#math-and-meta

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wind spade
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that's why you don't merge fresh and byproduct water

low grove
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without fresh water the byproduct water wasn't enough and a different part of the factory backed up :P

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that's kinda not on the factory's fault tho, the thing supplying the thing producing the byproduct has some issues by itself

wind spade
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that sounds like a build issue

bleak wagon
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(6k was an arbitrary number to see how it scaled in my model)

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seems like this model worked fine

bleak wagon
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Took your advice on that and just did it now, earlier I do it, the better of a time im going to have later

frosty owl
bleak wagon
frosty owl
bleak wagon
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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

frosty owl
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Ngl, I wish the labels had some sort of "Collison" so they at least try not to overlap xD

bleak wagon
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Planning the dimensional depot factory as if i have everything unlocked though

bleak wagon
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This has been calculating for the last like 10 minutes

frosty owl
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Wdym?

bleak wagon
frosty owl
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Ohhh. What simulation mode are you using?

bleak wagon
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I dont have any inputs set yet

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full

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I think it reset my settings at some point, i swear i had it set to manual

frosty owl
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Yeah, full gets slow quite quickly :/

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Especially when linking one node to many (including splitters)

bleak wagon
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yeah my steel factory took 5 minutes to calculate and it wasnt that complex

frosty owl
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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

bleak wagon
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I never used full, I didnt realize it reset lol. Must have happened when I changed to linux

frosty owl
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Oh yeah, that sounds likely. User settings not transferring or whatnot

frosty owl
bleak wagon
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found it

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Ive since learned and do not put everything in one page

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and organize connections as i go

cinder silo
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Yikes, yeah when a plan looks like that, my brain switches off.

bleak wagon
cinder silo
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I still break it into multiple smaller plans and assemble the chain literally by department.

bleak wagon
cinder silo
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And I'm known for building on a vast scale.

cinder silo
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My last nuclear project ate the entire grasslands ๐Ÿคฃ

bleak wagon
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well was building mine, never finished it

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lost the plan, and my computer stopped running the save well

glass flicker
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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

bleak wagon
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nuclear is quite a challenge on a large scale, but its fun if youre up for it

cinder silo
glass flicker
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@bleak wagon I'm also being challenging by vertically stacking my Nuclear Plants, built the first 18 for uranium yesterday, stacked 9 high.

bleak wagon
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Im trying to go from coal to nuclear though so I need to burn it without recycling at first

glass flicker
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they are a looooong way from being turned up.

bleak wagon
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I have a 1,2gw coal plant btw, dw about how this is going to work out

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just trust the process

glass flicker
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the Copper Powder alone required 3 pure copper nodes dedicated to it.

cinder silo
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My rocket fuel facility actually produces 1.1Tw

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Right gotta go, I don't need to be late into the office!

bleak wagon
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I had a coal power plant that produced 10.8gw in my u8 save

glass flicker
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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)

bleak wagon
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lemme load my u8 save rq and show you my fuel power plant I made lol

glass flicker
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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)

bleak wagon
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I think there was 600 fuel generators

glass flicker
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my current group project has 520 generators running at 100%

bleak wagon
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I just remembered my 60hmf a minute factory

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this save was something

bleak wagon
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512 generators

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100% efficiency with normal fuel

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and apparently they werent all linked lmao

frosty owl
# bleak wagon Ive since learned and do not put everything in one page

I've yet to truly learn that ๐Ÿ˜…
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 tired_jace
https://cdn.discordapp.com/attachments/553550313533997057/1456429988730638518/cattura1.JPG?ex=6972b3a0&is=69716220&hm=835a53fedffe442a1c489f94050110bb02b8821fbb9ca8cfd084597c0e38235a&

bleak wagon
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yeah, I was trying to put it all on one page and kept overwhelming myself

frosty owl
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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... thinking_helmet

bleak wagon
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yeah

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When it gets the point of I have all the connections and I need to set output amounts its gonna be interesting

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realistically I dont care what the numbers are so long as theyre possible within reason

frosty owl
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Let's hope future you won't hate that thought hehe

bleak wagon
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yeahhhhh

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I do know the maximum resource amounts though

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So if it gets to more than like 1/4 of that on any of them somethings being tweaked

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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

frosty owl
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Is the plan for all Uranium?
I think I missed the full reasoning if you spelled it out earlier ๐Ÿ˜…

bleak wagon
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Im not doing all uranium in this save, but the ridiculous looking plan I sent a picture of is

frosty owl
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Ohh, gotcha ๐Ÿ˜†

bleak wagon
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Im probably doing like 1/3 uranium depending on how much power that gets me

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and I'll probably do full chain

frosty owl
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How many GW are you thinking, more or less?

bleak wagon
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it really depends on how much power I end up needing from my plans

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I feel like it will probably end up being around 600gw if i had to guess

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because i want to do pretty big factories

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and
big number = monkey brain more entertained

frosty owl
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Full chain for that much nuclear is gonna suck up a lot of SAM though, iirc thinking_helmet

bleak wagon
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I think when I made my all uranium full nuclear I had like 80 somersloops used

frosty owl
bleak wagon
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Yeah, could be better to do a lot of uranium and only some ficsonium because its cool

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then sink plutonium rods

frosty owl
bleak wagon
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could also be more viable with my current plans which is to go from coal to nuclear

frosty owl
bleak wagon
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id be making waste to start then sinking plutonium i can get rid of it

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as funny as it would be to just irradiate the map

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i dont want to listen to a Geiger counter 24/7

frosty owl
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Uranium is nice to work with in sets of 150s or 300s, so you can easily break the project into parts too

bleak wagon
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yeah, I'll probably use 750 uranium on nuclear power

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I think that also works out well with some uranium placements iirc

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eh kinda

frosty owl
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Eh, the nodes go by 300 or 600s, none have 150 xD

bleak wagon
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yeah

frosty owl
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(Assuming max clock ofc)

bleak wagon
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if I build in the rocky desert its between an impure and normal which is decent placement

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probably do 900 there

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I'll figure that out when I get to planning that

frosty owl
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BTW, if you place a Sloop right on top of a miner you can double it's output
||This is a lie||

bleak wagon
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lol

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Theres a mod for it. Im sure

frosty owl
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Well, we can also just... make Uranium, now, soooo... hehe

bleak wagon
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haha

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who wants more of that stuff

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2100 is pain enough as it is

frosty owl
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There ought to be one madman who went for full nuclear including SAM...

bleak wagon
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yeah

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thats like saying the sky is blue

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Considering some of the things Ive seen, its definitely happened. Theres so many insane and insanely talented people who do stuff in satisfactory

wind spade
bleak wagon
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I wish you could color code lines in satisfactory modeler, that would be so useful

bleak wagon
frosty owl
wind spade
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ah fair

bleak wagon
# bleak wagon

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

wind spade
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sounds like a pain if it's all in one plan

bleak wagon
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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

wind spade
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isn't all production in the game to depot? ๐Ÿ˜„

bleak wagon
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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

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So it will be a pain to make my main base, but Im up for the challenge

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Cant wait to have several kilometer long belts because I dont feel like using trains

wind spade
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Well good luck, I wouldn't recommend centralisation on this scale, but you seem to be determined ๐Ÿ™‚

bleak wagon
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Yeah. Its a lot if I really do centralize it. There is a chance I separate it by the tiers ive assigned though

autumn inlet
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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 ๐Ÿ’€

wind spade
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this is why people recommend other planners than SCIM

autumn inlet
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tools insted?

wind spade
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f.e. this is how such production looks in Tools

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can be different based on what alts you choose to use

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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

autumn inlet
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ahh yeah, that image is kinda same same but different for the "simplistic" version on SCIM

wind spade
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as for your initial question, modular factories are indeed often recommended, but this one thing would ideally be one factory

wind spade
autumn inlet
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yeah in fairness to Tools, I do like just simply "you need 254 coal/min"

wind spade
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yeah the resource requirements are hard to do, since everyone has different miners and nodes available

autumn inlet
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in my mind I want to try make this a vertical tower but I think I should be realistic on this

bronze cave
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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?

wind spade
bronze cave
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So I can take from it in inventory but not possible to transfer to another depot without connecting conveyors (or other transportation)

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Am I understanding it correctly?

wind spade
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yeah, item teleportation doesn't exist in the game (obviously, as that would invalidate everything ๐Ÿ˜„ )

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and again, "depot" is just uploader

bleak wagon
autumn inlet
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yeah who needs trains, drones, trucks, tractors

bleak wagon
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Takes away from the fun too

bleak wagon
candid remnant
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Is this an appropriate place to discuss plans using Satisfactory Modeler?

wind spade
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probably. Though keep in mind modeler's plans are kinda hard to read

molten arrow
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How do y'all use the tool?

vapid gorge
candid remnant
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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.

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Am I using inefficient recipes for plastic and rubber?

vapid gorge
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I don't suggest it to people

candid remnant
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It's very nice and usable, just difficult to share and discuss.

vapid gorge
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I mean you jus tsaid it was tough to read, and you can't tell what is efficient

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plus you have to do all the steps manually

candid remnant
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The latter part of your statement is due to my lack of experience, specifically with oil refining.

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So that's where I'm trying to double check myself

vapid gorge
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no real alts

candid remnant
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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...

candid remnant
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Fuel Factory + Plastic Factory + Rubber Factory + AI Limiter Factory, etc

wind spade
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you can have them separate or merged

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both options are viable

candid remnant
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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

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I can't do this

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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

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Nevermind... I think I'm an idiot?

wind spade
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You can make the overflow in Tools as well?

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Just ask it for your final product + the extra "overflow"

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In your case, ask it for 40 CBs + 7.5 computers

candid remnant
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Yea, I was able to get there on my own. I just have to mess with it more and learn the ins and outs.

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Thank you

fickle knoll
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How can i make a 5 i/p 5 o/p load balancer?

mint coral
fickle knoll
mint coral
fickle knoll
fleet estuary
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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?

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Do you aim for Spicific how fast you want to produce them?

mint coral
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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

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I also did a playthrough where I made 10/min of all phase 5 parts for reasons

fleet estuary
wind spade
wind spade
fleet estuary
wind spade
fleet estuary
fickle knoll
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Right i realised how stupid my comment that was.

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You are asking me to build the factory around the belt, right?

wind spade
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my point is that there's no need to equalise the belts

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you can just hook things directly

fickle knoll
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I can, and that would mean having a different number of machines in each row.

wind spade
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I guess. But you can also build the machines where the belts start, instead of centralising them

lusty frost
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idk if this is the channel but uh what should I pick here?

unborn valve
oblique hollow
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If you arent sure, pick none for now

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You can come back later like when you have plans for a new factory

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Cast screws only saves a little time, a blueprint could save just as much time

wind spade
wind spade
lusty frost
wind spade
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And you can get all recipes

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So no harm in experimenting

hushed silo
bleak wagon
bleak wagon
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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

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I am probably missing some simple things that entirely skipped my mind though

frosty owl
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I'm assuming you're sending part of the items to storage/depot along the way, right?

glacial kettle
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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 โ€œhighwayโ€ 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 wayโ€”itโ€™s 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 branchesโ€”anything else is overengineering dressed up as safety.

frosty owl
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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.

languid laurel
bleak wagon
vapid gorge
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like a physical one.

bleak wagon
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Yeah I used to do all my calculations on paper. Started using Satisfactory Modeler because its easier for me.

bronze cave
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Any way I can remove the byproduct in calculator? My input is for petroleum coke and rubber

crimson moat
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240/min coke total

mint coral
vapid gorge
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yeah process it to coke and sink it is probably the simplest.

vapid gorge
bronze cave
vapid gorge
bronze cave
plucky badger
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pre phase 3 turbo fuel factory with my alr recipes

flat jewel
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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?

plucky badger
flat jewel
bronze cave
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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?

vapid gorge
queen umbra
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I just sink my nuclear pasta that's crazy

mint coral
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end of the cube line Modular frams to pasta. Much effort. many poijnt

queen umbra
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Yeah

viral vessel
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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?

round ice
crimson moat
viral vessel
slim sigil
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Using the satisfactory tool, is there a way to have it due one full 100% building production for each item?

gleaming flare
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Is anyone available to hop in a discord call so I can get some help working through a ridiculous throughput issue

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my conveyer belts are lying to me

wind spade
wind spade
wind spade
tired viper
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It's noticeable a .001 lack on an assembler line?

wind spade
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if you look for it, probably
if you just want some production, hardly an issue

tired viper
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I need a 4.001 output, but it hurts to use a power shard

wind spade
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the only problem is if a system requires to be running at exact speed (e.g. due to byproduct processing)

tired viper
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It's feeding another assembler : /

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Oh, byproduct like residual thingies that can turn off the entire thing?

wind spade
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yeah

tired viper
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nope, it's for the heavy modulars

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the assembler before the manufacturer requires 4.001 RIP

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just wondering it would really matters keeping at 4.000

wind spade
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well you'll only have 99.975% production, so depends if that bothers you or not ๐Ÿ˜‰

tired viper
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damnรง

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it bothers me

shut kettle
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i need to split 1:4 twice, but dont have any ideas

mint coral
shut kettle
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how do u manifold assemblers?

mint coral
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do one line floor level splitters infront

the second input gets a lift and put a splitter ontop of the lift

shut kettle
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ohhh

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lemme try that

somber sedge
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hey is this how im supposed to use a buffer

wind spade
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(kinda joking, but tbh I wouldn't use buffers at all if possible)

mint coral
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every other time ive tried to use them they have made the build less effective

wind spade
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yeah, they usually either break your flow or hide the issue, or do nothing

mint coral
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I like the look of them though. So i do use them for Decore. I just dont connect them

wind spade
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yeah you can clip pipe through them for practically equal visual look but no effect on flow

mint coral
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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.

wind spade
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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

mint coral
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Okay, maybe my laptop just needs a update. I playoffline on my laptop and a billion things need a update

wind spade
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I meant "past versions" as "3 years back" ๐Ÿ˜„

mint coral
somber sedge
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i cant decide which design looks better

dim glade
#

2 looks better

mint coral
#

I like both, I prefer runing the beam through the batteries placing the nodes then deleting the beam

viral vessel
somber sedge
dim glade
slate kiln
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SCIM down?

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nvm works now xD

somber sedge
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epic hack, i put walkways on the side of roads so i can use them myself too

dusky dust
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What's wrong with playing ragdoll chicken? mikaelsmile

somber sedge
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@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

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how do i prevent this

dusky dust
# somber sedge 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

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"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

somber sedge
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hmm

dusky dust
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(you can make use of that behavior to provide refuelling points along routes, which is nice. :)

somber sedge
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ill have to rebuild all of this then

dusky dust
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But yeah, definitely be careful with those even if you move them back just as they are

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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

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Rotating 'em 90ยฐ so that vehicles can drive through (and exit on the far side) is a much easier way to isolate 'em

somber sedge
#

can you just help me with this one thing

bitter urchin
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You can remove the โธ๏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 โธ๏ธ node

somber sedge
#

would this work

somber sedge
dusky dust
# somber sedge would this work

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

somber sedge
#

is this what you meant

bitter urchin
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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*

somber sedge
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im using trucks

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no tractors

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is this good??

bitter urchin
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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

somber sedge
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do u think this space is too tight

bitter urchin
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They need 2 different time to make 1 cycle meaning they are not going to be always at the same relative distance one another

dusky dust
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(my original verison of that was slightly prettier but apparently I didn't actually export the dang file; had to recreate it. :D)

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Also oops, I see I've got an invalid arrow on the one coming from the bottom there. :D

somber sedge
#

mhm

bitter urchin
somber sedge
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i get it tho

somber sedge
#

mann

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maybe i should just use this road network for a train instead

bitter urchin
#

Tbo i personally would use your first design and remove the pause nodes

somber sedge
bitter urchin
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No

bitter urchin
somber sedge
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but that one wasnt working

bitter urchin
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Remove the pause nodes on the truck that doesn't need to stop once the path is registered

somber sedge
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did that

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didnt work

dusky dust
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IME trucks will always stop at a station if they get close enough

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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

bitter urchin
dusky dust
somber sedge
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welp

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i was right, cars ARE useless

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im gettting trains asap

bitter urchin
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If you add a station after the path is registered the path will updates adding the station stop

dusky dust
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They're always the backbone of my Phase 2 logistics, and I'll continue to add the odd route even in Phases 3+4

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They've got a niche even when trains+drones are in the mix

bitter urchin
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Truck care about saving umanity

dusky dust
#

(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)

somber sedge
dusky dust
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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

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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

somber sedge
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those mk 4 belts on the side were originally meant for ME

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like, so that i could walk faster

dusky dust
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Heh, nice

somber sedge
#

but i realized they might be able to handle the thruoughput more efficienty than these stupid cars

#

and plus i wont lose any functionality

somber sedge
# dusky dust Heh, nice

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

bitter urchin
#

Rubber/plastic factory empowered by trucks

dull acorn
timid meadow
#

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

somber sedge
vapid gorge
timid meadow
#

then my xbox shall die in glory

frosty owl
somber sedge
#

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

frosty owl
#

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)

somber sedge
#

okay now everything works

#

wait i realized i didnt have to do all of thar but why is this one producing suboptimal product

hollow totem
#

i should not have come here, my poor brain

somber sedge
#

it should be produing 25

somber sedge
#

fixed!

#

had to solve for x and y like this

frosty owl
#

Kinda disappointing to try helping just to get ignored like that, ngl ๐Ÿ™ƒ

somber sedge
#

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"

somber sedge
frosty owl
#

Yeah, that works snuttsGood
You should be able to do it all without whipping out equations though... That's kind of the planners' job ๐Ÿ˜† (so long as you manage to actually make it do what you want it to do)

frosty owl
# somber sedge by power of math, i got a solution that works

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 ๐Ÿ˜…

somber sedge
#

;like this??

frosty owl
#

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

somber sedge
#

i am very confused

#

can you please show visually

frosty owl
#

Let me get to PC

frosty owl
# somber sedge can you please show visually

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...

somber sedge
#

im glad

#

im considering did i go overboard with thos

frosty owl
#

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

somber sedge
#

i kept that in mind

#

i believe fear keeps my machines working

bronze cave
#

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?

wind spade
#

belt capacity is irrelevant, you can always have more belts

bronze cave
wind spade
#

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

bronze cave
#

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

fickle knoll
#

What is your goto al ingot method? Is spending the quartz worth it to save some bauxite?

wind spade
hushed silo
#

id only consider default recipe when maxing

#

normaly its too much hustle

frosty owl
#

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

hybrid tulip
#

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?

summer nexus
#

you can just do that in game

hybrid tulip
#

I'm time limited so I'm trying to figure that out before, so I can save time

hardy sail
#

either press that plus as many times as you need or type the number in

hybrid tulip
#

Ohhhh

bronze cave
hardy sail
#

itll then show you material counts on the right hand side

#

the to-do list is very handy

hybrid tulip
#

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

bronze cave
#

Do you know about the calculator?

hybrid tulip
#

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

bronze cave
#

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)

hybrid tulip
#

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

bronze cave
hybrid tulip
#

Granted it's just a 9 minute video but still

hybrid tulip
#

I unlocked concrete structures last night, so I'll probably build it with that

bronze cave
#

Lay that down first to make sure you dont get rockblocked

hybrid tulip
#

Kk

bronze cave
#

Also look around and try to find a higher ground to lay the foundation

hybrid tulip
#

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.

bronze cave
#

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

hybrid tulip
#

If I give you my coordinates for the build, could you look at the interactive map and tell me your thoughts?

bronze cave
hybrid tulip
bronze cave
#

Then try to find even ground to build your 17x7 foundation

#

Flat surface

hybrid tulip
#

Kk

bronze cave
#

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

hollow totem
#

whats the max lvl of a conveyor

#

im thinking like
mk3 or 5

oblique hollow
#

6

hollow totem
#

6?

oblique hollow
#

6

hollow totem
#

so like
360/min?

oblique hollow
#

no

hollow totem
#

</3

oblique hollow
#

far more

hollow totem
#

oh?

quick gorge
hollow totem
#

how much more e'-e'

oblique hollow
#

more than 3x

hollow totem
#

over 1k/min is goated

quick gorge
#

Technically not a belt but sure

hollow totem
#

oh

#

hyper tubes?

oblique hollow
hollow totem
#

i did e'-e'

oblique hollow
#

though in any case, that belt is at the very end of the game

quick gorge
#

Who unironically calls them conveyors?
Belts conveys what's I mean :]

oblique hollow
#

me

hollow totem
#

i would like to make resources go brrrrr

quick gorge
#

Here at Ficsit we use efficiency and use less letters make faster message

hollow totem
#

less word make efficient message

oblique hollow
#

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

hollow totem
#

yes, like lizard doggos

quick gorge
#

My death count is in the thousands :)

hardy sail
#

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.

hardy sail
queen umbra
#

Then it's really doable

#

Just underclock or overclock the constructor and with time it will set itself up

hardy sail
queen umbra
#

Nah

hardy sail
#

sorry its very late, do you think you could uhh

queen umbra
#

Those are kinda long

hardy sail
#

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

queen umbra
#

You can manifold as long as you want the only thing that could make it hard are belt

hardy sail
#

Manifolds are magical

queen umbra
#

Yeah I never try balancing the thing

wind spade
#

You could also make 3 groups of smelters, each making the desired amount

fickle knoll
wind spade
#

Also there's silica alts

frosty owl
quick gorge
frosty owl
#

It's gonna be a long time before I'll get to the point where I'm testing the facility ๐Ÿ˜…

quick gorge
#

I think you'll get there first before I get mine up

rain lichen
#

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?

frosty owl
frosty owl
rain lichen
#

do you think this micro-loss in precision will ruin my entire setup? /j ๐Ÿ™ƒ

frosty owl
#

(Base production) x (clock speed) always gives you the correct output, at the precision the game is handling it

rain lichen
#

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

frosty owl
quick gorge
frosty owl
#

Iirc, numbers are on the order of "once every tens of hours" or less

oblique hollow
#

actual interruptions are on the order of "once every few years of actual gametime"

hollow totem
#

when do you unlock like
coal as fuel for power
and like
the nodes to be auto mined

#

finish phase 1?

frosty owl
hollow totem
#

24*365

#

1 year is 8760 hours

#

can include that 1/4 to make 8766

frosty owl
hollow totem
#

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?

frosty owl
#

I don't understand what you're saying thinking_helmet

hollow totem
#

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

frosty owl
#

Ore deposits are different from nodes. You can only place miners on nodes (the ones you can mine infinitely, flat on the ground)

hollow totem
#

ah so i js havent see a coal node yet

frosty owl
#

Ie: if your resource scanner doesn't pick it up, it's not a "node"

frosty owl
hollow totem
#

conveyors in floors still function
interesting

#

thought theyd adjust when placing and use poles where needed

timid meadow
rain lichen
#

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 ๐Ÿ’”

rain lichen
#

this is probably my most efficient save yet, in terms of power usage relative to max consumption (ignore the, ehh, incident)

cerulean stratus
quaint condor
# cerulean stratus 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

cerulean stratus
#

i see

#

Anyways
I'm kinda stuck in my world and idk how to really unstuck myself

#

can anyone give me a help

quaint condor
#

In what way?

cerulean stratus
quaint condor
cerulean stratus
#

I think I'm getting overwhelmed with the amount of things I need to do

quaint condor
#

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.

cerulean stratus
quaint condor
cerulean stratus
quaint condor
#

I unfortunately don't have much advice. Though I can sympathize with the struggles ๐Ÿ˜›

cerulean stratus
#

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

kind elbow
#

that good enough or would I need more?

#

oh my days forgot one pic

slow fjord
#

Forget liquid trains. And liquid packaging and liquid air

#

Liquid supply drop

safe bridge
#

what are these rocks? and why can't i place anything near them?

kind elbow
safe bridge
#

Is it an entrance to a cave that they're blocking

kind elbow
cedar folio
safe bridge
#

i have a feeling that after spending all this time in the desrt biome, it might be the worst one for me

slow fjord
#

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...

hushed silo
#

measure bounce cut ice

slow fjord
#

You can't load balance a fuel operation that takes 4800 fuel to power the facility on orange fuel lmao

hushed silo
#

whatever u wanna think

novel yarrow
#

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

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
#

Take a look at that shot there, and assess your plumbing for starters. make sure to mind headlift

novel yarrow
#

i just found something similar, wonderful, thank you

somber sedge
rain lichen
#

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?

tropic glacier
#

I have a question guys, is it smart to build a bus or multiple of them through the world like in factorio?

wind spade
wind spade
rain lichen
tropic glacier
wind spade
#

busses never were meta

queen umbra
#

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

rain lichen
queen umbra
#

I don't have personal preference yet

#

But idk if I build all in one how will it start up

wind spade
queen umbra
#

I think it will be a lot easier to do 2 separate factory cause it will use "less" raw ressources

rain lichen
#

not really, it's just more spread out

#

and less intensive on your computer

vague hawk
#

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 ?

rain lichen
#

you do NOT need that many RIPS or modular frames lol

#

not for personal use atleas

vague hawk
#

yeah it took me a little while to figure that out ๐Ÿ˜…

rain lichen
#

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

vague hawk
#

so 20 sounds like an easier thing to achieve, right ? not too much but still just enough so you don't have to wait

rain lichen
#

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 snuttsGood

#

just make sure you have a lot of concrete being made
never sleep on the concrete ๐Ÿ’”

#

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

vague hawk
#

I'll keep that in mind, thanks snuttstach_think
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

rain lichen
#

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

vague hawk
#

geez that sounds even more absurd now

wind spade
vague hawk
#

I just assumed everyone had to go through this at some point

rain lichen
#

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?

cerulean stratus
#

I think the base fuel was 20 per min

rain lichen
#

yup
250% is 50/min

cerulean stratus
#

so 20 per min - 100%
48.25 - x

x = 100*48.25/20

#

241.25

cerulean stratus
rain lichen
#

you can?

cerulean stratus
#

i actually haven't played this is a while hold on

rain lichen
wind spade
cerulean stratus
wind spade
#

I'd rathet set the clock speed directly tbh

mint coral
#

@novel condor I like find sam nodes early to do this with.

somber sedge
#

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?

dusky dust
somber sedge
#

yes!

#

is triple of 800 ok?

dusky dust
#

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

somber sedge
#

um bad news, im this far in

#

too late to change now

dusky dust
#

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

somber sedge
#

damn

#

welp

dusky dust
#

(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.

queen umbra
#

You use the blue crater to make diluted fuel?

somber sedge
#

thank you for your help

somber sedge
strange scroll
#

Currently working on a rocket fuel factory in the crater

queen umbra
#

Idk the crater is good for turbofuel

steady violet
#

does satisfactory disable steam achievements if you copy and paste a structure in your world using the SF calculator website?

wind spade
#

no

#

tho did you really achieve something if you save edited? ๐Ÿค”

steady violet
#

i would save myself like 5 hours of building a copy of an existing 936 aluminum ingot per minute factory

wind spade
#

sure, buth then again, I wouldn't like to get achievements for save editing

steady violet
#

fair

cerulean stratus
#

So I'm thinking
This is a system where manifolds are supported by belts of different hierarchies

pastel obsidian
agile field
#

do any of you know the best place to make an ionised fuel plant at

#

idk if this is the right channel but

wind spade
#

(though some people do not recommend ionised for power)

agile field
wind spade
#

but honestly, anything is fine if you like it

agile field
#

im doing both
im on a server with a friend and were currently trying to do basically an entire overhaul at the moment

wind spade
#

ah the classic "rebuild everything instead of keeping old and building new" ๐Ÿ˜„

agile field
#

we kept it until phase 4

pastel obsidian
#

Build it where you have your rocket fuel you can bring in shards from elsewhere.

agile field
#

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

carmine jay
barren lance
#

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

digital sequoia
#

Whats the porpouse of this blueprint? I dont get it

barren lance
# digital sequoia 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.

digital sequoia
#

I totally got it, but my friend here who is a 5 year old guy, he doesnโ€™t get it, can you dumb it down for my 5 year old friend?

barren lance
#

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

digital sequoia
#

Oh, i thought it would be something much more complicated since its in the top downloaded blueprints

barren lance
#

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.

digital sequoia
#

It took me a minute, but yes

south bluff
#

I thought vertical splitters donโ€™t work in blueprints (have to be remade after placing blueprints).

Anyway itโ€™s wild to me that people download blueprints instead of making their own.

cerulean stratus
frosty owl
#

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)

cerulean stratus
somber sedge
#

๐Ÿ”ฅ

#

The package logistics are fairly complex

glass flicker
#

@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

hardy sail
#

Feel like im getting something wrong here

glass flicker
#

what are you trying to do?

hardy sail
glass flicker
#

gimme a mo

hardy sail
#

oh wait nevermind LOL i had the wrong recipe selected

glass flicker
#

lol

hardy sail
#

sorry i probably need to take a break ive been at this for a few hours

glass flicker
#

I use Satisfactory Modeller

#

(on a 2nd PC ๐Ÿ˜„ )

hardy sail
somber sedge
#

is this how you would set up a station??

vapid gorge
frosty owl
cerulean stratus
#

This way you can do like 100 steel here, 130 there

#

Should be useful if you're using trains

somber sedge
fickle knoll
#

Anybody interested in discussing a battery production chain with me?

#

Satisfactory Calculator tells me that i need โ‰ˆ 600 oil for classic batteries (200/min) but i would like to discuss how much it can be optimised.

vapid gorge
fickle knoll
somber sedge
#

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?

vapid gorge
#

Also I just plugged in the 4 alt recipes for rubber and plastic - itโ€™s very resource efficient so the planner will always use it

Most of the time though Iโ€™ll uncheck the base recipes to force a path

vapid gorge
#

Just black magic

fickle knoll
vapid gorge
#

Ratios are meaningless when clocking exists

somber sedge
vapid gorge
somber sedge
#

what should i do then

#

is the pressure thing atleast slightly correct?

vapid gorge
somber sedge
#

no thanks

vapid gorge
#

Up to you but itโ€™s both thr simplest and most reliable option

fickle knoll
# vapid gorge Ratios are meaningless when clocking exists

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.

vapid gorge
#

I guess increase how many batteries you want to make? But trying to make productions use whole entire nodes for everything is pretty pointless.

Youโ€™ll 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 youโ€™ll never waste it

somber sedge
summer flare
vapid gorge
#

Clocking is the single most powerful tool you have

And splitting it is very simple

fickle knoll
# somber sedge ili might just coal the water

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)

vapid gorge
vapid gorge
#

Fluids are bidirectional and this will easily clog thr outputs

#

Pipes are not belts

fickle knoll
#

Hm, then my working example is an outlier and not the norm?

vapid gorge
#

Yes and possibly not working well because ime people are bad at noticing stutters

#

But a miracle it hasnโ€™t completely clogged

#

Donโ€™t sneeze on it

fickle knoll
#

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?

vapid gorge
#

Valves are not good at stoping back flow

#

Fluids collide through them

fickle knoll
fickle knoll
somber sedge
vapid gorge
#

Sure - but as mentioned direct input of waste into fresh can easily fall over

And they donโ€™t pass through thr valve backwards, but they knock thr fluid behind it backwards

Which is basically the same thing

vapid gorge
somber sedge
#

it doesnt feel right

#

its not- satisfactory

vapid gorge
#

.. how?

somber sedge
#

ba-dum-kshhhhh

vapid gorge
#

Itโ€™s efficient and reliable

#

And uses the main mechanic of the game

somber sedge
#

hmm, maybe i misundersood, can you explain what youre talking about?

vapid gorge
#

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 arenโ€™t

#

It might look a bit different depending on which recipes you use, but itโ€™s basically the same for any combo

#

These are example ratios for dif recipes

You donโ€™t have to do the layouts exactly the same though

#

Anyway, going to bed, gl

vapid gorge
unique cypress
# somber sedge i never understood the physics behind why this works, is it because the water in...

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

somber sedge
#

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

unique cypress
#

But tbh so is 5.625

somber sedge
#

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

unique cypress
#

There's like 40000 coal to be had

somber sedge
#

ok wow

unique cypress
#

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

somber sedge
#

theres some coal close by

#

next to the water, which i need to train anyways

#

oh btw, im choo choo ing the water

unique cypress
somber sedge
#

there are two?

unique cypress
somber sedge
#

sorry its my first time going so far from the plains

somber sedge
fickle knoll
#

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.

rain lichen
#

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?

vapid gorge
#

Well most of the time you donโ€™t 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

oblique hollow
somber sedge
#

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

fickle knoll
dusky dust
#

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

somber sedge
#

ill need to split it atleast into 3 belts, (480 + 480 + 120)

#

then what do i do

#

or i could do this

slender sundial
#

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

fickle knoll
slender sundial
#

dont really want mods and wdym take out 6

fickle knoll
fickle knoll
fickle knoll
oblique hollow
oblique hollow
#

And where do the 768/min come from

slender sundial
#

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

oblique hollow
#

Honestly: ๐Ÿ‡ฑ

slender sundial
#

think i tried to auto round machines because i had coming in 3840 bauxite

oblique hollow
#

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

slender sundial
#

yeah i guess xd

oblique hollow
#

8 x 480

slender sundial
#

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

slender sundial
unique cypress
frosty owl
cerulean stratus
frosty owl
#

From your description, I just picture a (overall) more complex balancer though thinking_helmet

#

"more complex" than standard load-balancing

uneven torrent
#

Okay how do I get it to have multiple foundries/constructors/assemblers instead of only having 1 and underclocking them

wind spade
uneven torrent
wind spade
vapid gorge
uneven torrent
#

how do I switch it to quickwire stators?

vapid gorge
uneven torrent
#

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

vapid gorge
#

that's what manifolds do

#

once one side fills up it over flows to the next

uneven torrent
#

oh that makes sense

#

thank you

vapid gorge
unborn dome
#

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?

vapid gorge
#

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

unborn dome
#

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.

vapid gorge
#

which imo just sink the p rods or use them as vehicle fuel

unborn dome
#

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.

vapid gorge
#

I'd also just make more uranium rods xD

#

much simpler

queen umbra
#

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?

unborn dome
#

You'd need extra waste processing too

vapid gorge
#

sure, still not as annoying as ficsonium

vapid gorge
queen umbra
unborn dome
#

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

queen umbra
#

Because I don't know if I want my power to rely on somersloop

unborn dome
dusky dust
unborn dome
#

All the power augmenters ever? thinking_helmet

vapid gorge
#

duping power basically does the same thing

queen umbra
#

What do the power augmenter do

unborn dome
vapid gorge
unborn dome
#
Official Satisfactory Wiki

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...

queen umbra
unborn dome
#

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

unborn dome
#

And if you have 1000 MW, building that gets you up to 1600

#

But didn't research it?

queen umbra
#

No not yet I don't know I didn't get a lot of stuff in the mam unless the essential

unborn dome
#

Ah, yeah, just get everything in the MAM

queen umbra
#

But I unlock tier 9 but I wait before unlocking a milestone I want to finish my nuclear power plant

queen umbra
dusky dust
#

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

queen umbra
#

It takes 10 somersloop to build damn I only have like 15 somersloop

dusky dust
#

(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)

queen umbra
#

I got scared today a elite gas stinger jump at me

dusky dust
#

That's like three items out of a pool that's otherwise practically nothing but gravy. :)

unborn dome
#

You can build as many of the augmenters as you have sloops, too, just stacks that free power up

dusky dust
#

And that at least boils down to personal preference. Plenty of folks find the inhaler recipes useful

queen umbra
#

I have 2 stack of berry

vapid gorge
dusky dust
#

Heh, I may have miscounted slightly but inhalers make up less than 5% of the MAM unlocks. :)

cerulean stratus
#

Ok today I played the skyblock mod
And found something new thanks to it

vapid gorge
fickle knoll
#

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?

vapid gorge
south bluff
#

Iโ€™ve 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

frosty owl
#

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)

oblique hollow
#

If the recipes are very slow then the old data gets wiped in the meantime

#

so it fluctuates around more

midnight frigate
#

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 ๐Ÿ™‚

tropic hawk
#

Are short segments of mk 6 belts reliable? Such as from a miner into a nearby splitter

frosty owl
#

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...

tropic hawk
frosty owl
#

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 thinking_helmet

#

(Floor holes may cause throughout issues, I don't recall their current status exactly)

hoary pulsar
#

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?

frosty owl
#

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 ^^

hoary pulsar
#

Even for this small differenceโ€ฆ.๐Ÿ˜ฉ๐Ÿ˜ฉ๐Ÿ˜ฉ

frosty owl
#

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)

hoary pulsar
#

In gonna leave 1% from a poor generator

frosty owl
#

You could downclock one generator and package the overflow for personal use or just sink

hoary pulsar
#

I already have a section for personal usage

dense glen
#

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?

vapid gorge
#

1 miner to 4 smelters seems reasonable?

dense glen
#

They're pure nodes so each smelter should be getting 30 iron per minute once they're filled up

vapid gorge
#

sure. You can generally over clock normal nodes to your belt limit too so get used to talking about parts per min ๐Ÿ™‚

dense glen
dense glen
#

Anyone have a good factory layout for modular frames off 120 iron per minute?

vapid gorge
safe bridge
#

this is my powe setup

#

i don't understand why i'm only getting output fro 5 of the 8 coal generators

vapid gorge
#

overhead shot of the whole thing? photomode helps

safe bridge
#

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

vapid gorge
#

but it looks like you have 1 pipe moving the water

safe bridge
#

that is from the photomode

vapid gorge
#

how much water does 8 generators need pm?

safe bridge
#

pm?

vapid gorge
#

per min

safe bridge
#

oh

#

i don't know

vapid gorge
#

gotta math

#

critical to have smooth producing systems

safe bridge
#

i followed a guide off the wiki

#

yes

vapid gorge
#

that seems unlikely since this doesn't look like any of hte layouts

#

so how much does 1 coal gen need pm for water?

safe bridge
#

i kind of adopted it a little