#math-and-meta

1 messages Β· Page 370 of 1

mossy halo
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auto-round doesn't help me in every situation. The manual clock rounding steps to help me more

agile junco
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I guess it's faster than clicking the +/- a few times... but it's a lot more limited.

lilac lantern
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base clock speed math, so for what ever part i want to upscale i know required amount of inputs for that chain. Does that make more sense?

wind spade
agile junco
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That doesn't sound like optimizing as much as just solving a spesific production system.

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Optimizing is more generally about finding the "best" choice of recipes to get a target production rate of some items.

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SFTools it great, but generally optimizes for least consumption AFAIK.

lilac lantern
#

Ah ok

wind spade
#

yeah, but you can easily just toggle recipes to "force" it down the path you want

unique cypress
agile junco
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If you don't have a lot of alt recipes, then it's kinda moot.

agile junco
agile junco
unique cypress
wind spade
agile junco
lilac lantern
#

im trying to avoid "static" belts/buildings because either inputs or outputs are too little/much

agile junco
#

But yea, might represent a larger change to your code.

unique cypress
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and you don't really want it to optimize like logistics does

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it often adds like one or 2 machines using a different recipe

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not sure what's their optimization cryteria, but it's not particularly useful when every item is made with 2+ recipes

wind spade
agile junco
agile junco
wind spade
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yeah, afaik all solvers that do count with clock speed use "0.1 machine" as a valid value

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basically "if you built close to infinity amount of these setups, this one would have least buildings"

agile junco
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There are ways to optimize non-linear systems, but I'm not really familiar with the methods.

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Dual Annealing seems most interesting to me, but I really can't say why.

lilac lantern
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I appreciate the help Thanks guys!

frosty owl
wind spade
frosty owl
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Why would that be a weird case? If it's more than one machine, it's two, what's wrong with that?

wind spade
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well because in those cases it is quite obvious that one of the paths is "more machine efficient", just in the given production target it is considered equal

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so people would say "why doesn't the tool pick the obviously more machine efficient path"

frosty owl
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Tbf, they're the same. The rounding should actually go by steps of 2.5 to make sense, but I think the point stands: wether it's 1.1 or 2.4, it would still mean just one machine in game; the fact that one route may use more power isnt quite relevant to which path has the least buildings (other than how it affects the buildcount on power, but that's besides the point xD)

wind spade
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well point is that they are no longer the same if you scale up the production

frosty owl
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The user can just compare a scaled up version, or scale things proportionally on their own. It doesn't look like an issue to me (like the tool doesn't bother with wether a setup scales well with output belts, that's for the user to tinker with)

molten arrow
#

Which way is more efficient? Fuel to plastic (per polymer resin) or Plastic to Fuel (per heavy oil)

oblique hollow
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depends on what you need

wind spade
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and how do you define "efficient"

oblique hollow
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polymer resin to plastic / rubber makes less plastic / rubber per crude oil
Heavy oil to residual fuel makes less fuel per crude oil

molten arrow
oblique hollow
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both use a lot of refineries. Polymer resin needs water too

queen umbra
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All of that is to make modular engine does it look good?

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It only makes 2/ mon

vapid gorge
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well it seems functional? not much architecture to it but that's often not important as you're learning

queen umbra
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Long live clipping

vapid gorge
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I seriously wouldn't worry about architecture until you've unlocked everything and making really permanent factories

queen umbra
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I wouldn't care a all lol I just want it to be organized

vapid gorge
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and that's the first step to fancy architecture too - planning out all the machines and logistical space you need πŸ™‚

median hill
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Are pumps strictly necessary for less than 10 meter of head lift?

vapid gorge
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nope

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machines have a natural headlift of 10m , if you're not going over that you don't need more headlift

median hill
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I thought so. Thanks!

atomic folio
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Question. cause I forgot. and I looked at the pipe guide, but it wasn't saying exactly what I was looking for. or maybe I'm just not able to read it like a smart person

When a pipeline junction is built verticly. what are the priorities? I remember kibitz put it in a video a few months back but i cant find the exact video

isnt it that, Top is priority 1, side is 2. bottom is 3?

light zodiac
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something like that if i remember. top was 1e.

atomic folio
wind spade
atomic folio
wind spade
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yeah

atomic folio
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but then my system is going to back up with water.

wind spade
atomic folio
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thats what im doing. am i not?

wind spade
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I'm assuming it's for aluminum?

atomic folio
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y u p

wind spade
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don't merge fresh and recycled water, then you never back up water

dusky dust
# atomic folio thats what im doing. am i not?

If you're trying to combine "fresh" and "recycled" water in the same pipe system, the safest way to do that is with a VIP Junction, from that pipeline manual. IMO it's far better to just keep the fresh and recycled totally separate, though (as greeny's just posted)

wind spade
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too fast for ya

dusky dust
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Use overclocking/underclocking to get the numbers just right, re: keeping things separate

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Like if you work the numbers you're likely to end up with a refinery which'd have to take like 25% fresh and 75% recycled, so you could split that one in two and clock them like that, etc.

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(Or overclock some adjacent ones to consume the extra)

atomic folio
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all I was asking about junction priority. now im getting grilled over how im being in a sandbox game.

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cool.

wind spade
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and since there's a chance that 1.2 may bring some pipe changes (not confirmed yet afaik, but speculated), even more reason to not rely on magic setups

atomic folio
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as far as im concerned, the pipe manual is a magic setup XD

wind spade
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pipe manual isn't "you should build this way" either

It's more like a collection of things that are technically possible (and the author is working on updated version)

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though the screen I sent above is from the manual, so that part I'd agree with πŸ™‚ in general, you want your pipes to be as simple as possible, which includes not merging unless really necessary

atomic folio
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reason why I was asking about it. was because i wanted to make a tight nit system like this. Where I can just plug in water, crude oil. and get out, polymer resin.

I wanted a similar tileable design like this but for my aluminum.

Just input bauxite, copper ore, and water. job done.

dusky dust
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Keeping the fresh+recycled separate is nearly always your most failsafe way to do it, though

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No relying on weird fluid dynamics in the game, no having to build VIP Junctions properly -- so long as the clocking on the machines is right it should Just Work

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That said, a properly-build VIP Junction should be quite solid. KYO297 may have some build advice if they notice it.

atomic folio
wind spade
dusky dust
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The two main issues with VIP Junctions is:

  1. They can be really particular about build style, so they're easy to get wrong (though once you have one done "properly" they should be solid)
  2. If CSS ever tweaks the fluid dynamics in the game, VIP Junctions aren't necessarily guaranteed to continue working (though IMO that's unlikely)
atomic folio
dusky dust
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(And I suppose "3. The person who created the VIP Junction doesn't recommend its use anymore." :D)

atomic folio
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but its not impossible

dusky dust
wind spade
wind spade
dusky dust
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Heh, that's one of the possibilities for what the joke is, for sure. :D

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It still feels like that'd be a bit of a cruel joke but I honestly wouldn't put it past 'em. :P

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Time will tell! The joke's either "lol, we just added a fluid truck," or "lol, psyched you out with the fluid truck thing"

atomic folio
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Also, unrelated- cause i wish it is a change they'd do.

have like a train only blueprint designer, so we can have a way to make blueprints for stuff like, T-Junctions, or X-Junctions XD

wind spade
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afaik X and T junctions fit into mk3

atomic folio
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fair. I recently lost my old save due to my m.2 dieing, so im just now catching back up to aluminum, so I only have mk2

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I really hope they fix valves with 1.2 XD

crimson moat
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so the question has multiple answers, and all of them are wrong πŸ˜„

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it's cursed enough to just never touch them

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One specific rotation does have fluid flowing uphill more aggressively than it wants to fall down, and that can be used for priority. But you can also have it rotated 90 degrees on one of the other axis while looking almost identical and it will not do that at all, instead breaking some different stuff.

atomic folio
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wonder if its possible to just, sommer sloop scrap production and just feed itself XD

crimson moat
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you can

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sloopy aluminum ;D

atomic folio
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y u p

mossy halo
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Wondering how then T junctions or other junctions from a mod will behave

oblique hollow
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In regards to?

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If you wanna make a VIP with them: you can

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I tested them

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Though is at least requires a 90Β° bend

atomic folio
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This seems to work amazingly well.

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better picture. sorry, didnt process that the storage was covered-

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byproduct being "recycled" (my brain forgot the word when typing the sign)

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if the fluid buffer fills up, then there might be some issues. so you need a bigger buffer. or more.

versed violet
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You could use water sink.
Uses coal or petrol coke, consumes -75MW, useful for getting rid of water.

atomic folio
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sadly that wouldnt fit into a mk2 designer

queen umbra
oblique hollow
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Just means using more power

grand osprey
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Guys one question how do I split 60 coal into 4 pieces of 15 without doing a complete mess with a splitters?

mossy halo
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3 splitters

grand osprey
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How

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Like actually I’m not kidding I can’t see it

oblique hollow
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you split the belt in half

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and then split each half in half again

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thats 3 splitters

grand osprey
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I tried that’s and got over 7

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Six now

oblique hollow
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you dont have to use all 3 outputs

grand osprey
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This is what I came up with

oblique hollow
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thats still way too complicated

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you only need 3 splitters

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thats all you need

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you dont need that one splitter and you dont need the mergers

grand osprey
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Oh damn

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Yeah Idk how i didn’t tough Of that

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Like actually 🀣

nova vortex
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Is 450 a min noblick enough to last me for the rest of the game when it comes to making other kinds ( im t8)

unique cypress
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that's like 100x too much

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ok, maybe 50

queen umbra
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Mc?.

vapid gorge
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mcgaleon replied to you earlier

queen umbra
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Idk

agile junco
queen umbra
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Is it normal that ALL of this is only to make ONE adaptive control unit per minute seems that something is wrong

agile junco
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Just wait until you want nuclear pasta

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or ballistic warp drives (I haven't even started thinking about those yet)...

queen umbra
agile junco
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You might consider making independent factories each on a slightly larger scale soon though, before you end up with too much spagetti connecting everything. I made that mistake and had drones kinda fix it... but it was a mess for a while.

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Base recipe pressure conversion cube:

queen umbra
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Lol you see the spaghett it doesn't really bother me yet I run foundation really high up to run my conveyor

agile junco
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1 nuclear pasta /min is 115 machines.

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85 if you have all the alt recipes. Probably more though, since I don't use the "optimal" builds from SFTools exactly.

queen umbra
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I didn't chose any alternated recipe yet

agile junco
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recycled rubber and plastic are really good.

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I also use iron pipe a decent bit.

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and steamed copper sheet.

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Iron wire is great, but feels like cheating.

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Pure ingots are the best though.

vapid gorge
queen umbra
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Idk what I want or what I will need

queen umbra
vapid gorge
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whats your next factory?

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Iron wire just swaps a basic resource for another - pretty normal ALT recipe thing

queen umbra
vapid gorge
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Wet concrete is useful for HMF

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Steeled frame could also be useful

queen umbra
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Or I move on the phase 4 without making one yet there is always a item not use it a phase but super useful in the next I guess it's going to be heavy modular frame idk

wind spade
queen umbra
vapid gorge
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the bolted frames and plates take a lot of screws, but steel screws make lots of screws easy

vapid gorge
queen umbra
wind spade
vapid gorge
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that's fair

Oh also try to find Heavy Encased Frame

very similar to the base recipe but cuts down resource cost

queen umbra
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I've explore all of this I consider that a lot for the point I am in the game but idk it's my first playthrough

wind spade
agile junco
queen umbra
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Sure but like i need to progress to then unlock more

agile junco
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You can eventually avoid screws altogether which can be nice.

vapid gorge
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and you have most of it I think

agile junco
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The only recipe I literally always use now are the pure ingots because they give so much more per ore.

queen umbra
vapid gorge
vapid gorge
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TONS more iron too

agile junco
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It's not uncommon for recipes to cut resources basically in half.

queen umbra
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Yeah but it adds water but water isn't generally a problem I think

agile junco
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Unless you're in the middle of the desert, no not usually.

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ratios are so nice.

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just lots of space taken up by refineries.

queen umbra
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I got to explore all those places

agile junco
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That mountain isn't on the map

queen umbra
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Uh πŸ₯²

agile junco
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unless I'm wrong... there is a mountain in the north, that just doesn;t look liek it

queen umbra
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And those are my factory

agile junco
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Love the ladder to heaven.

queen umbra
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Yeah looks good from up there but it takes 5 min to climb

agile junco
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Make some hypertubes

queen umbra
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I could just gotta unlock them but don't you need to place it on wall to go vertical I don't want to build 1000 wall

agile junco
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just make a bunch of enterances back to back and then a vertical exit and it will shoot you way up.

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hypertube cannons are pretty nice for getting around the map until you get portals.

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Of course, I did a lot of travel by zipwire before I realized you could do this.

queen umbra
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How many hypertube entrance

agile junco
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Depends how high you want to go.

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I don't know the numbers, but each one adds a bit of velocity.

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< 10.

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One-way cannon is []= []= []= []=..., two-way speedway is []=[] []=[] []=[]....

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where [] is an entrance, and = is a tube, and (space) is a gap.

queen umbra
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Yeah I did one but u need a lot of entrance more than I thought

cyan yoke
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can you guys help me split off 27 from 38 or 30 from 57 or 8 from 19? im trying to get a belt with 27pm and one with 30pm from 3 constructors that output 19:

agile junco
nova vortex
agile junco
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Pretty sure the only common factors are 1, so to actually do this you'll need to split all the way down to a belt of 1 which is a lot of splitting.

cyan yoke
agile junco
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Maybe I'm missing something here.

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Oh from the 3... still seems like it's a lot more effort than it's worth.

cyan yoke
#

thats cool thx

cyan yoke
agile junco
# cyan yoke thats cool thx

Keep in mind, you can often do better by splitting belts of slower speed to create those numbers. This only does 1/3 and 1/2 splits.

agile junco
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For me it's all about the steady state.

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Only time I worry about balancing is power systems that need to produce quickly and trains.

cyan yoke
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i like seeing items move through belts without stoping, in every phase of the production

agile junco
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Just wait for the manifold to fill.

cyan yoke
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i dont like them

vapid gorge
# cyan yoke i dont like them

so if you want to load balance everything and ignore manifolds you need to plan all the steps together so you can clock sections to what they need in easy groups - sometimes add extra machines or fewer to make it easily divisible

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otherwise it gets insane.
like your issue right now could be avoided if you planned the whole thing out.

and it will get only crazier the more steps you add to a process

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And remember - you never need load balancers, manifolds are 100% efficient, compact and easy. I know yo usaid you hate them but they are an option

cyan yoke
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like this?

vapid gorge
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no not really

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I mean making sure you ahve groups clocked for different groups

agile junco
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You might need them for trains. or if power requirements for production require the system to startup faster than a manifold can fill.

vapid gorge
#

so go step by step and keep them split

vapid gorge
#

like sorting out ingots to constructors - if you have iron ingots going to different groups? clock the smelters to make convenient amounts to them and (probably) evenly clock the receiving machines in numbers that are divisible by 2 and or 3 to make it simpler on you

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because this:

"can you guys help me split off 27 from 38 or 30 from 57 or 8 from 19? im trying to get a belt with 27pm and one with 30pm from 3 constructors that output 19:"

is nuts

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clock groups of machines so you don't have to do that

agile junco
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27 and 38 are coprime 🀣

cyan yoke
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yea i kinda fucked the numbers up

vapid gorge
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which is what you want to avoid at all costs - imagine having that but managing 12 steps

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if you're aiming to load balance everythign you basically cant. plan EVERY step

cyan yoke
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if i had 30 beams and 30 for the vframeworks it would ve been easier but i already made the bottom floor

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and its not that bad

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thx again for the web @agile junco

vapid gorge
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that's insane, and later on you end up with way worse decimals

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this is just the first couple steps of processing, you'll end up with 20+

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clock groups divisible by 2 and 3 it makes splitting easy

agile junco
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I would never haha

cyan yoke
vapid gorge
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so you're manifolding everything else?

cyan yoke
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no im not

agile junco
#

mad lad

cyan yoke
#

if u are curious i can show it when im done

vapid gorge
#

if you want to share, sure

agile junco
#

I can't imagine why people like balancing things so much. But I don't want to ruin anyone's idea of fun.

cyan yoke
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its satisfactory hehe, get it?

rocky ravine
#

I'm brainfarting on how to make the rubber/plastic loop for my case help

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this my loop, i plan to overclock everything x3 so that would be 11 refineries for rubber and 12 for plastic but idk how to set them up

sand epoch
#

Well, if you manage x3, let us all know how...

frosty owl
rocky ravine
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So i got 225 (200 from resine and 25 from later) rubber into 450 plastic that makes 900 rubber then 675 of these 900 makes 1350 plastic i still have 225 rubber -25 for above so 200. Then it's 375 plastic that can be used for 750 rubber while still having 975 plastic out. Total = 975 plastic and 950 rubber. except i should end up with 900 of each. I guess i'm gonna get limited by fuel

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the overclock x3

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3 shards

mossy halo
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3 shards = 250% overclock

rocky ravine
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yes

mossy halo
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thats not x3

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that's x2.5

rocky ravine
#

3 times overclocking not 300%

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1 shard 1 overclock

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3 shards 3 overclock

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what i was struggling was how to set up the factory in game

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which direction and how to link them

vast gust
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easier to phrase it as one overclock 250%

frosty owl
vast gust
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make a layout on the ground with just one machine for each step until youi can see what is going on

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then plan for size later

mossy halo
rocky ravine
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right now i'm 3 plastic then 6 rubber then 9 plastic then 5 rubber

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i'm probably gonna finish plugging stuff and pipes and then i'll adjust the end of the line

agile junco
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I set the recycled rubber/plastic up in a loop using a sushi belt to both carry the output and feed the input. It worked pretty well, even at around 1150 total rubber+plastic/min on a single 1200 belt.

frosty owl
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A Plubber loop was my first testcase to see wether splitters kept their splitting order during save-loading πŸ˜† (ie: if they didn't, the system would show it by clogging as rubber got to the plastic inputs and vice-versa)

mossy halo
#

Plubber πŸ˜„

agile junco
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I didn't have this issue. I didn't mix machines in order either. Just like 10 rubber then 10 plastic in a loop. The key is to have the output fed back in to the input so as soon as you have any rubber being made from the plastic (or visa versa I cannot remember now) it circles the whole system to produce more plastic.

The whole system starts from like 3 machines making plastic from resign.

frosty owl
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It wasn't an "issue" it was a "test" πŸ˜†

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Sorry, it wasnt fully related to what you said ^^
It was just about funny Plubber experiences

tawdry sun
#

im gonna regret this

unique cypress
# tawdry sun

Why turbo heavy fuel? Default Turbofuel is more efficient

tawdry sun
#

thats just to use up the excess compact coal

mossy halo
#

why not coal power plants with compacted coal?

unique cypress
hushed silo
tawdry sun
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i think it was just because blend gave easy to work wth numbers

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ill mess with standard for a bt and see f i can mae t work nce

tawdry sun
hushed silo
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i dont get why u use nitro with normal

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nitro is for ease and quick to set up
normal is just efficient
why mix both

wanton hawk
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And he was panicking with 1500 πŸ˜‚

urban bramble
#

I need to worry less about my ratios and more about what to do with the remainders.

tawdry sun
digital raptor
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COAL POWERPLANT (two seperate) right one is pure coal(32 gens off 2 pure nodes mk 2 miners), left one is compacted coal(33 gens off one pure coal mk 2 and 2 impure sulfur overclocked mk2 miners). for the waterworks i have 6 fully overclocked mk 1 water extractors(2 per 11 gens totalling 600p/m water). now for the question, will this work and is my math correct, is hould have water left over and a bit of compacted coal also

random osprey
#

if I use a train to deliver resources say (200/m) on a busy junction will it still consistently deliver that amount?

tawdry sun
#

ok now i can see the dfference easier

topaz hedge
rocky ravine
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i'm trying to figure out the end. Cause now i need to regulate a couple of refinery so they don't go 100%

topaz hedge
#

what I normally do Is I build a row of refineries, and connect them togeather so there's 1 output of either plastic or rubber.

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so the recipe settings for an output of rubber would be something like output <- <plastic><rubber><rubber>

topaz hedge
# rocky ravine this my loop, i plan to overclock everything x3 so that would be 11 refineries f...

so in your case ( you'll have to drop the residual rubber out of the calculator) calculate it based on the amount of oil you have, you can decide if you need more plastic or rubber later and use the poly resin separately. you'll have four rows of refineries, (these numbers will have to be less because you're not using residual directly) each outputting 450 plastic/rubber for a total of 1800 plastic/rubber. you get slightly less product from oil doing it this way, but you save a bunch in simplicity, and robustness.

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also, with single rows, if you decided you need more plastic, it's possible for example to flip the recipes on a row that produces rubber and produce more plastic

rocky ravine
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everything is running, i'm just waiting for the monitor to tell me if i've correctly split

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i'm a tad too low in platic and a tad too high in rubber cause the fuel is going on the rubber first instead of going in plastic first

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the fuel isn't properly split from what i see

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ok i need to put valve

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cause each pipe is 400 m3 and 375 is used for 5 refinery and the 25 remaining goes for rubber at the end, but i need to put a valve to limit the flow to 25m3 otherwise it just go straight to rubber end

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sloshing is making a mess out of the machinery

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do blenders gives headlift for liquids?

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ok no i have no idea what i did

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with my math

mossy halo
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build raised manifolds to prevent sloshing

mint coral
rocky ravine
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I did the math on paper and found out where i'm wrong, i'll adjust it when i'll be home

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Was producing too much plastic (one of my machine is at 250% and should be at 20% and another one is also at 250% and should be barely above 100%

sharp kernel
#

anybody else tried doing this and seen how fast it can send you out?

rocky ravine
#

Finally fixed my stuff

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mmmhhh maybe not

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need to del 1 refinery

sand epoch
#

You REALLY like balancing things.. o0

Guess that setup is one option :/

rocky ravine
#

just had struggle near the end

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that part was the struggle to find out

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i had to write it on paper to get it right

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also all machines are at 250% except the blenders

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otherwise that would be around 70 refineries

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looks clean, and i even painted stuff

vapid gorge
rocky ravine
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no?

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just put pipes cleanly

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and the overflow fill the remaining

vapid gorge
#

in general you really want to avoid merging and splitting of manifolds with fluids

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also you have a bunch of elevation changes within the sections you're feeding machines. It's really easy to get flow issues this way

rocky ravine
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there is heigh difference and a couple of valves

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so it doesn't flow backward

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if i don't do that i don't get fuel on the last refineries

vapid gorge
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also valves are very bad at stopping back flow and generally, at best, do nothing, at worst cause issues

rocky ravine
#

can't do anything about it

vapid gorge
#

you seem to be doing lower flow set upts which help, but you can easily design later systems that just go directly from A to B. If you want consistant systems, aim for that

rocky ravine
#

i have 5.33 refineries worth of fuel, i can't think of a proper way to spread it without using valve or having the risk of a refinery stopping cause not enough fuel

vapid gorge
#

clocking

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clocking solves basically every logistical issue in the game before it becomes a problem

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it's the most powerful tool you have for the entirety of play time

rocky ravine
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it's already clocked

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i need to get the fuel there

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and i have to link 2 pipes

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to do it

flint lagoon
#

Been a while from playing and planning rocket fuel plant. Would have wanted "Nitro rocket fuel" receipe but no luck. But have "Diluted Fuel" for Blender and Packaked Diluted Fuel for refinery. And recycled plastic/rubber. Its just crazy amount of generators you could run of 1200/min oil

echo vale
#

if you theoretically used every resource node on the map all with miner mk3s, how many portable miners would that be?

fleet estuary
#

You think this would be cool? In a Single Factory? Was my Plan.

hushed silo
vapid gorge
tame pawn
vapid gorge
#

ok what is this for? coal power?

tame pawn
#

yh

vapid gorge
#

how many gens?

tame pawn
#

12

#

i just need to figure out teh first 4

vapid gorge
#

I'd break them into 2 groups of 6 or less then

tame pawn
#

and the rest is the same

vapid gorge
#

!wikisearch CG

glad apexBOT
#
Official Satisfactory Wiki

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...

vapid gorge
#

these are simpler layouts - I'd just OC the miners and make 16 at this point

tame pawn
#

i ahve 2 water gen per 4 coal gen

vapid gorge
tame pawn
#

huh

vapid gorge
#

2 extractors can feed more than 4 gens.

#

you're doing building maths
not numbers math

#

and that will screw you later

#

so in your situation, you could do 3 water extractors to a group of 8 machines.
Conveniently those 8 machines will only need 1xmk2 belt of coal

tame pawn
#

i ahve 3 coal vvains

#

60 per

vapid gorge
#

do you have mk2 belts?

tame pawn
#

no

#

oh wait yess

vapid gorge
#

there you go.

So honestly, 12 coal gens is a start, but you want more power than that

#

and the diagrams I linked above are really simple ways of doing it

#

have you unlocked Overclocking yet?

tame pawn
#

but the way im doing its each gen nees 45x4=180 w water at 75% gets me 180

tame pawn
vapid gorge
#

ok overclock those 3 nodes to do 120 each

tame pawn
#

ok

vapid gorge
#

I'll help you make 3x groups of 8

#

you'll absolutely need that much

tame pawn
#

so should ii delete everythign i got?

#

and we hop in a call?

vapid gorge
#

probably? start fresh. won't take long

tame pawn
#

ok

#

dm me and call me

vapid gorge
#

I can dm, no voice atm.

#

prob would be easy to stay on here anyway

#

chat is dead

tame pawn
#

ok

#

sop delete every thing

#

??

vapid gorge
#

sure? I haven't seen everything

tame pawn
#

also how muhc wats will this make the one u helping me make

#

cuz that one i was making was goign to be 900

vapid gorge
glad apexBOT
#
Official Satisfactory Wiki

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...

vapid gorge
#

check out the diagrams - follow the link for bigger image if you need to

#

8x coal gens need exactly 360 water pm
3x water extractors outputs exactly 360 water pm

#

1xmk2 belt of coal is exactly what 8 coal gens need

tame pawn
#

but wont the best less than what im doing ?

#

cuz i was goign to run 12 caol gens

#

or wait shoudl i just sracth this and make a factory at 3 miners a at 120 coal each?

#

skip a tier

#

skip 60?

vapid gorge
#

3x8 = 24

#

24>12

tame pawn
#

oh im doing each one of theose rectangels

vapid gorge
#

yeah when you OC the miners to 120 each you'll get more coal to burn

tame pawn
#

the one u listed above

#

is for 120 per/m or 60

vapid gorge
#

how much coal does 1x coal gen need pm?

tame pawn
#

idk

vapid gorge
#

you'll have that information in the codex or wiki πŸ™‚
this is the sort of thing you need to be very comfy to check when you need to because you'll have to do this all the time

tame pawn
#

15

#

120x3 is 360 div by 15 is 24

#

so this is based of 120 coal per/m

#

(: right

vapid gorge
#

yah did it!
Get cozy with this as it's a critical skill in the game. Have pen and paper next to you if you have to

tame pawn
#

got it

#

would this be consired my first mega factroy?

#

not this ^

#

the one im bout to make

vapid gorge
#

the definition of megafactory is very vague, but its generally 'make everything in one spot'
this is just power so it would not

#

and honestly you're better off not doing 'megas'

tame pawn
#

got it sohuld i keep this layout just much bigger water for the bottom coal for the top or change it?

vapid gorge
#

personal design preferences really

Me? I'd build the coal gens lower

tame pawn
#

yh i took the top off

#

didt like it

vapid gorge
#

these are also groups of 8

each line of 8 gens has a line of 3 extractors feeding them

tame pawn
#

yh idk waht the fuck im looking at tbh lma

vapid gorge
#

8 groups of 8

#

basically exactly what you're doing but a few extra lines

tame pawn
#

i see

vapid gorge
#

basically just a small variation on the diagrams in the link

#

I find it a nice layout, might work for you

#

the MAIN important thing about all these layouts, is that you have at least 2 input pipes from the water extractors

tame pawn
#

u lost me there

#

draw it im a visual guy

#

not even jokking

vapid gorge
#

first, how much can 1x mk1 pipe move pm?

tame pawn
#

300

vapid gorge
#

and how much do 3x water extractors output?

tame pawn
#

360

vapid gorge
#

so can you put 360 into a 300 pipe? πŸ™‚

tame pawn
#

pipe go boom

vapid gorge
#

well pipe just doesn't move it all

tame pawn
#

yh

vapid gorge
#

so like with everythign else whe nyou have too much for 1 pipe/belt, you break it up

#

having more than 1 point of input means no point needs to move more than 300 pm

tame pawn
#

ok ok i think im getting it

vapid gorge
#

so in the crappy paint drawing I posted you see the red 'pipe' is basically 2 input sections

tame pawn
#

like this

vapid gorge
tame pawn
#

nvm

#

it dosent make sense to me now

vapid gorge
#

basically 180 goes both ways

tame pawn
#

oh ok

vapid gorge
#

if you took away the little connection here , 12 and 240 woudl be sent and it would also be fine

#

that image is basically exactly the same as this image in the examples

#

just a slightly different layout

#

make sense?

tame pawn
#

yh ithink so

vapid gorge
#

there's a problem here, I think you'll find it πŸ™‚

tame pawn
#

to muh water at the same time?

oblique hollow
#

ye

#

dont force it into a single pipeline

vapid gorge
#

so you have 180 and 180 in the two pipes, how much in the pipe before it?

tame pawn
#

so muhc

vapid gorge
#

that's why in all the other examples you see 2 pipes from the water extractors

tame pawn
#

so all 3 water are connected when u add them intot he coal it knows how muhc it has to do?

oblique hollow
#

it doesnt know it

#

the generators just take from it

tame pawn
#

ok

oblique hollow
#

blindly.
and so the pipe can fit more later down the line

tame pawn
#

so connect the 3 water from 1 pip thats split into 8

oblique hollow
#

3 water extractors from 2 seperate pipes

#

you cant merge them all into one segment

tame pawn
#

thats what im not getting

oblique hollow
#

do you know how many pipes are in that image above?

#

because the answe isnt 1

tame pawn
#

no

#

its like 18

#

or what

oblique hollow
#

each orange dot here is a pipe junction

tame pawn
#

each cross is a splter

oblique hollow
#

and each line between junctions is a pipe

tame pawn
#

i se

oblique hollow
#

the goal here: dont merge 360/min water into a single pipe segment

tame pawn
#

i see i understand now

oblique hollow
#

the fluid will meet at the 4th junction from the right

tame pawn
#

yh yh the gears are turing

#

if u cant tell its my first playthru

oblique hollow
#

youre doin good if you understand this

tame pawn
#

u want to judge my creations

oblique hollow
#

no thanks. i see pipe abominations and great creations all too often

tame pawn
#

lmaoo

#

but this one dosent coundt cuz i had alot of help and a blueprint

#

my iron copper and bio fuel where just radmon

tame pawn
#

@oblique hollow is there a item this but for con belt

oblique hollow
#

conveyor floor hole

#

in the AWESOME shop

tame pawn
#

u the best

tame pawn
#

or do i need to add the pump thing

oblique hollow
#

if its not higher than 10 m, it will go up

tame pawn
#

blesssss

oblique hollow
#

water extractors can push it up 10 m on their own

tame pawn
#

ok 10m is like very clcik

#

very click is 1 m

oblique hollow
#

10 m high is 2 and a half walls

tame pawn
#

oh bet

tame pawn
#

@oblique hollow @vapid gorge (: thx for the help now to turn it on and hope i did everything correct

tame pawn
#

@oblique hollow do all my belts need to be mk2

#

iddt mean to @ u sryy

oblique hollow
#

count your generators, add the numbers, compare

#

a single gen eats 15/min coal

tame pawn
#

thx

tame pawn
#

will they all be filled eventualy? cuz the frist 3 are full but the rest arnt

dusky dust
#

If you watch the control panel on that fourth gen, you'll probably see the number on the input buffer rising over time

tame pawn
#

oh ok so a manafold is just 1 impunt into mutli struct

dusky dust
#

(this is, of course, assuming that the mining/belting is set up with proper speeds to provide the manifold with the full rate it needs)

tame pawn
#

yh my 3 miners are 120 and my belts are 120

dusky dust
#

You can bypass this "warm up" time by pre-filling the input buffers, of course. A stack of coal in each one and it'll be at full strength nearly immediately

tame pawn
#

ohh ok and that works with any mana fold?

dusky dust
#

With generators, you can actually just set them to standby and they'll continue to take in material. Production machines (constructors, assemblers, etc) don't take in material when on standby

dusky dust
dusky dust
#

I suspect most folks end up doing just manifolds, yeah. Though some folks enjoy watching balancers do their thing instead

tame pawn
#

i assume ablancer is all even

dusky dust
#

I'll often use balancers in the very early game; waiting for manifolds to warm up can be kind of annoying on mk1 belts

#

And I'll often use balancers for late-game nuclear products to keep the ambient radiation down. (Not at all required; the radiation protection you have is quite good. Just a style thing. :)

tame pawn
dusky dust
#

Yeah, ignore for now. :D

#

Anyway, enjoy!

tame pawn
#

thx for the help

brisk spade
#

quick question gang

#

how the hell do you get water from 18 extractors (120 m3 each) to 48 generators (45 m3 each) using only mk1 pipes (300 m3 max)

#

the input matches the output obviously but I can't figure out any mathematically sound way to fill the pipes

tame pawn
#

gl

wind spade
wind spade
tame pawn
#

whats what chatgpt said ^6

brisk spade
wind spade
#

Yeah

brisk spade
#

but 3*120 > 300

wind spade
#

?

brisk spade
#

3 extractors = 3 * 120 m3

wind spade
#

!wikisearch cg

glad apexBOT
#
Official Satisfactory Wiki

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...

brisk spade
#

oh nice

#

thanks so much

#

I was thinking of doing something like that first one, glad to see it isn't a bad idea lol

#

would there be any negative consequences to attaching all the modules together for the purpose of a water tower? I need a tiny bit of lift

wind spade
#

Yes, don't do water towers

#

Use pumps

brisk spade
#

😭

#

9 pumps

wind spade
#

Or build on top of the water

#

Fluid systems like to be as simple as possible. When you start interconnecting them, you can start running into issues

brisk spade
#

tbf I thought it would be a lot more complicated to try to figure out the water distribution when everything's on top of each other

wind spade
#

It's the other way around, you just build the extractors where you need them

brisk spade
#

so that each pipe can get 240

wind spade
#

6:16 is jsut two of those setups

brisk spade
#

yeah exactly, you recommended against connecting modules together so I was just wondering if this might cause issues

wind spade
#

Well, not sure how you wanted to connect it together

#

Some pipe segments in some 3:8 setups are supposed to carry 240+ fluid

brisk spade
#

but imagine each C is actually a pair of C's and each W is a pair of W's

vapid gorge
strong valley
#

Now you just need to multiply the structure by 4.

wind spade
brisk spade
#

thanks so much gang, I knew it was possible to get 4000 MW before phase 2

#

appreciate the mathematical assistance

wind spade
#

It is possible to get way more πŸ˜›

orchid brook
#

wow i just nothiced i am using 90% of the oil on the map

#

or i am GONE use

tame pawn
#

should i refresh?

thorn basalt
# tame pawn should i refresh?

You'll prolly want the automated miner someday so you can strap 'em to a depot and not worry about carrying/making 'em for your miner mk2/3's. But i mean, hard drives are plentiful, so if there's something you're going for go ahead and refresh

tame pawn
#

havent spnet any time exploring just starting now

thorn basalt
#

well, basically every alt recipe has a use-case, and your ability to travel and find more hard drives only improves as you progress. So generally if you get a recipe and go "I dont think ima make those" then go ahead and refresh.

The protip for hard drives is if you're out of refreshes and neither of the options are useful, dont claim one. Just leave it there in the list. As long as the options are available on a hard drive, future hard drives can't show the same recipe. So you increase your odds of getting what you want if you just leave 'em sit

tame pawn
#

mmmm thats a nice tip thx

wind spade
#

all recipes have a use, so pick those that have use for you

#

The protip for hard drives is if you're out of refreshes and neither of the options are useful, dont claim one.
I'd go the other way around - just pick one even at random, and go find more drives

tame pawn
wind spade
tame pawn
#

idk where a good steel is near my base

wind spade
#

no, build at the steel you have on the map

tame pawn
#

u lost me

wind spade
#

you wanted to get steel from somewhere - build where it is now, don't move it

tame pawn
#

but how to i get it to my base once i crafted it

wind spade
#

why?

tame pawn
#

at the factoy

#

cuz my base is acroos the map

wind spade
#

but you don't need to move it to your base

tame pawn
#

y not?

wind spade
#

why yes

tame pawn
#

so i can have it to use it?

wind spade
#

use depots instead

tame pawn
#

whats that

wind spade
#

remote storage

tame pawn
#

these

wind spade
#

yeah

tame pawn
#

ok but it hold lets say 200 stell pipes rights how and i set up a convor to take out the pipes at base how dose it know to take out only the pipees/

wind spade
#

you use one depot per item

tame pawn
#

ok im following

tame pawn
wind spade
#

then what?

#

then you continue playing the game

tame pawn
#

do i just set a depto at base with a convay?

wind spade
#

no, depot is not for teleportation

#

depot is storage for personal use

tame pawn
#

got it

#

is there a way to get power from a long distance?

wind spade
#

power lines

tame pawn
#

yikes

wind spade
#

railway

#

but you don't really need to transport items to base anyway, as soon as they are in depot, they are available for building

tame pawn
#

alot of power lines

wind spade
#

I mean you eventually want to expand all over the map anyway

tame pawn
#

yh ig

#

im still phase 1

wind spade
#

then you should be just fine in your starting area

tame pawn
#

ight

#

if u die do u lose your stuff/

wind spade
#

not if you get them back afterwards

tame pawn
#

damn i got a long hike then

wind spade
#

or load save or ignore it as practically everything is infinite

dusky dust
#

The default is that you keep all equipped items but your inventory gets put into a "death crate" which you can retrieve later. But you can change the setting whenever

tame pawn
#

ooo i see

#

sounds like my hike just went down in time

digital raptor
#

i should have 40 fuel left over for the packager but my packager has gotten 0 in the passt hour

tame pawn
#

say please

#

and it might work

unreal canyon
#

possibly

unreal canyon
tame pawn
#

na uuhhh

unreal canyon
#

i got a gf

tame pawn
#

naa uhhh

#

my name dont lie

wind spade
#

as always, remove buffers (and valves if there are any)

unreal canyon
#

i actually touch grass too'

wind spade
#

also remove the weird tower on second screenshot on right side

#

the pump in first screenshot between first and second refinery from left side is also pointless

#

and remove the connection between the two pipes

digital raptor
#

did that and it got worse

wind spade
#

fill the pipes and gens with fluid (e.g. by temporarily underclocking some gens)

#

that's usually step 2

#

if that won't help, step 3 would be to loop the pipe vertically around gens

#

(also check your math before big changes)

digital raptor
#

i quadruple checked the math, 15 refineries producing 40 each (total 600) going into 2 mk 1 pipes (300 pmin) and i let all the pipes fill when i built it. i put down 28 fuel gens (20pmin each) leaving me with a total consumption of 560p min. overflow 40 went to the packager for temporary jetpack fuel

wind spade
#

with full pipes I'd always recommend vertical loop

digital raptor
#

ah yes, ill fix it

hushed silo
#

when greeny is stelaing from cobalt

vapid gorge
#

Well I did make it to be a very clear example, so steal away πŸ˜›

humble marsh
vapid gorge
#

gravity preference downwards also more compact.

but you can do a side loop too

robust glen
vapid gorge
#

build it on the pipe

agile junco
#

Anyone have a good link to uranium vs ficsonium nuclear production ratios.

queen umbra
#

Y'all must love seeing this

frail hare
#

Need some help understanding. I'm getting random blown fuses, i'm pre-phase 2. thanks (it also happens if i pause and walk away for an extended period of time.

dusky dust
#

(no need to cross-post, btw. Just asking in one location is fine. :)

frail hare
dusky dust
#

All the channels in here are quite well-monitored. :)

#

Oh, okay, so you're in Phase 2. :) Phase 1 is Tiers 1+2

quaint condor
frail hare
#

I've got tier three conveyors running from two coal sites and they are backed up and stopped on the way into the generators.

frail hare
quaint condor
#

And water is good?

dusky dust
#

Four coal generators only account for 300MW, btw -- where's the extra 262.5 coming from?

frail hare
#

i over clocked them

#

does that give them random misfire chance?

dusky dust
#

Aha, k. So yeah, assuming that your belting is good for coal, it's probable that it's water screwing you up. Post some pics of your piping layouts

quaint condor
dusky dust
#

And give us the exact numbers of how you have everything clocked

vapid gorge
frail hare
#

alright

#

Sorry finding the screen shot ;_;

dusky dust
#

Preemptively, btw, the usual tripping point is: mk1 pipes can carry a maximum of 300/min fluid. If you're trying to send more than 300/min water down a single pipe, that's not going to work. :)

frail hare
#

I thought that two, but the fluid section claims to be full also

#

where do they hide the screenshots?

dusky dust
#

Don't confuse the internal storage buffers inside machines for the throughput rates

#

All fluid using/producing machines have a buffer where liquids can be stored, but how much is in there doesn't tell you anything about the throughout rates

#

It's the per-minute values you'll be interested in

vapid gorge
frail hare
#

is my spagetti, i promise the inside is nicer LOL

frail hare
quaint condor
frail hare
quaint condor
#

!wikisearch cg

glad apexBOT
#
Official Satisfactory Wiki

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...

quaint condor
#

those are some "cookiecutter" layouts for coal gens. Based on using 8 gens at 100%

frail hare
#

i've handled and routed my materials much better.

quaint condor
#

Sorry, I see that other 150 is split between two not just going to one.

frail hare
#

yeah it's 150 to two, and 150 to 3

quaint condor
#

How many water extractors are you running?

frail hare
#

four i think i'll check

quaint condor
#

And what are the clock rate on those?

frail hare
#

three

quaint condor
#

regardless, You have 5 gens, and if all are clocked at 112.5, you require a total of 340, and a mk1 pipe can only carry 300 max.

dusky dust
quaint condor
#

So, I would take a look at those images in the wiki post and mimic thier layout. Even just for those 5.

frail hare
#

so i need another water source, and some other pipes, spitting them into two 'packs.' copy the layout, so i can upgrade overtime.

quaint condor
#

Bacially, you will need at least 204 going to the 3, and 136 toi the other.s

quaint condor
dusky dust
#

Honestly with the overclocking you're basically just doing Hard Mode on yourself.

#

The "easiest" way to do coal gens is with an 8-gen to 3-extractor ratio (there were some diagrams posted above if you wanted a cheat-sheet for those)

#

All just 100%-clocked.

frail hare
#

I had a feeling, i had before my max consumption was above the max output. I figured i can getting all the machines firing at once and blowing it.

quaint condor
#

I would say plumb then in a manifold across the front of those. Then, plumb one extractor to each end, and the third to any "middle" junction, and you should be set.

dusky dust
#

The numbers work out nicely that way. Each generator requires 45/min water (8 * 45 = 360), each extractor provides 120/min water (3 * 120 = 360), so the main problem becomes the fact that a mk1 pipe can only carry 300/min fluid

#

The solution there being just that you need at least two pipes coming out of those three extractors. There's a lot of ways to pipe it; the three in the diagram above are far from the only options (I actually don't tend to use any of those, personally)

#

You can certainly overclock stuff, but you're definitely introducing complexity. :)

quaint condor
#

So, you end up having to "distribute" the flow. Hence going to either end and the middle. Or two to one end and the thrid to the other, etc.

frail hare
#

righto, easy enough. I had completely forgotten about the water honestly

dusky dust
#

Although four coalgens at 150% should only require a total of 270/min water (4 * 67.5 = 270), which should fit inside a mk1 pipe without problems

quaint condor
dusky dust
frail hare
dusky dust
#

Oh oh, gotcha. :)

quaint condor
# dusky dust Heh, not really; my most common is like so: ``` [C] = Coal Generator | [W] = Wat...

Lol, This is basically the same as the first image in the wiki post :P. Only difference is theirs is less plumbing. But, I get it, you're essentially sending 180 either way. Only thing I don't like is the sections between the outside extractors due to the nature of fluid moving both ways. Lastly, imo, the options on the wiki keep everything within the manifold AT the gens.

Still though, at the end of the day, it still works πŸ˜›

quaint condor
#

@true parrot You can knock that number down

quaint condor
#

@true parrot Fyi: πŸ˜›

#

And there are other ways, not saying that is the best, just one "whipped up"

#

So, technically, with 1500 uranium, you chould be able to make 450GW

#

@true parrot Nuhhuh! πŸ˜›

frosty owl
#

Tinker has gone nuclear crazy, talking to themselves! jace_scared

true parrot
#

Fuh those pressure conversion cubes bro

#

Im fine with making the other stuff

frigid shard
#

Probably the most ridiculous transport method I’ve built so far.

Meet the Hypertube Acceleratorβ„’.
It’s made of six hypertube entrances in a loop, all powered by the main grid. The moment you jump in, you start spinning like a possessed Beyblade and your speed ramps up fast.
There’s also a seventh hypertube entrance connected to the exit tube, but this one is powered separately by a biofuel generator.
Here’s the fun part.
You load biomass into a storage container and enter the tube. You’ll keep spinning endlessly while the biomass slowly makes its way to the generator. The instant the generator turns on, the seventh entrance gets power and YEETS you across the map.
The spin-up time is fully adjustable by changing the conveyor belt and elevator levels feeding the generator.
I love this build because it lets you cross the entire map in a couple of seconds, it fits into a tiny 2Γ—2 platform footprint, and it feels only slightly unsafe.
This specific version is also surprisingly civilized.
It includes suck-back protection, so when you arrive at the end of a long hypertube run (two accelerators and a long tube between them), you don’t get yanked straight back into the return trip like the system is playing ping-pong with your body.
At the front, there are stairs for two reasons. First, they give you a clean, safe place to land when you exit the hypertube. Second and more importantly they prevent you from getting accidentally sucked into the spin loop just because you dared to walk past it.
Because of that, the footprint is 4Γ—2 instead of 2Γ—2 but honestly, that’s a great trade-off. It makes the accelerator practical for real hypertube networks, not just for launching yourself into low orbit at Mach FICSIT.

sharp palm
#

hello, i know this isnt the place for LFG but these are the people i want to play with and learn from, is anyone available?

wind spade
sharp palm
#

quite good on that aspect myself

#

more like a one person does one thing, another does one, so on, example in a two player world one would focus power and research because naturally youre going to be out alot gathering rss while the other focuses on mfg and phases

vapid gorge
#

describe what you're trying to do as a question - someone will probably reply

sharp palm
#

im simply just trying to play the game with someone deep into the mathematics and super factories of this game, as i intend to build a super factory with some(one) or people

#

after learning more of course

vapid gorge
#

cause this is a chat channel and your msg will disapear fast enough

sharp palm
#

true

#

not many people that interested in this sort of ting there though, ill try my luck

vapid gorge
#

in general LFG is hard gong. Most people don't want to play with others, let alone strangers

sharp palm
#

truth

tame pawn
#

i hvae a extra 60 should add 1 more con to make more pipes and send the other 20 sum where welse?

#

oh wait got my math wrong

sharp palm
tame pawn
#

yh on steam its free

sharp palm
#

oh

#

steam oof..

tame pawn
#

whats wrong with steam

#

1 hour and a half

vapid gorge
#

takes a bit of learning but well worth it

frosty owl
#

Very neat contraption nonetheless ^^ (I forgot to actually give my opinion xD)

frosty owl
# sharp palm steam oof..

You can download it from the web, it's just much more convenient on Steam for anyone already using steam (for obvious reason)

frigid shard
frosty owl
# tame pawn 1 hour and a half

I suggest avoiding using single nodes or splitters as much as possible. The planner will soon start to lag as it doesn't quite like to handle things that way on scale
Eg: you could condense the Smelters in one node per 120 Ingots/min and still have almost the same visual result (the math would be the exact same)

In other words: linking the output of one node to the inputs if many others is often much better than linking that output to many splitters that are then linked to other nodes' inputs

tame pawn
#

i see what u mean

#

but a semelter smels ingot 30 per mi right

#

so if i split 60 ore into 2 they both smelt at the same time no/

#

? im just asking im still new so u know mroe

frosty owl
frigid shard
#

That is a good Idea I havent actually thought about that you can make it burn faster by hoocking more machines to it

frosty owl
# tame pawn so if i split 60 ore into 2 they both smelt at the same time no/

I don't think I understand what you mean here thinking_helmet
If you have a node with 2 Smelters, it'll output 60/min. You can link that to anything needing 60/min, that can be one node with 2 Plate constructors or 2 modes with 1 Constructor each

BTW, have you read the small guide the tool has? It can help avoid some misunderstandings and understand how the tool tries to help you or may go against you ^^ (in the settings, "?" icon somewhere)

frosty owl
tame pawn
frigid shard
# frosty owl Also, I'm not sure if you're familiar with using leaves, but they burn *much* fa...

You can use leaves (we used the inverted version with leaves for about a month as a main transport around the map)the reason whywe are not using it anymore is that I dont enjoy running around with a chainsaw. But we have lot of boimas from fighting arena (recycled dead spitter bodies), and the "level adjustments" works surprisingly well. Using leaves is definitly better if precise timing is what you are after, but I prefere covinience

mossy halo
tame pawn
#

it just made snese cuz i didt find waht i was looking for

#

but im only using splitters and mergers in the build

mossy halo
#

you shouldn't care about splitters/mergers in your planning already

tame pawn
#

u lost me

unreal canyon
tame pawn
#

lmaoo

unreal canyon
#

it was going fine till i talked to you, then the next day shes gone..

tame pawn
#

lmaoo

#

is it rlly that bad what i made

mossy halo
#

you got better screenshot resolution somehow?

wind spade
#

f.e. the bottom part could be miner -> smelter -> assembler
3 nodes, instead of 12

tame pawn
wind spade
tame pawn
#

and its just as fast?

wind spade
#

it's literally the same as you have

#

just the middle box has 4 instead of 1

#

so you don't need 4 boxes

mossy halo
#

this is how your plan should look

#

you don't plan how you would build it with splitters/mergers irl

tame pawn
#

damn how long did that take u to make

mossy halo
#

it contains the exact same numbers and result

#

2 minutes

tame pawn
#

lamoooooooooooooooooooooo

#

took me 1.3hours

wind spade
#

(and if you used the web tool you were linked above, it would take you 5 seconds πŸ˜› )

mossy halo
#

as a ground rule, don't use splurgers in the modeler if not absolute necessary

tame pawn
#

got it

mossy halo
tame pawn
vapid gorge
#

you adapt it after. Very easily without having to spend an hour on the base plan

wind spade
tame pawn
#

if x = x/permin and u coming to much X wont it slow down and fill up the perMIN

#

see what im saying or no

mossy halo
tame pawn
#

alsow hgat dose the 8 mean

wind spade
#

8 machines

mossy halo
#

that you need 8 smelters

vapid gorge
#

plus shocking amounts of time to modify base plans swapping recipes in and out to see the differences

mossy halo
#

Β―_(ツ)_/Β―

tame pawn
mossy halo
#

The thing is, different people have different styles in planning, and generalizing a tool as bad because you find another one personally better is somehow urghs

mossy halo
tame pawn
#

mk2 miner and mk2 belts

#

normal nodes

mossy halo
#

so 1x mk2 miner on normal node = 120/m, also the max for your mk2 belt. So you need two mk2 miner in the end to reach the 240/m iron ore

wind spade
#

better to ask here

#

other people can chip in and help, and it can help other people as well

tame pawn
#

ok so 2 miners split into 8 smelters

mossy halo
#

yeah

tame pawn
wind spade
#

fyi you can also build splitters like this

--S--S--S--S
  |  |  |  |
  X  X  X  X

(X being any machine)

tame pawn
#

but i did that for my coal and all of them still arent runing 100% fo the time

mossy halo
#

!wikisearch manifold

glad apexBOT
#
Official Satisfactory Wiki

Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...

wind spade
tame pawn
#

its been a rllly long time

#

but ima just keep it like this it looks funky

wind spade
tame pawn
#

they all mk2

#

or should be

wind spade
tame pawn
#

i see

mossy halo
tame pawn
#

idk how

#

wait till u see how i spliting tino the found

mossy halo
#

first splitter -> 2 outputs -> each to another splitter -> now you have 4 outputs

mossy halo
tame pawn
#

like this/

mossy halo
#

yep

tame pawn
#

i seeee

#

what about hopw i did the

#

it looks wrong

mossy halo
#

just do a bit pen and paper planning or use a manifold

frosty owl
frigid shard
frosty owl
#

We can build them, with some tinkering, but out-of-the-box logic gates are the realm of mods or obscure blueprint contraptions you can download on the dark web~

#

When I mentioned using a "not gate" I was referring to one such contraption

frigid shard
#

I mean in this specific contraption you just swap 2 cables and put the biomas directly to the burner to achieve not gate

hushed silo
#

logic circuits factorio style would pop off

frosty owl
wind spade
frosty owl
#

Coughs about sushi counters

frigid shard
#

I didnt mean something extra complicated, If there would be power switch that could be switched on or off by electricity and some sort of device that would act like power switch that is on when items are flowing through a belt and inversion of that (you power it and it let items flow), It would be simple enough to not overwhelme beginners but it would be powerfull enough so people that understand logic could co nuts

#

Maybe it’s just me, but I never seem to play games the way they’re supposed to be played.

tame pawn
wind spade
tame pawn
#

nvm dont help me

mossy halo
#

since 120/m is your limit. a 4 smelters merged into a mk2 belt. that mk2 belt splitted to 3 foundries

wind spade
frosty owl
# frigid shard I didnt mean something extra complicated, If there would be power switch that co...

It could be more approachable, if belt logic was explained or teached about in more detail. Atm, making contraptions like the ones you mentioned need quite a lot of knowledge about belt (or pipes) mechanics to pull off, while the game just barely explains what's needed to keep machines running (everything about how mergers and splitters work is left for the player to find out)... So yeah, very few actually delve deep enough to pull off such niche contraptions or even consider the possibility of it being actually achievable πŸ˜…

hushed silo
frosty owl
tame pawn
#

@mossy halo what can i say im a pro

frosty owl
#

I appreciate the... "belt art"

tame pawn
#

thxx

mossy halo
tame pawn
#

it only took me 3.3hours

frigid shard
wind spade
#

if generator runs out of fuel, it doesn't mean that fuse is blown

frigid shard
wind spade
frigid shard
#

yea, and i wanted to know if there is a way how it could "stop powering" insted of blowing the fuse

wind spade
#

no

frosty owl
frigid shard
nova vortex
#

wish me luck

wind spade
#

ah yeah, the "I don't want to do nuclear" starter package

nova vortex
#

i dont have nuclear

wind spade
#

aren't blenders same tier?

nova vortex
#

i prebought them

wind spade
#

?

nova vortex
#

i bought them ahead of time

wind spade
#

you can do that with nuclear as well πŸ˜›

nova vortex
#

is it worth doing that?

wind spade
#

I mean one nuclear plant produces same power as 10 fuel gens

#

whether something is "worth" depends on you

#

I just personally don't see reason to spam fuel gens so much (but feel free to do so if you want)

dusky dust
#

Of course for maximum fun, can always do both! :D

#

No reason you can't have a rocket fuel plant staring down a nuclear plant from across a biome!

#

(If I had to choose, at gunpoint or something, I'd be Team Nuclearβ„’ as well, though Fuel Gen Spam can be mitigated with overclocking + blueprints, at least. And I wouldn't advise people to not build Rocket Fuel power. It's an extra factory to build, after all!)

nova vortex
#

i littarly cant build anything more bc im out of power and im edging my batteries

dusky dust
#

A lesson learned for the future, then: always keep an eye on your power grid and expand power while you still have the "room" for it. :D

#

In the meantime, could shut down a factory or two to give yourself some breathing room to bring more power online

tame pawn
#

@mossy halo i finshed thx for the help

nova vortex
hushed silo
#

u dont need to make 350 fgens at once, u can settle for 100 for a while

wind spade
hushed silo
#

acumulator

spare ingot
wind spade
# spare ingot ehhhh that's splitting hairs

no, that's being clear what you're talking about, since there's a literal "battery" item in the game

(and yes, here the context is relatively clear, but other times it may not be, so better learn to call things proper terms)

spare ingot
#

ok

#

technically they are batteries, by definition. i get the naming schema difference for clarity though.

wind spade
#

technically they are not batteries though, they are accumulators or capacitors (depending on internal workings)

spare ingot
#

ok

dusky dust
#

To be fair, ADA even uses the phrase "like batteries" when describing them in her intro spiel

spare ingot
#

yuuup

dusky dust
#

And depending on the customization applied to them, they can look an awful lot like a popular brand of real-life battery. :D

#

(But yeah, best to call 'em Power Storage just to be clear. :)

nova vortex
spare ingot
#

They operate like batteries. So it's ok to refer to them as such as long as you're clear about the in-game label.

wind spade
#

they operate like capacitors πŸ™‚

#

batteries cannot discharge infinitely fast

spare ingot
#

ok buddy

#

ive moved on, you should too

wind spade
#

"I've moved on"
says the person who keeps responding πŸ™‚