction, it'll overflow and feed the other path
Computer how to I turn a belt of 270 into 4 45 and a reminder, no smart splitters or programmable spliters
manifold
Ty
Ywah but then its not optimized
yes it is
it overflows and runs at 100%
But the overflow isn't being used
I need to make sure its perfectly running at 100%
where is the overflow going?
Think of it as a gift to the gods
Uhhhh
I forgot
Im just gonna brute force it with a calculator
Ill get it eventually. Mabye after 50 splinters and mergers
dude. if it's going somewhere it'll be used right?
the less stupid option is to clock your machines to make 180 and put the rest on a different belt
Wait your a genius
Split into 3 and split into 2 you get 45
I forgot I can overlook things
Or just research smart splitters
Never
You’ll want to. There’s a number of processes you never want to stop and will need a ss and sink to keep it going
smart avoidant
I rather never use cast screws
How is that related?
do smart splitters make manifolds faster
eh, technically if you over flowed at every point but... they don't take that long to fil up.
just build the next section and it'll fill up
You overlooked that you could overclock 
beats up the rock formation wall over and over over and over over over and OVER
have anyone toyed with the idea of a throughput smoother?
I just like looking at a smooth flowing output that's all
the idea is to have one container at the start to handle the "base speed", and the other overflows having slower conveyors to smooth out spikes
i have a question as well about throughput, i have 4 of these attacted with mergers with mk4 belts, when it reaches the end though its only outputting 360, do any of you know why that is?
when i do max overclock it will reach 480 but id rather not do that
and the math should be 120x4+480
How do I know that?
I think it's 60 on normal node 30 on inpur and idk on pure I haven't seen pure one yet
open up the control panel on your miner 🙂
Ok of it's that it's 60 on 30 depending on the node
Should I worry about pur impur and normal node in the early game?
no, you shouldn't worry about it at all
Wth your miner output is 480/ min
pure node + mk2 miner
Should I put mk2 belt on everything instead of mk 1?
as long as the belt is fast enough it doesn't matter
but here's a plan to make iron plates with 60 iron ore https://www.satisfactorytools.com/1.0/production?share=fumHabHV2VPjBBCsK1d1
Idk why but it seems like a got a lot of all ressources tier 1 ressources
wdym 'tier 1 resources'?
I made that already I'm like 8 hour in I have automote all tier 1 item I think
The item you get in phase one
oh well you do need a lot of basic resources
and yeah the plan there was for you to compare what you had because you said it wasn't working right
Yeah thanks it's perfect i don't understand how to use that website I'm on my cell right now so how do I select the stuff I want
oh yeah it's a pain on mobile phone.
I can do it but only just and because I know what I'm doing
open it on a pad or when you're at a lap top or pc
it takes a little bit of practice but it's a great tool
All of that is to make smart placage
when you unlock coal power you'll probably just want to rebuild o nfoundations. It'll be al ot easier :)(
Yeah the real pain are the biomass burner and wire set up
Do I need smart placage for anything else?
Smart plating sorry my game is in French
pas de problem 😛
and yeah you need space parts for the next space parts
so just have like .. 1 machine making them or something
Yeah it's slow and clogged up and to place I think I need 2 more constructor
common when you're so early in the game. Just keep pushing forward 🙂
Assembler
i ended up just combing 2 smelter blocks together and it works now, but any idea why this wasnt working?
@queen umbra I am doing my first play though and honestly it is definitely messy at the start but when U unlock coal production and power it's a whole new ball game and helps so much as it's self powered so U never need to go back to it lol
Well unless U over do it and build to much then U need to build more power lol
Yeah
I would also recommend building it close to water and drag power lines all the way to your base otherwise U will have to deal with water flow and pipes and that's a nightmare
I think I need one more assembler to make rotor and reinforced iron plate
lmfao, for sure man
I'm rushing to coal all my biomass burner are almost empty
I just need 10 more smart plating
Ah your almost there
What ressources do I need to automate coal
Like do I need rotor
Or stuff like that ( complex stuff)
Coal is it's own resource like iron and copper
In cooked all my biomass burner are getting shut down
For building it I mean
Well to get her the recourse all U need is a miner like copper and iron and for the coal powered generator the complect resources U need is reinforced iron plates and rotors
Hopefully that answers what U are asking 🤗
Nice
Thank you
I've heard about dimensional storage should I try getting some I tried getting Sam but keep getting killed
i would focus on getting some more weapons before going for that
I would go for basic stuff first and go for that later
More weapon?
yeah, there are different types of weapons you can unlock later on
esp after you get coal going
just keep working on the milestones and dont forget about the MAM
If U have MAM unlock make sure to check the trees
U beat me to it 🤣
hahaha
Yeah I tried researching stuff but it's like useless stuff
There's alot of useful stuff in there but might be more useful onces U get stuff set up
What I would do at the stage U are at now is get comfortable with foundation it will make your life 10x better and helps make things more efficient
First time I heard someone call MAM research useless
I don't care about scanning for quartz
The best stuff is in there 😆
I mean U don't see the best stuff unless U unlock down the trees to see them otherwise there just ? Lol
@queen umbra if U do wanna get into foundation all U need is a set up like this and your sorted for life
I have made a full storage full in an hour tops
1 miner then constructor to make the concrete and fed into storage lol
Ignore the belts behind it 😭🤣
Already got one but the belt ain't full like that
Mine is full because the storage is full so it's backed up
I have that node just making 1 thing and that's it so it's pretty effective for making stuff for foundations
And of course U can do the same to a single iron node to make the iron plates and your good
That what I do but I feel like I'm going to run out of node soon
There is a place on the map with 8 nodes really close to each other
My modular engine factory produce 8 per minute, using a node of copper and 2 node of iron
I'm there
U see the big lake to my left
It isn't to dangerous
crazy but i took millions of years to make only a modular frame factory and its only 2.5 per minute
Na
I use the overclock