#math-and-meta
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without fresh water the byproduct water wasn't enough and a different part of the factory backed up :P
that's kinda not on the factory's fault tho, the thing supplying the thing producing the byproduct has some issues by itself
that sounds like a build issue
(6k was an arbitrary number to see how it scaled in my model)
seems like this model worked fine
Took your advice on that and just did it now, earlier I do it, the better of a time im going to have later
So long as coke doesn't stop and scraps never back up, that should never back up (even if extracted water was lacking) 
Looks just likea circuit board now
Ordering everything at the end can become quite the chore as plans get bigger 
Ideally, one should become able to put things in order as they go (every few blocks or outposts or so)
Yeah, currently this plan is only meant for my dimensional depot factory, aka my main base for the save. I cant wait to plan the space elevator parts going into phase 4 and phase 5 though
Ngl, I wish the labels had some sort of "Collison" so they at least try not to overlap xD
Planning the dimensional depot factory as if i have everything unlocked though
That's where things get spicy!
What I really love is the infinite calculating when theres literally nothingto calculate
This has been calculating for the last like 10 minutes
Wdym?
Ohhh. What simulation mode are you using?
I dont have any inputs set yet
full
I think it reset my settings at some point, i swear i had it set to manual
Yeah, full gets slow quite quickly :/
Especially when linking one node to many (including splitters)
If you still prefer "full", for some reason, you can work around it a bit by disconnecting some of the most problematic connections, just making sure that the inputs/outputs numbers match by limiting the relative nodes
Eg: connections between outposts are often very heavy on performance in "full" mode
I never used full, I didnt realize it reset lol. Must have happened when I changed to linux
Oh yeah, that sounds likely. User settings not transferring or whatnot
I almost forgot how "full" works ๐ ๐
found it
Ive since learned and do not put everything in one page
and organize connections as i go
Yikes, yeah when a plan looks like that, my brain switches off.
it was detangled to this though
I still break it into multiple smaller plans and assemble the chain literally by department.
that was my all uranium nuclear power plant plan which was a failed project due to unfortunate timing with data losses
And I'm known for building on a vast scale.
yeah im doing that currently
My last nuclear project ate the entire grasslands ๐คฃ
I built mine on the ocean, I didnt feel like running a ton of pipes to nuclear power plants
well was building mine, never finished it
lost the plan, and my computer stopped running the save well
nuclear is just nuts... currently doing it for the first time and I had the heady idea to max out 1 normal uranium and make it all burn clean
nuclear is quite a challenge on a large scale, but its fun if youre up for it
The plutonium recycling facility sat below it, took up half the void at the bottom of the waterfall, here's the quick and dirty clip I chucked on youtube https://www.youtube.com/watch?v=RvH2myCJoXo
Quick and dirty unprocessed video showing the plutonium production chain in satisfactory, this one handles 1050 uranium waste per minute.
@bleak wagon I'm also being challenging by vertically stacking my Nuclear Plants, built the first 18 for uranium yesterday, stacked 9 high.
Im trying to go from coal to nuclear though so I need to burn it without recycling at first
they are a looooong way from being turned up.
I have a 1,2gw coal plant btw, dw about how this is going to work out
just trust the process
the Copper Powder alone required 3 pure copper nodes dedicated to it.
My rocket fuel facility actually produces 1.1Tw
Right gotta go, I don't need to be late into the office!
I had a coal power plant that produced 10.8gw in my u8 save
rocket fuel is just busted.... I'm planning to build a new facility that recycle the compacted coal into MORE rocket fuel. (it ends up being a 60/40 nitro/non-nitro and saves me a bunch of sulphur and coal)
"fun" stuff
I woud do fuel, but nuclear is fun to me and Ive not done it much
lemme load my u8 save rq and show you my fuel power plant I made lol
for my next play through I'm going to limit myself to fuel produced via biomass (and the caveat that we cant use the crafting bench)
I think there was 600 fuel generators
my current group project has 520 generators running at 100%
512 generators
100% efficiency with normal fuel
and apparently they werent all linked lmao
I've yet to truly learn that ๐
I realized a bit too late into planning that it could be useful to use outposts or blueprints for individual floors as they got too big... By that point, I had too much stuff laid out to rework it all just to make it prettier/more organized 
https://cdn.discordapp.com/attachments/553550313533997057/1456429988730638518/cattura1.JPG?ex=6972b3a0&is=69716220&hm=835a53fedffe442a1c489f94050110bb02b8821fbb9ca8cfd084597c0e38235a&
yeah, I was trying to put it all on one page and kept overwhelming myself
It can also be annoying when trying to tweak something that is outside an outpost but you also want to see the result of that inside the outpost node... 
yeah
When it gets the point of I have all the connections and I need to set output amounts its gonna be interesting
realistically I dont care what the numbers are so long as theyre possible within reason
Let's hope future you won't hate that thought 
yeahhhhh
I do know the maximum resource amounts though
So if it gets to more than like 1/4 of that on any of them somethings being tweaked
this is most of the items in the game though, but I still need to have resources to send to nuclear power and the space elevator parts
BTW, have you tried Modeler yet? ^^
Is the plan for all Uranium?
I think I missed the full reasoning if you spelled it out earlier ๐
Im not doing all uranium in this save, but the ridiculous looking plan I sent a picture of is
Ohh, gotcha ๐
Im probably doing like 1/3 uranium depending on how much power that gets me
and I'll probably do full chain
How many GW are you thinking, more or less?
it really depends on how much power I end up needing from my plans
I feel like it will probably end up being around 600gw if i had to guess
because i want to do pretty big factories
and
big number = monkey brain more entertained
Full chain for that much nuclear is gonna suck up a lot of SAM though, iirc 
yeah you need to somersloop basically anything using SAM
I think when I made my all uranium full nuclear I had like 80 somersloops used
Ie: it may be worth considering limiting Ficsonium part of the process
Yeah, could be better to do a lot of uranium and only some ficsonium because its cool
then sink plutonium rods
Sloops change a lot in what is possible to do, so I generally don't even account for them in my comparisons or examples (it's relatively easy to just add them later)
could also be more viable with my current plans which is to go from coal to nuclear
Imo, nuclear is still one of the coolest recipe chains 
id be making waste to start then sinking plutonium i can get rid of it
as funny as it would be to just irradiate the map
i dont want to listen to a Geiger counter 24/7
Uranium is nice to work with in sets of 150s or 300s, so you can easily break the project into parts too
yeah, I'll probably use 750 uranium on nuclear power
I think that also works out well with some uranium placements iirc
eh kinda
Eh, the nodes go by 300 or 600s, none have 150 xD
yeah
(Assuming max clock ofc)
if I build in the rocky desert its between an impure and normal which is decent placement
probably do 900 there
I'll figure that out when I get to planning that
BTW, if you place a Sloop right on top of a miner you can double it's output
||This is a lie||
Well, we can also just... make Uranium, now, soooo... 
There ought to be one madman who went for full nuclear including SAM...
yeah
thats like saying the sky is blue
Considering some of the things Ive seen, its definitely happened. Theres so many insane and insanely talented people who do stuff in satisfactory
not possible unfortunately
I wish you could color code lines in satisfactory modeler, that would be so useful
I was assuming within game limits (ie: making the max amount of nuclear power possible including Ore conversion, not just full Uranium->Ficsonium)
ah fair
added radio control units cause i realized I forgot them. I know Im missing some stuff still not sure what all it is yet though. I do know that anything with ficsite ingots is still needed though
sounds like a pain if it's all in one plan
This is meant to be my main base which has all my production for the dimensional depots so while it is a lot its going to be pretty small production values
isn't all production in the game to depot? ๐
Thats true. More specifically what Im doing here is making every part in the game for building then going to have separate factories for the final space elevator parts and mypower plant
So it will be a pain to make my main base, but Im up for the challenge
Cant wait to have several kilometer long belts because I dont feel like using trains
Well good luck, I wouldn't recommend centralisation on this scale, but you seem to be determined ๐
Yeah. Its a lot if I really do centralize it. There is a chance I separate it by the tiers ive assigned though
Is this why people seem to lean towards many modular factories? This is just the recipe for 2 heavy frames and its making my eyes go cross ๐
this is why people recommend other planners than SCIM
tools insted?
f.e. this is how such production looks in Tools
can be different based on what alts you choose to use
but if you're looking for less complexity, that's not really happening, as you go further in tiers, you'll get more and more complex productions
ahh yeah, that image is kinda same same but different for the "simplistic" version on SCIM
as for your initial question, modular factories are indeed often recommended, but this one thing would ideally be one factory
tbh SCIM can't show you some productions, usually around oil, so you'd eventually hit the limitations there anyway
yeah in fairness to Tools, I do like just simply "you need 254 coal/min"
yeah the resource requirements are hard to do, since everyone has different miners and nodes available
in my mind I want to try make this a vertical tower but I think I should be realistic on this
How exactly do dimensional depots work? Am I able to transfer things from one to the other if they are not close by and without conveyors connecting them? Or is it just about accessing whatever you want wherever you are?
the depot is just "uploader", and it "uploads" items to cloud storage. The storage is limited per item type, and can only be taken from manually (or when building things)
So I can take from it in inventory but not possible to transfer to another depot without connecting conveyors (or other transportation)
Am I understanding it correctly?
yeah, item teleportation doesn't exist in the game (obviously, as that would invalidate everything ๐ )
and again, "depot" is just uploader
Yeah things would be so much easier if they could teleport items automatically, but would make so many things useless
yeah who needs trains, drones, trucks, tractors
Takes away from the fun too
Me and my conveyer belts have other ideas
Is this an appropriate place to discuss plans using Satisfactory Modeler?
probably. Though keep in mind modeler's plans are kinda hard to read
How do y'all use the tool?
modeler also has their own discord
They can be tough to read, so I tried to organize it for readability. What I'm trying to do is have a computer factory that also outputs a surplus of circuit boards and AI limiters while having a byproduct of turbofuel for packaging and power. I'm not sure if there are better recipes than what I'm choosing though (specifcally for how I'm electing to make plastic and rubber). I'm choosing to go Caterium route.
Am I using inefficient recipes for plastic and rubber?
yeah there's a lot of issues with modeler. It's not good to share, hard to read and all your reasons
I don't suggest it to people
It's very nice and usable, just difficult to share and discuss.
I mean you jus tsaid it was tough to read, and you can't tell what is efficient
plus you have to do all the steps manually
The latter part of your statement is due to my lack of experience, specifically with oil refining.
So that's where I'm trying to double check myself
I mean this is a plan I tossed together in 10 seconds https://www.satisfactorytools.com/1.0/production?share=06U10NAX2qJL4ZpMwT5h
no real alts
As much as I love the tool, the issue I have with having them be separate is its hard to follow for me. This is just as readable I guess...
separate what? ๐ค
Fuel Factory + Plastic Factory + Rubber Factory + AI Limiter Factory, etc
Both are available but the choice is mutually exclusive if I want to create an overabundance while also using an the overflow as an input for another in the same factory
I can't do this
The calculator said I need 30 circuit boards as input for 7.5 computers/min so I entered in a surplus value and can send it as an overflow on a bus or somewhere else
Nevermind... I think I'm an idiot?
You can make the overflow in Tools as well?
Just ask it for your final product + the extra "overflow"
In your case, ask it for 40 CBs + 7.5 computers
Yea, I was able to get there on my own. I just have to mess with it more and learn the ins and outs.
Thank you
How can i make a 5 i/p 5 o/p load balancer?
Imma need some explaining of that sentence before I can help lol
Do you mean one lane into 5 lanes?
5 inputs of ore of varying amounts, rebalanced to 5 outputs of ore having total/5 each.
Totalxclipse put out a video on YouTube with how to deal with scenarios like this. I suggest looking into that
Studying for a game while not doing my actual studies...truly a satisfactory moment.
Ive got a Problem. Im at a Point where i Upload so fast with 2 Buffer under it that i have no need to do any Mashine fast. But i also now got 250 Powershards and its the first time i am Able to Overclock all my Miners. What "Personal Goal" do you guys have to do in your Bases?
Do you aim for Spicific how fast you want to produce them?
Um.... hard to say... I've never considered speed really. As its a single player game and I have responsibilities. Ill get up and do the dishes while leaving the game running for example.
That being said I make goals for the he'll of it.
Last run I limited myself to one central train hub per biome and no train stations allowed other then that. This forced me to use the other logistic options.
Another save I wanted to use the fuel generator chimneys to act as sent exhauste for the city scape I built Over top.
Another playthrough my goal was to make buildings look like animals so I made a train hub in a river resembling a crocodile
I also did a playthrough where I made 10/min of all phase 5 parts for reasons
I try to just focus on 1 Save(My First one) and there i just look. Prob will it be that i try to Upload everything and Automate everything.
tbh I'd just hook each belt to the amount of machines it can feed
I aim to produce item faster than I use it (on average).
How do you measure it with concrete?
I build some small amount and add more when I keep running out
I got 2 Industrial Buffer underneath it. Thats where i hope i never run out
Right i realised how stupid my comment that was.
You are asking me to build the factory around the belt, right?
my point is that there's no need to equalise the belts
you can just hook things directly
I can, and that would mean having a different number of machines in each row.
I guess. But you can also build the machines where the belts start, instead of centralising them
idk if this is the channel but uh what should I pick here?
go ingots into screws saves alot of ur time in the furture
If you arent sure, pick none for now
You can come back later like when you have plans for a new factory
Cast screws only saves a little time, a blueprint could save just as much time
Pick what you like ๐
Only in early game tbh
do i still keep the old recipe?
Yeah
And you can get all recipes
So no harm in experimenting
cast screw and inventory
thats actually my biggest reason for liking modeler more lol
I think I finished my planning for my main factory. At least for the most part. I think it has every item needed for building excluding some in t9
I am probably missing some simple things that entirely skipped my mind though
I'm assuming you're sending part of the items to storage/depot along the way, right?
In a manifold setup feeding eight coal generators, the math is simple: each generator needs 15 coal/min, totaling 120 coal/min, which means the main โhighwayโ belt must be Mk.2 to carry the full load. The real debate is the side belts feeding each generator. Technically, Mk.1 belts (60/min) are sufficient, because each splitter only needs to deliver 15/min to its generator, and the manifold naturally throttles itself once machines fill their internal buffers. Using Mk.2 side belts does not increase throughput or startup speed in any meaningful wayโitโs just wasted belt capacity. Mk.1 side belts are mathematically correct, resource-efficient, and cleaner for scaling logic, while Mk.2 only adds redundancy for mistakes, not performance. In short: Mk.2 for the main line, Mk.1 for the branchesโanything else is overengineering dressed up as safety.
Albeit a bit counterintuitive, faster side belts do lead to faster manifold fill (ie: the whole system reaches 100% faster).
Using Smart Splitters set to "overflow" onto the main line (instead of normal Splitters) can further enhance this difference.
What site is this
Satisfactory modeler on steam
Yesi just have it excluded from the main picture
just get a calculator then.
like a physical one.
Yeah I used to do all my calculations on paper. Started using Satisfactory Modeler because its easier for me.
Any way I can remove the byproduct in calculator? My input is for petroleum coke and rubber
spend it on more coke
240/min coke total
Mommy coke steel
yeah process it to coke and sink it is probably the simplest.
youve got to do something with it though otherwise your system will clog
Yeah, I'll work on optimizing this.. I didn't intend to get to oil as I was working on my first modular factory, but I needed mk4 belts and the milestone for it required rubber.. so now I gotta optimize the oil infrastructure i guess ๐คท๐พโโ๏ธ
just make a little bit of plastic and rubber for now ๐ don't stress tooo much about it
Im using a normal node and even that requires some refineries, so i might as well just build around that 1 node for rubber and plastic and get back to my main quest
pre phase 3 turbo fuel factory with my alr recipes
Anyone know if I should go with the default cooling system recipe or cooling device that uses less nitrogen? Will I be more likely to run out of nitrogen or oil more likely?
imo theres alot of nitrogengass use that
Gotcha ty :D
I built my 1st factory on oil, im using 1 pure with 8 refineries (4 rubber 4 plastic + heavy oil). I wanna connect the heavy oil from these 8 refineries to other 3 refineries for petroleum coke (to sink). The thing is I'll only have 120 m3 heavy oil in the pipes and I am not yet 100% sure how fluids work. Do I spread out the 3 refineries across the main pipeline connecting the 8 previous refineries? Do I create another pipeline connecting the 3 refineries and connect it in a single point with the main pipeline from the 8 refineries? Any suggestions?
Honestly youโll run out of neither
Plan for the recipe that will suit a good location for you
Consider where you might put other factories in relation
I just sink my nuclear pasta that's crazy
end of the cube line Modular frams to pasta. Much effort. many poijnt
Yeah
An array of batteries can only output what the grid they are attached to can, right? Like if I have 50000MW of batteries, but my grids max output is 2500 it'll only output 2500? I can't turn off my power and use more than 2500 while it's in battery mode?
Instead of sinking the coke from the heavy oil residue turn it into fuel and put it into fuel generators for some extra power that's what I did
power storage can discharge infinitely fast
Okay, cool, thank you!
Using the satisfactory tool, is there a way to have it due one full 100% building production for each item?
Is anyone available to hop in a discord call so I can get some help working through a ridiculous throughput issue
my conveyer belts are lying to me
Fyi, power storages store MWh, not MW (contrary to their name)
Better share your issue in #1038092680493801533 or here, add images and such
Not really, that woould give you tons of byproducts anyway
It's noticeable a .001 lack on an assembler line?
if you look for it, probably
if you just want some production, hardly an issue
I need a 4.001 output, but it hurts to use a power shard
the only problem is if a system requires to be running at exact speed (e.g. due to byproduct processing)
It's feeding another assembler : /
Oh, byproduct like residual thingies that can turn off the entire thing?
yeah
nope, it's for the heavy modulars
the assembler before the manufacturer requires 4.001 RIP
just wondering it would really matters keeping at 4.000
well you'll only have 99.975% production, so depends if that bothers you or not ๐
i need to split 1:4 twice, but dont have any ideas
can you not just do a manifold?
i tried manifolding but how would i? there's 2 inputs
how do u manifold assemblers?
do one line floor level splitters infront
the second input gets a lift and put a splitter ontop of the lift
hey is this how im supposed to use a buffer
you're supposed to not use buffers ๐
(kinda joking, but tbh I wouldn't use buffers at all if possible)
I mainly use buffers for logistics pre and post train loading for example
every other time ive tried to use them they have made the build less effective
yeah, they usually either break your flow or hide the issue, or do nothing
I like the look of them though. So i do use them for Decore. I just dont connect them
yeah you can clip pipe through them for practically equal visual look but no effect on flow
Anyone else have issues with floor holes. On or two will be fine but when i place 6plus near eachother they start acting wierd.
for example ill have 5 connected to pipes on both sides but the 6th wont let me connect the final piece. I often just dont use them now.
that was an issue in past versions and usually we recommended people to clip pipes through floor holes. It was fixed back then though, so idk if it's something new or it coming back
Okay, maybe my laptop just needs a update. I playoffline on my laptop and a billion things need a update
I meant "past versions" as "3 years back" ๐
ah then mine is not that far out of date lol. Like maybe a few patches lol
2 looks better
I like both, I prefer runing the beam through the batteries placing the nodes then deleting the beam
Yeah, this I do know, which I guess makes sense that they can infinitely discharge then. Thank you!
agreeed
fr
epic hack, i put walkways on the side of roads so i can use them myself too
What's wrong with playing ragdoll chicken? 
@dusky dust i have two paths that ive recorded, but for some reason, the trucks which are assigned to the red path also seem to stop at this station
how do i prevent this
Build the station further away from the road. :) Vehicles will indeed stop at any station they get close enough to, and the interaction point is further out than you might think
"Drive-through" stations are generally easiest to deal with; I would definitely not personally put one right on the road like that. You'd want a little exit ramp or whatever and enforce one-way routing through it by your routes
hmm
(you can make use of that behavior to provide refuelling points along routes, which is nice. :)
thats nice
But yeah, definitely be careful with those even if you move them back just as they are
Having two in a line like that will make it a little difficult to avoid a vehicle stopping at both, even if it's only meant to stop at one
Rotating 'em 90ยฐ so that vehicles can drive through (and exit on the far side) is a much easier way to isolate 'em
can you just help me with this one thing
You can remove the โธ๏ธ node once the path is done. While recording the track go full speed the time you don't want to stop and pause for 4/5 sec when you want to load/unload. Then once registered remove the 1 second โธ๏ธ node
would this work
wait i think i get what youre saying, let me make that
If that's the "end of the line" (like you're not going to have unrelated vehicles coming up from the bottom) then yeah, that should work fine
is this what you meant
Are you using trucks or tractors? Trucks need more space to clear curves than tractors. They might hit the refulling station when doing that 180*
Also if they are using the same road on 2 different paths they might collide since they are not clearing 1 path in the same time
do u think this space is too tight
how so??
They need 2 different time to make 1 cycle meaning they are not going to be always at the same relative distance one another
You'd want room to exit on the far end. I'd do something like this if it were me, most likely:
(my original verison of that was slightly prettier but apparently I didn't actually export the dang file; had to recreate it. :D)
Also oops, I see I've got an invalid arrow on the one coming from the bottom there. :D
mhm
Might be, don't worry about the antenna. They need extra space while moving because they are going to tilt slightly on their back
i get it tho
ok let me do that
mann
maybe i should just use this road network for a train instead
Tbo i personally would use your first design and remove the pause nodes
this?
No
This
Remove the pause nodes on the truck that doesn't need to stop once the path is registered
IME trucks will always stop at a station if they get close enough
Removing stop nodes at the stations has never done anything for me. Then again, I've also long since gotten used to isolating them "properly" so it's admittedly not something I've tried in some time
No they won't, is path based. If their path includes that stop they will
Pause nodes just get added right back in, though, yeah? Which is why you can add in refuelling stops
If you add a station after the path is registered the path will updates adding the station stop
Heh, vehicles are great; just have to know how to work with them
They're always the backbone of my Phase 2 logistics, and I'll continue to add the odd route even in Phases 3+4
They've got a niche even when trains+drones are in the mix
Truck care about saving umanity
(I will say that making your own Pioneer-built roads kind of eliminates one of their main advantages, that being a near total absence of required infrastructure. I always just use the map's natural roads. That does limit the kinds of routes you can set up, but IMO it's well worth the tradeoff)
remember, my road network comes with built in mk.4 belts. give me one criteria where cars excell the belts on the side
maybe i DID waste my time
And anecdotally, whenever I've seen people having major vehicle issues, it's been on pioneer-built roads. But maybe that's just a case of the majority of vehicle-using people making roads. Might not be causative. :D
After all if 9 out of 10 Pioneers are building their own roads, then you'd expect 90% of the problem reports in here to be pioneer-built-road-adjacent. :D
those mk 4 belts on the side were originally meant for ME
like, so that i could walk faster
Heh, nice
but i realized they might be able to handle the thruoughput more efficienty than these stupid cars
and plus i wont lose any functionality
i dont see ppl do this but i put belts in high foot traffic areas. i have blueprints for catwalks with two belts like this
Rubber/plastic factory empowered by trucks
here i manually removed the central station node
Like airport moving sidewalks- brilliant!
I've managed to make a factory design in the tools planner that uses 100% of almost every resource
except iron
iron appears to be unloved
now the hard part: making the numbers usable
here's the link for anyone interested. A note, it does require slooping every reanimated SAM constructor as without such there isnt enough sam in the world to make optimal ficsonium, lol
Damn
Yes!!!
Just so youโre aware , using all these resources to end tier wonโt be reality even with the best computer.
Even half would be really struggling
then my xbox shall die in glory
If you reduced the Ficsonium production, you could probably find uses for a lot more Iron ^^
Ficsonium guzzles a ridiculous amount of resources (especially so if compared to the amount of power it makes)
i need to get oil products here here and here hmm
i cannot optimally figure out how to produce enough plastic and oil without anything left over
Just connect them all and leave some room for byproducts to go to so they don't cap the production of other products
You might want to consider avoiding using recipes needing HOR where you can to make the byproduct math simpler (eg: no HOR for cable)
i took first one as x and second as y and got two linear equations and solved for x and y
okay now everything works
wait i realized i didnt have to do all of thar but why is this one producing suboptimal product
i should not have come here, my poor brain
it should be produing 25
That's what I was referring to when I said "leave some room for byproducts": that's the planners' attempt at consuming all the plastic it was given; the plastic was likely "too much" due to how you needed to make more HOR to feed other production lines (eg: cable production)
Kinda disappointing to try helping just to get ignored like that, ngl ๐
i would like to apologize for that
i saw the message and thought i was doing what you said, i didnt realize the importance of the "leave some room for byproducts"
by power of math, i got a solution that works
Yeah, that works 
You should be able to do it all without whipping out equations though... That's kind of the planners' job ๐ (so long as you manage to actually make it do what you want it to do)
One "trick" can be connecting one output to a storage container set to "input = output".
Using any HOR output as an example: if it's making too much or too little, instead of trying to tweak the numbers on other nodes, the planner will just pull or push the needed HOR from/to the storage. You can then easily tweak your HOR node on the fly so that the storage doesn't output or input anything (ie: all the numbers match)
I intended to reply to the "byproduct management" message, but I think you get what I meant anyway ๐
Huh?let me try this
;like this??
No, the container can be left on its own. Eg: plastic output going to all nodes consuming plastic + a container node
As if it was one more consumer
Let me get to PC
I recreated something similar to your plan (a bit simplified).
The only limits I set were for the outputs of the nodes on the Right and, after adding containers, the machine limit to the Plastic node on the bottom. The planner then shows how I'm lacking HOR to make it work (bottom) rather than trying to change the nodes to make numbers match (top)
Oh, just to make sure: we're both using the "manual" mode, right?
@somber sedge A few other variants just because I'm having fun making them...
I usually aim for about "1 machine" worth of output when it comes to things for personal use (unless I use them particularly often or rarely, then I might use more or less machines ofc)
So 10 or 20 ammo/min of each kind would feel enough for me
i am very clumsy and have a habit of spam shooting everywhere in my factory for no reason
i kept that in mind
i believe fear keeps my machines working
Any point in having 840/m iron ingots produced if my belt capacity is 480? Or do I split production in 2 rows of smelters?
do you need 840/min?
belt capacity is irrelevant, you can always have more belts
I do, yea.. i'll do 2 rows of smelters just to have better organization
organise it in a way that it fits nicely into next step
so f.e. if you have three places that need ingots, one needing 400, one 240 and one 200, group the smelters into those groups
Yeah exactly, I need 2 items out of the smelters, so i'll go for 2 rows and split them as per output needed per each item
And i'll just have the rows of constructors above for each row of smelters
What is your goto al ingot method? Is spending the quartz worth it to save some bauxite?
I mean... you're the only one who can answer if it's "worth" for you
BTW, I finally remembered to post a picture of the final plan for nuclear, inspired by your moxy yaps @quick gorge ^^
#screenshots message
I'll probably make 4 groups of 8 and one of 6
I'm watching a smart plating factory video by a YouTube named spectrumdad, and he uses 22 splitters, 41 mk1 conveyer, 10 mk2 conveyer, 4 smelters, 12 constructors, 11 mergers, 6 assemblers, and 3 mk1 lifts, could someone help me with some math to figure out what matierale I need and how much to build all of this?
you can just do that in game
I'm time limited so I'm trying to figure that out before, so I can save time
press tab and hover over a building and a plus will appear
either press that plus as many times as you need or type the number in
Ohhhh
What ur available resources?
itll then show you material counts on the right hand side
the to-do list is very handy
I have currently 2 auto smelted impure iron nodes, 1 normal Limestone auto concrete node, and 1 normal auto ingots and wire copper node
I'm setting up the smart plating factory on 2 normal nodes tho
Do you know about the calculator?
Search bar, or acutal website, I know both
I already wasted 2 hours last night building it only to have a rock formation get in thr way of a critical component, so I had to delete it all
I suggest using the website, it helps a lot, it also provides materials needed for building but ir wont provide materials needed for logistics (belts, mergers, splitters)
I was tempted to handcraft the components to the 50 smart plating then use an assembler, and then automate it after tiers 3 and 4 unlock, but I decided doing it before
Also he builds it in fly mode, and I'm ground bound, so it take me twice as long
Try to map out the desired space before building and go to higher points, then just use lifts for belts to go up
Granted it's just a 9 minute video but still
He says to use a 17x7 foundation
I unlocked concrete structures last night, so I'll probably build it with that
Lay that down first to make sure you dont get rockblocked
Kk
Also look around and try to find a higher ground to lay the foundation
So find a clearing and raise it up with foundations?
Or if it's clear enough just flush with ground?
I don't have ladders yet I don't think so yeah..
Nor stairs.
I usually get an idea of where I want my factory. Then I look around for higher grounds and start the foundation from there. After that you build on it and connect belts with lifts
If I give you my coordinates for the build, could you look at the interactive map and tell me your thoughts?
Do you have stackable conveyor poles?
Nope
Kk
Im on my phone right now and soon will hit the climbing gym, but if you are that early in the game just find flat ground for that foundation before building anything. Once you get the foundation down, start building on it
Once you get stackable conveyor poles, you can use them with zoop build mode as a ladder
Also consider the fact that recreating a yt video for a build also means you gotta match the resources.. best to build on your own with the calculator website and just get inspired from the yt clip for the build design
6
6?
6
so like
360/min?
no
</3
far more
oh?
Full Mox with Fics included?
Hell yeah
how much more e'-e'
more than 3x
over 1k/min is goated
Technically not a belt but sure
huh?
they asked about conveyors
i did e'-e'
though in any case, that belt is at the very end of the game
Who unironically calls them conveyors?
Belts conveys what's I mean :]
me
i would like to make resources go brrrrr
Here at Ficsit we use efficiency and use less letters make faster message
less word make efficient message
Im efficient by not talking about conveyors 90% of the time but instead talk about pipes
thus saving my words for the TRULY important topics
yes, like lizard doggos
My death count is in the thousands :)
Checking to see if this is doable or if i need to figure something else out.
I was thinking I could just setup the constructors for all three things into a really long manifold instead of worrying about doing all those splits but my brain isn't doing its thing right now, unsure if that would work.. also kinda don't want to do that haha.
Do you have mk2 conveyor
I'm on mk3
Then it's really doable
Just underclock or overclock the constructor and with time it will set itself up
Sounds like one really long manifold to me :x
Nah
sorry its very late, do you think you could uhh
explain a touch more
ah i see haha
just a manifold then.
perfectly doable, might just require some editing of blueprints is all
thank you :P
You can manifold as long as you want the only thing that could make it hard are belt
yeah thats what I thought but im also absoloutley horrible with things like this sometimes so I wanted to check here first
Manifolds are magical
Yeah I never try balancing the thing
Yes you could
You could also make 3 groups of smelters, each making the desired amount
I mean, spending 1:1 ratio of bauxite to quartz and save 25% bauxite feels very "unsatisfactory".
Usually I have extra quartz at location, but not extra bauxite
Also there's silica alts
And sending some to storage too~
(Future use: feeding vehicles)
Do share if there is any problems.
I am overly paranoid with the MOX design ๐
It's gonna be a long time before I'll get to the point where I'm testing the facility ๐
I think you'll get there first before I get mine up
i typed in "83.3333333" (x3 which is supposed to get me exactly 250/min) but i'm wondering; is this the game simply not displaying all the decimals, or does it ACTUALLY limit my production by a small amount?
The race is on
The precision of the machine follows the clock speed (so, 4 decimals of precision). All the other numbers (like in the input and output fields) follow that and are often rounded in their display
do you think this micro-loss in precision will ruin my entire setup? /j ๐
(Base production) x (clock speed) always gives you the correct output, at the precision the game is handling it
worst case scenario i just round it up to like 85 each cause it doesnt really matter much for these machines, im just a fiend for precision
Depends on how crazy about it you are :P
You can calculate how often you'd see a blip in the power draw if a machine is off by 0.0001% of their production target (so starving or backing up)
There is no race ๐
Iirc, numbers are on the order of "once every tens of hours" or less
actual interruptions are on the order of "once every few years of actual gametime"
when do you unlock like
coal as fuel for power
and like
the nodes to be auto mined
finish phase 1?
That seems way off 
A few thousands hours should be the max (minimum being tens or hundreds iirc). A year is what, tens of thousands?
Automatic miners are unlocked in Tier 0
Coal power is Tier 3 (phase 2)
ah i see
but all the coal things i see
js dont break seemingly
would they turn into a node once i can do that?
I don't understand what you're saying 
the coal big rock bits right
sorta like the iron / copper ones
they dont break
like the iron and copper ones
then you can use whats under as a node
i cant seem to break the one for coal
would i be able to after i unlock the coal stuffs
Ore deposits are different from nodes. You can only place miners on nodes (the ones you can mine infinitely, flat on the ground)
ah so i js havent see a coal node yet
Ie: if your resource scanner doesn't pick it up, it's not a "node"
Probably
conveyors in floors still function
interesting
thought theyd adjust when placing and use poles where needed
I'm aware, but one of my goals for the world is full optimal ficsonium. I know I could do something ridiculous like 60 ballistic warp drives were I to eschew it, but thats just one of the goals atm.
here's to hoping this pipe manifold wont have unforeseen consequences.
yes i know the upper pipe isn't perfectly leveled, i simply don't care enough to fix it ๐
this is probably my most efficient save yet, in terms of power usage relative to max consumption (ignore the, ehh, incident)
idk what youre expecting that upper loop to do
It's a way to put the fluids in a loop. Helps to prevent the "main feed" line from suffering from the "pressure" drop from pipe segments not being full. Biggest reason straight manifolds, only feeding from one end, should not be used for more than 2, maybe 3 machines if trying to "max out" 600 flow
i see
Anyways
I'm kinda stuck in my world and idk how to really unstuck myself
can anyone give me a help
In what way?
im trying to make thermal rockets and unsure what the best way to go make them is
Have you tried/used https://www.satisfactorytools.com/1.0/production or https://store.steampowered.com/app/3187030/Satisfactory_Modeler/ to try and "plan it out" ?
yep
I think I'm getting overwhelmed with the amount of things I need to do
I used to get that way a lot until I started overclocking everything for less machines and after making "single machine" blueprints, setup in my perferred logistical style (Under the floor), and started using those.
Saved so much time, and can place things down just for "messing with the layout". Then being made into blueprints, I can easily delete and rearrange if I didn't like it, before connecting together.
Examples: #screenshots message #screenshots message
Ok so
- I need more rcus
- More ECM rods
- I need to make some rotors, and stators then
- Some copper sheets and qw for the ai limiters
Trying to decide on expansion vs just building them elsewhere?
I already have most of it here so it has to be expansion
Ahh.
I unfortunately don't have much advice. Though I can sympathize with the struggles ๐
ok I think I'm good now
at least I can make the turbo motors
so I got an idea. Kind of a bad idea
what if I centralize the resources
So the whole thing's based off of
in, buffer, out
what are these rocks? and why can't i place anything near them?
you can destroy em using nobelisks
Is it an entrance to a cave that they're blocking
possibly
Some cover mining nodes and other small things. Some rocks block caves and others just block the natural roads around the map. Just gotta blow them up.
i have a feeling that after spending all this time in the desrt biome, it might be the worst one for me
I took the training wheels off my new guy and he builds a massive orange fuel power facility that doesn't work even after that massive hair cut I gave it. What was I thinking? Lmao. It looks amazing. If only it ran as good as it looks. Now I'm choosing to show him the proper way to do it. Measure twice cut once not measure once cut twice...
measure bounce cut ice
You can't load balance a fuel operation that takes 4800 fuel to power the facility on orange fuel lmao
whatever u wanna think
im setting up my first "large scale" coal power facility but cant seen to get my water to split among my pipelines evenly to keep all 8 of them powered at once; once my pipes get to the junctions between my generators the input into the generators isnt great enough to keep them running perpetually, any advice?
usually 2-4 alternate to be running and it keeps my pumps and extractors running but i cant seem to fill the generators enough to sustain it
!wikisearch cg
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
Take a look at that shot there, and assess your plumbing for starters. make sure to mind headlift
i just found something similar, wonderful, thank you
it looks very well done
what's the optimal way for dealing with fluid outputs?
i know machines should be fed from above, but are there any specific "rules" on their outputs?
I have a question guys, is it smart to build a bus or multiple of them through the world like in factorio?
well "optimal" may mean practically anything, but usually anything that's gravity fed tends to work well
no, the general approach in Satisfactory is completely different. You can do a bus, but it's very annoying to do so
buses dont really have a use here, as opposed to factorio
ok thanks, I just wanted to know if there was some new meta or smth idk, I havent played for a while
busses never were meta
I got a question should I build a big uranium set all in one place where I get 7.2uranium fuel rode and then in the set up it takes the 360 uranium waste for it to work?
Or 2 seperate set up one making uranium fuel rode and another processing the waste
that's up to you tbh
pure personal preference afaik
I don't have personal preference yet
But idk if I build all in one how will it start up
I mean you're still the only one who can decide ๐
I think it will be a lot easier to do 2 separate factory cause it will use "less" raw ressources
I'm currently building a bunch of factories to produce "just enough" of the basic parts so I don't have to wait 10 mins for them to refill all the time and I first settled on 60/min since it sounded reasonable for Iron Plates, Iron Rods, Copper Sheets, etc... but 60 Modular Frames/min and 60 Reinforced Iron Plates/min does sound very overkill... what would you guys settle for ?
yeah it took me a little while to figure that out ๐
my current "personal use" factory is making 25 modular frames/min and 30 reinforced plates/min, as well as 30 motors/min, all of which is already more than most people are gonna be using for regular use
so 20 sounds like an easier thing to achieve, right ? not too much but still just enough so you don't have to wait
i'd say so yeah
60/min for the most basic parts is fine tho, not a hassle and having more than enough iron plates never hurt anybody 
just make sure you have a lot of concrete being made
never sleep on the concrete ๐
also this has to be my most power efficient save so far lmao
only on phase 3 but still, nearly all my factories running consistently is a sight to behold
I'll keep that in mind, thanks 
on a side note, what's with those absurd numbers I see content creators go for like "24,000 copper/min" or whatever ? is it tied to the later tiers requiring this much to get like 10, 20, 30... of the later parts/min ?
I can handle hundreds or thousands of items per min but 1k or 2k sounds like a lot already
for the copper, it's undeniably tied to one of the space elevator parts for Phase 4 and 5, requiring ridiculous amounts of copper
Kibitz did a project to automate just 60/min of that part, which required a large majority of the entire map's copper supply
geez that sounds even more absurd now
well, it's for content ๐ it's definitely not something people should do
I just assumed everyone had to go through this at some point
alright how do i calculate what clockspeed i need on fuel generators to burn x amount of fuel/minute?
like if i wanna set them to consume 48.25 fuel/min, how should i calculate that?
a 3 simple rule should work
I think the base fuel was 20 per min
yup
250% is 50/min
actually, you can set them to consume 48.25 fuel per min
you can?
[want]/[normal]*100
i actually haven't played this is a while hold on
"want" being how much i need it to consume, and "normal" being how much it consumes at 100%, right?
so this would be 48.25/20*100, so 241.25%
yeah
ok you can't, your can only set the target mw
I'd rathet set the clock speed directly tbh
@novel condor I like find sam nodes early to do this with.
how would i calculate the amount of canisters i need in this system to keep it flowinf smoothly
is it exactly 800?
or double maybe?
I find Modeller graphs basically impossible to read, but I assume that's a packaged diluted fuel loop?
Okay, so: my recommendation is always to do them in "closed" loops of 2x Packager + 1x Refinery. In that setup you just need like 20-30 Empty Packages per loop. One possible layout which fits in a 4x4 blueprinter:
Slap that in a blueprint and you can even include those 20-30 Empty Packages right inside the input buffer for the Packaged Water packager
Becomes a one-click mini-blender. Takes in HOR+Water, spits out Fuel. If you clock it at 100% that'll be a 60/min Fuel output
Trying to merge all the packaging stuff together into a manifold is creating a lot more work for yourself, and can be frustrating to get tuned properly
Well, never too late to change. :) I suspect that the amount of time you're going to spend debugging + tweaking will be longer than if you rejiggered it into isolated loops
But if you want to go ahead: sure, just start adding pacakages and see how it goes
As I say, it'll probably take a fair amount of time to even out, though it is possible, of course
(I mean, I'm probably being overly discouraging here. Plenty of folks have done packaged-diluted-fuel setups just like you're setting up, and they've ended up working fine. :)
Just about anything in the game is possible! Just 'cause I'm recommending something doesn't mean you've gotta take the recommendation. :)
Some other folks may be able to provide more guidance about total package counts for a "combined" setup like that. It's something I don't really have much experience with 'cause I've always done isolated loops, though.
You use the blue crater to make diluted fuel?
yay
thank you for your help
where else??
Currently working on a rocket fuel factory in the crater
Idk the crater is good for turbofuel
does satisfactory disable steam achievements if you copy and paste a structure in your world using the SF calculator website?
i would save myself like 5 hours of building a copy of an existing 936 aluminum ingot per minute factory
sure, buth then again, I wouldn't like to get achievements for save editing
fair
So I'm thinking
This is a system where manifolds are supported by belts of different hierarchies
~ 2 stacks for each refinery is what i do check up on in a few hours later to fix it , you need them to overflow like an iron ore smelter.
do any of you know the best place to make an ionised fuel plant at
idk if this is the right channel but
near resources you need for it ๐
(though some people do not recommend ionised for power)
would rocket or turbofuel work better because i have 2 turbofuel plants atm and i want to remake it with rocket fuel or ionised
I personally prefer normal fuel and then nuclear
but honestly, anything is fine if you like it
im doing both
im on a server with a friend and were currently trying to do basically an entire overhaul at the moment
ah the classic "rebuild everything instead of keeping old and building new" ๐
we did keep our old stuff for a while its just that its getting too messy and harder to maintain so were trying to rebuild it
we kept it until phase 4
Build it where you have your rocket fuel you can bring in shards from elsewhere.
im trying to rebuild our power in general and i want to know what place is closest to all the materials for rocket / ionised fuel so it doesnt need porting over
thats not that far in
itll suck yeah but ive torn down bigger
Depends on recipes and such
Is this a good power plant for the beginning of the second phase? It produces 16,200 MW off of 1200m^3 oil/min with no alternative recipies. And, is there any way that I can change this to be better in the future?
I am not sure if this looks like a clean design or not, I am kinda new to the game
Whats the porpouse of this blueprint? I dont get it
Is this supposed to be represented as how it is right now or is it suppose to be merged with. If there's supposed to be a splitter on the left side and a merger on the right then I can see how it could be a system to load balence or provide a buffer. Otherwise, I imagine this as being a system or way of representing items. For example, if you were really bored then you can take some mercer sheres and put them into this loop, then, if you have enough, you can make each of those 3 conveyors (middle) to be 60/min or mk. 1 so that you can display your items. So, if you were in the late game and if you want to use power slugs, somersloops, or potentially any other type of material or item as display you can just put it in there at a certain speed (conveyor mark) and display it however fast you would like to. This could potentially be modular via deleting or adding an additional layer as needed.
I totally got it, but my friend here who is a 5 year old guy, he doesnโt get it, can you dumb it down for my 5 year old friend?
It's a fancy way of displaying items that you can customize to how you would like.
It takes a little bit of examining to fully get and a small amount of ratios and thinking but once you have it down then it's pretty cool
Oh, i thought it would be something much more complicated since its in the top downloaded blueprints
I was wrong
I feel kinda stupid but I get it now
Basically, it's a method of turning a random input (such as trains or other vehicles) into a constant output. So how it works is there are items inputed into the sides of the logistics and those merg into 3 different lanes. Then, the output in the right side of the image basically makes a loop that allows the system to fully loop back so that the resources aren't going anywhere
Then, as you need to take resources from the buffer, all you need to do is expand off of the splitters to the right
Essentially, it's a buffer for resources from a non-stable source such as a train when compared to a source that is constant such as a miner. Although, you can use it as a fancy display case if you tweak it.
Does that make sense?
It took me a minute, but yes
I thought vertical splitters donโt work in blueprints (have to be remade after placing blueprints).
Anyway itโs wild to me that people download blueprints instead of making their own.
Honestly I've been repeating the same bps so many times
Btw, in case you missed the funfact @wind spade
When machines can change recipe automatically (eg: power generators), using sushi manifolds can have one weird benefit: if one uses normal splitters instead of smart ones, they can greatly reduce the manifold fill time xD
The order of which method reaches 100% faster then becomes (from fastest):
- Load balancing
- Dumb sushi manifold
- Smart manifold (sushi or not)
- Non-sushi manifold(s)
(This is due to the generators needing to get just a few items in their inventory before items back up on the belts behind)
hey ven
What do you think of limiting a belt with trash so the overflow can go somewhere else?
@barren lance get some alternative recipes, you can turn 600 m^3 crude in to 144,000 MW
I'll have a quick squint and see what can be done without alternate recipes.
crude into fuel, into turbo fuel, into rocket fuel, into fuel generator is 33,333 MW off 600m^3 of crude.
skipping rocket fuel and burning turbo fuel is 11,111 MW off the same crude.
skipping turbo and just burning fuel gives 5,000 MW
Feel like im getting something wrong here
what are you trying to do?
splitting four hundered copper wire into constructors to output cables
gimme a mo
oh wait nevermind LOL i had the wrong recipe selected
lol
sall good totally user error
sorry i probably need to take a break ive been at this for a few hours
ive got the calculator running on my second monitor but to be honest even with that you couldnt fix the sort of thing going on with me
is this how you would set up a station??
Itโs a way. Little worried your tracks are too close though
I'm not sure of what you mean 
Can you give an example?
Like putting in 170 screws a minute on a MK3 so you can only output 100, and the rest goes elsewhere
This way you can do like 100 steel here, 130 there
Should be useful if you're using trains
ive tested it, the trains do not collide in the parallel rails
Anybody interested in discussing a battery production chain with me?
Satisfactory Calculator tells me that i need โ 600 oil for classic batteries (200/min) but i would like to discuss how much it can be optimised.
Thanks! Did you do it yourself or it did the schematics? I actually haven't used tools a lot. And this seems like a hard one to make!
i never understood the physics behind why this works, is it because the water in the higher pipe has less pressure in it?
im guessing the way pipes work, at a junction, the pipe with fluid experiencing the greatest pressure takes priority,
so making the higher pipe go up causes it to decrease pressure making it less priority than the one thats not changed elivation
is my understanding correct?
Recycled plastic and rubber is pretty simple ๐ just use the resin as the starter rubber and feed all the fuel until you have your amount
If you ever need both plastic and rubber as a final out I highly recommend doing two independent factories instead of mixing
Also I just plugged in the 4 alt recipes for rubber and plastic - itโs very resource efficient so the planner will always use it
Most of the time though Iโll uncheck the base recipes to force a path
Itโs literally an exploit
One that doesnโt work all the time
Just black magic
Actually, i realised it. What was more offputting was not the feedback loops but rather the nasty ratios.
Ratios are meaningless when clocking exists
oh... i thought i was cooking
Just an unreliable exploit that could die if they ever tweak pipe mechanics
If itโs for bauxite or similar have two sets of machines
One that runs off fresh
One that runs off waste
Just clock the groups
no thanks
It's just a player needs to accept that a decent looking output needs awkward inputs. Or a decent looking input gives awkward outputs. The first case prevents complete utilisation of a node. The second is that if I'm gonna use the outputs as inputs for other recipes then they won't get 100% utilisation otherwise the chain propagates.
I guess increase how many batteries you want to make? But trying to make productions use whole entire nodes for everything is pretty pointless.
Youโll never use all the resources on the map anyway
Plus nothing stops you from making a different factory later with the rest of the node so youโll never waste it
ili might just coal the water
That's an old idea that's been around for years - using "filler" items to determine distribution or rate of another.
There's generally more practical methods to achieve the same result.
Thats more piping more water and more work for no real reason?
Clocking is the single most powerful tool you have
And splitting it is very simple
Try experimenting. Feed the used water into the main loop itself. Prime the pipeline with water first, then let the machines run. Clock the pump to match the net requirement i.e. (Water to make alumina - water given in scrap production)
Thats an even more unreliable option than VIPs and falls over at the slightest hiccup
How so?
Hm, then my working example is an outlier and not the norm?
Yes and possibly not working well because ime people are bad at noticing stutters
But a miracle it hasnโt completely clogged
Donโt sneeze on it
I know fluids are bidirectional, and also know that fluids collide against valves and get a flow fate reduction, but why won't valving the feedback pipe work?
I mean I was been getting a consistent ingot production while i was testing.
Through? So they do pass?
ideally id like that, but its not reliable
Sure - but as mentioned direct input of waste into fresh can easily fall over
And they donโt pass through thr valve backwards, but they knock thr fluid behind it backwards
Which is basically the same thing
Whatโs your issue with just keeping it split?
.. how?
ba-dum-kshhhhh
hmm, maybe i misundersood, can you explain what youre talking about?
Bottom refineries are solution
Top is scrap
Blue is fresh , red is waste
Thats it. Instead of the blue and red pipe being connected, they arenโt
It might look a bit different depending on which recipes you use, but itโs basically the same for any combo
These are example ratios for dif recipes
You donโt have to do the layouts exactly the same though
Anyway, going to bed, gl
Oh also, if you want to do direct input again, use a powered pump. Slightly more reliable in my experience
ill look into it thanks
It works (at least partially) thanks to a bug in the way junctions are handled
For some inane reason, they're treated like a pipe with 4 connections, but they left the connection height code the same, which means a junction, like a pipe, has just 2 possible heights it can have its outputs at. Even though that's rarely the case for a junction. (And it can have anywhere from 1-4 different heights depending on orientation)
I don't know what happens in the code exactly, but a junction oriented at any angle other than horizontal has some truly non-euclidean dimensions, which combined with normal (and mostly sensible) pipe code makes the VIP work like it does
hm i can double my production, should i choose to add 360 coal to my system, should i do it? im in the desert btw. do i even need this much heavy frames
11.25/min is a sensible amount for personal use
But tbh so is 5.625
whenever a resource requirement exceeds 300, i get worried i might be using up everything
like, what if i run out of coal in the late game yk
idk how much resources there exist in this game
There's like 40000 coal to be had
ok wow
Plus, if you really want to, you can make HMFs without coal
Though I wouldn't recommend it if you have easy access to coal
i see
im in the desert
theres some coal close by
next to the water, which i need to train anyways
oh btw, im choo choo ing the water
There are 2 deserts, but both have a nice spot with coal, iron, limestone and water to build HMFs at
there are two?
Dune desert and rocky desert
sorry its my first time going so far from the plains
im in the onr with a bunch of sand
Only get worried if you're using 3000 of a resource. For example I'm gonna use 3000 bauxite
And bauxite is MUCH less than coal. So i believe at some point in the game I'll have to extract all bauxite. The game is hungry for aluminium.
how do yall land on a production rate for aluminum fluid tanks when making a centralized factory for it? do you just guesstimate how many you'll need?
Well most of the time you donโt really need a constant production
You reuse them
The few production lines that consume the containers you make them on site abd however many you need for the final product
Fluid Tanks are completely optional so unless im doing packaged fluids / gasses that rate is 0
hi sorry but how am i supposed to construct this in game??? i need iron to go four ways and its not in any uniform ratio
Use a manifold, supply is limited by consumption.
Yeah, manifold is one way. If it's anything but raw ores, the other thing to do is just have four separate banks of machines producing exactly what that specific source needs (overclocking/underclocking as necessary)
Obviously for ores you've basically just got manifolding
i dont have a belt fast enough to handle the 1000 iron im producing
ill need to split it atleast into 3 belts, (480 + 480 + 120)
then what do i do
or i could do this
i need like 8 to 5 balancer, but i have no idea how to do it. I didnt find any blueprint either
3840 into 5 belts of 768
Use the modular load balancers mod (easy) or make a 8 to 8 load balancer and only take out 6 outputs.
dont really want mods and wdym take out 6
Make a 8 to 8 load balancer. Connect all inputs to input ports. Connect 6 outputs to 6 of the 8 output ports. That is, leave 2 output ports unused. You'll get a balanced output.
This seems to be a better approach since you don't have the belt speed to carry all iron.
I suggest to not try to make a 8 to 8 load balancer since that needs 64 connections. What's your belt limit?
What material are you making / processing and why is it 768/min each
mk5
aluminum factory
And where do the 768/min come from
just did some sketchy match and made blueprints that take 384 baux and 384 scrap and 384 ingots
i dont really know what i cooked
Honestly: ๐ฑ
think i tried to auto round machines because i had coming in 3840 bauxite
You could have picked a neater number and the just had the last bit be ugly
like idk 240/min
which IS a factor of 3840
And so is 480
yeah i guess xd
8 x 480
i found a blueprint for 8 to 8 balancer, i took 5 out into machines and 3 remaining i just merged back into 8 inputs
first time trying big projects so next time ill def not do some freaky number
split each of the 8 input belts into 5 equal ones (40 total), then merge 1 belt from each of the original ones, repeat 5 times
Tbh, I don't quite see the appeal, even with trains... "normal" load balancing or just merging machines clocked appropriately seem just as good but less cumbersome
the appeal is having the programmable splitters people wanted
From your description, I just picture a (overall) more complex balancer though 
"more complex" than standard load-balancing
Okay how do I get it to have multiple foundries/constructors/assemblers instead of only having 1 and underclocking them
generally I wouldn't recommend SCIM for later productions, as it fails to show many of the "optimal" builds. Though if you still choose to use it anyway, that's your choice ๐ (but you've been warned)
I'm just not good at designing my own factories I get overwhelmed by all the numbers too easily
sure, but there are other planners
one of which you've been linked in #satisfactory
much like hte link I linked to you. here's one for 1 motor pm which looks like whats in the image? https://www.satisfactorytools.com/1.0/production?share=3P9IiqOZyneJJz1LfXfi
how do I switch it to quickwire stators?
go into recipes
on the right you see base recipes - uncheck Stator
on the left search for stator or quick - check quickwire stator
How do I split exactly 45 in game
cause A spilitter will just do 50/50 which will result in the foundry having too much and the smelter having too little
it'll self balance
that's what manifolds do
once one side fills up it over flows to the next
you can in fact just have the smelters and foundries on the same belt. No need for 2 manifolds even
Is Ficsonium fuel with default recipes always net-negative energy? Or is that only if you try to overclock/sloop to reduce the number of machines? Or are alt recipes required for it to be net-positive energy?
I believe it's always shitty positive? you absolutely don't make it for power
It seems like it's punishment for people who were complaining about having plutonium waste that was completely avoidable
should have been worse punishment imo
That's kinda what I was thinking too. Like the point isn't really to be net-positive, it's to get rid of the waste.
which imo just sink the p rods or use them as vehicle fuel
Yeah I'm currently just sinking them. But if I do need more power, I'd just burn the plutonium and take whatever I get from the ficsonium, whatever it ends up being. If it costs a few GW to not have waste, so be it. Just as long as it's not an obscene net-negative or something.
I've almost finished my uranium fuel rode factory and I wonder if I should sloop a fully overclock manufacturer to make more rode ( normally I would make 7.2 rode/ min and if sloop 8.2 rode/min) what's y'all thought?
You'd need extra waste processing too
sure, still not as annoying as ficsonium
if you want more rods sure? I don't like duping mechanics personally
It's seems easy
Yeah I've used sloops only very sparingly. Like maybe 2-3 places where I didn't properly account for future capacity when I built the factory and didn't want to mess with it
Because I don't know if I want my power to rely on somersloop
Just a bunch of extra steps and inputs to make plutonium fuel rods out of it
The real question is what else you want to use your sloops for. :)
All the power augmenters ever? 
duping power basically does the same thing
What do the power augmenter do
Free 500 MW of power for nothing, and 10% boost to your overall production
it dupes power.
The Alien Power Augmenter is a special power generator building that boosts the total power grid capacity by 10% and generates 500 MW of power. If supplied with 5 Alien Power Matrices/min, its power grid boost increases to 30%.
Only a limited amount of Alien Power Augmenters can be built, as each requires...
So I I have 100MW I get 610MW for free?
Yeah basically
And then much much later in the game (tier 9), you can feed it a high-end item to boost that 10% bonus to 30%
But yeah, basically free power for minimal effort, unless you count the effort to take it from 10% to 30%
The main effort is finding enough sloops to research and build it
I'm tier 9lol
No not yet I don't know I didn't get a lot of stuff in the mam unless the essential
Ah, yeah, just get everything in the MAM
But I unlock tier 9 but I wait before unlocking a milestone I want to finish my nuclear power plant
I feel like a lot is useless or too hard to get for nothing
I mean, anything in MAM just requires stuff that you're presumably already making anyway, to unlock
I wouldn't classify anything in there as hard to unlock once you've got a factory going for whatever's required for the unlocks
It takes 10 somersloop to build damn I only have like 15 somersloop
(I'd also strongly disagree with the "useless" statement, though I agree that there's some stuff in there that I personally don't really care about. Most of the Object Scanner ones, for instance)
All the medicinal stuff I never used
I got scared today a elite gas stinger jump at me
That's like three items out of a pool that's otherwise practically nothing but gravy. :)
You can build as many of the augmenters as you have sloops, too, just stacks that free power up
And that at least boils down to personal preference. Plenty of folks find the inhaler recipes useful
I have 2 stack of berry
That'll be useful
just build more power. Power has always been very easy in this game
Heh, I may have miscounted slightly but inhalers make up less than 5% of the MAM unlocks. :)
Very easy you say?
Ok today I played the skyblock mod
And found something new thanks to it
yeah?
if you need lots of power, use the base nuclear recipes. That's more than 200gw easily done.
Is it okay that the throughput counter has fluctuations in it's reading in the form T ยฑ x where I'm making T items per minute and x is relatively small?
Check your machines - are they running right? if so ignore the counters.
Iโve never really played beyond the need for rocket fuel, let alone the power augmentor 10 sloops can be used so much better on project parts
You need to make almost 3 Uranium Rods/min for an Augmenter to make sense ^^
(Ie: with less power being made, one would be better off just slooping the Manufacturers making Rods with 10 Sloops)
Depending on the machine recipe speed and the belt speed, the throughput counter might not have enough historic data to calculate an average throughout thats accurate enough because it only stores 60 s of data.
If the recipes are very slow then the old data gets wiped in the meantime
so it fluctuates around more
I make 7.2
Recently. I've found that the awesome sink is the best troubleshooting tool for production lines. I just run my belts into the awesome sink with the throughput monitor to find if my expected production is matching. it's helped me disover so many issues
And yeah I have a ton of coupons now ๐
Are short segments of mk 6 belts reliable? Such as from a miner into a nearby splitter
I think it's fair to say that the fewer segments a belt has, the more reliable it is (no matter how long the individual segments are), but I'm not sure how important that actually is nowadays...
I'm just doing some pen and paper math, and trying to see if I can account for a certainty of a 1200 i/min output from a miner into a splitter that has two mk 5s that take it the rest of the way
I haven't ran tests, but also haven't heard complaints about throughput other than when floor holes or specific nodes were involved...
I think you can "safely" disregard such considerations 
(Floor holes may cause throughout issues, I don't recall their current status exactly)
I produce 1800 of rocket fuel are there any problems if I'm going to use 432 generators at 100% even if at a mathematical level I should use 431,9999 given the very little difference?
One/two generator should eventually briefly turn off every now and then... Wether that's worth of worry or not is for you to decide, but I'm doubtful you'd find it to be a noticeable error ^^
Even for this small differenceโฆ.๐ฉ๐ฉ๐ฉ
Ie: it'd be hard to spot such inprecision even from the power graph, as it would happen so infrequently that it would only show sometimes on the graph (the graph shows the past ~60 seconds)
In gonna leave 1% from a poor generator
You could downclock one generator and package the overflow for personal use or just sink
I already have a section for personal usage
Hey y'all, I tore down my starter factory and am trying to make my first proper assembly line. I have two pure iron nodes running into eight smelters. What are good layouts to run this into?
1 miner to 4 smelters seems reasonable?
They're pure nodes so each smelter should be getting 30 iron per minute once they're filled up
sure. You can generally over clock normal nodes to your belt limit too so get used to talking about parts per min ๐
true. I only have mk2 belts unlocked so far so this works.
Anyone have a good factory layout for modular frames off 120 iron per minute?
use a planner to make a plan like this https://www.satisfactorytools.com/1.0/production?share=VJqrkQUVnXwWYifL2HD4
this is my powe setup
i don't understand why i'm only getting output fro 5 of the 8 coal generators
overhead shot of the whole thing? photomode helps
hows that?
i have coal and water and power going to each one
it can put out 600mw, but it's only putting out 375mw
3 water extractors going to 8 coal generators
P for photo mode
but it looks like you have 1 pipe moving the water
that is from the photomode
how much water does 8 generators need pm?
pm?
per min
that seems unlikely since this doesn't look like any of hte layouts
so how much does 1 coal gen need pm for water?
i kind of adopted it a little