#math-and-meta
1 messages ¡ Page 376 of 1
If I have 20 refineries eating 576 oil (10 on each side) and feed it from 1 end... would the length of the pipe manifold cause issues?
No, the length doesn't matter in this case.
You will experience flow interruptions at the first junction
Because you are at high flow speeds and it will be a very uneven split
Hm.. tbh even if the end refineries were lacking oil it was a very even split đ¤ I forgot to add extra looping too, let's see if this helps
Loops are even splits
Or pretty close to one
Feeding a basically full mk 2 in from one end without a loop is an uneven split, without exception
I had it like this and added the ones marked red, so far seems to work (ignore the tower abomination, it's just an up and down pipe with rest for deco)
Ah, that changes it then
The loop shouldnt be needed here as the refineries are indeed set up evenly
IF you feed from the middle point on one end
Makes sense
ew get this shit out of here @abstract merlin
how do i transport like 12 fuel rods/min to 50 nuclear reactors?
how do i split it
balancing might not be feasible here.
you can manifold it and wait 50 years for them to all fill up 
thought so
@slender sundial which fuel rods?
uranium fuel rods
i might just add a small buffer after production line and let the plants fill up before i start them
12 uranium rods per minute feed 60 reactors at 100%
i overclock @ 250%
forgot to edit, i chose 24 after i wrote that my bad
12 split into 24 is easy đ
It's always 4 hours or less if you fill the reactors when they're empty
Getting back on the grind with the goal of 8 thermal propulsion rockets per minute. Wish me luck cause I'll need it
Actually I dont want to be making more fused modular frames. I've been through that hell before so im only going to do 6 per minute
Am I correct in assuming that if filling up the freight platform takes more time than the round trip of the train, then the throughput is equal to what is produced? đ¤
gotta consider the 27 lockdown time in there
if it isnt full and the belts / pipes have time to catch up after losing 27 seconds of throughput into or out of the platform - then yes, throughout is as much as you put in
Hmm.. I'm guessing that with max production of 600 and mk5 belt it should catch up
you can generally get away with a bit less than 1 belt per platform if you want to avoid maths
use copper alloy then and have like 250 foundries instead
wiki says theres only 33,000 copper in the game
should i be using 9,600 on nucleat pasta
is that a good idea
up to you
if yo uwant to make that a personal project you could decide to do it in a godzilla stature made of beams
i js dont wanna regret anything 200 hours down the line
and it wouldn't be 'wrong'
it's a sandbox game - gotta choose whatever projects you think will be fun
I can't tell you what you'll enjoy
im looking at the alternates, i dont particularly care about power but i care about resouces used and maybe amount of buildings aswell
i think i should go for the sulfer one
there's lots of iron on the map. Burn it all
hm true
and OC all the foundries so you only need to build 100 of them
theres 10,800 sulfer on the map
wouldnt that be very power intense
tehre is . But refineries
OCing a system fully only uses +34% more power
if you have 2 identical output/recipe systems
and one is fully OCed to 250% , it only uses 34% more power than the other
That's bad game design then no??? Doesn't that incentives me to use over clocked machines rather than more machines
Like if j need 2 blenders I could just overclock one
That kinda ruins the balance of the game cuz it's supposed to be like
Ur choosing between more space or more power
It is how it runs. 1 Foundry at 100% uses 16mw. a foundry at 200% uses 40mw. More than running 2 foundries at 100% would use. That 34% power difference is per item, not per machine.
Why is it bad? Sill more energy cost abd you need shards
You save space, costs more power
Just not an ass ton
@barren pollen reusing the waste water without mixing
Top refs are scrap, bottom solution
Hm alright
Iâm just trying to work through this
Mistra suggested I just completely take out the factor of water into my rocket fuel factory from the aluminium and make them separate
Which might be smart ngl
Example diagrams of the various recipe combos if that helps
So in general you want to keep your fluid systems as independent from each other as possible much easier to trouble shoot
My question is do you need to do a closed loop though
Wdym by closed loop?
The solution refineries are two sections of machines that just consul water on their own
They still have a fresh water input
As in feeding it back to the machines
Only if you want to reuse the water there
Some people make wet concrete and sink it
Effectively the same thing as this loop but you need more water and limestone
For no real benefit
I donât feel like I need to reuse the water, hence why I wanted to make a rocket fuel factory out of it
Donât mind the fused modular frames
So youâre still using the water, why not in the same location instead of elsewhere?
The reason you donât want to interlink systems is because it becomes MUCH harder to trouble shoot problems
Itâs all in the same location
Itâs in the top north of the map
MUCH MUCH harder
Hm so separating the factories all together would be a good idea?
And if one thing hiccups it then hiccups everything
If you want to spend much less time fixing issues?
Yes
Itâs also simpler to design
Thatâs fair
It might just be the better option
But the HOR shouldnât be an issue no? I just make the water go elsewhere
Now you can interlink everything and make it work - Iâm not saying you canât
But theres big down sides and no real benefit
Is the HOR a waste?
Well for the rocket fuel plant + aluminium I need uh
1131 crude oil
426 HOR goes into PC and 1092 goes into diluted fuel
(Hence why I wanted to use the water there)
Ah, I would have a group of refineries clocked to use exactly 426 HOR and send the coke directly
Have a dif section of refs to make HOR for diluted fuel
Yup
And probably
Modeller images have zero labels on them and way too much work to read
One of the many reasons I donât use it
yeah i dont really like it, but i have notes here of everything that needs to be split
Will probably redo so its easier to read lol
I use satisfactory tools also. I just thought id try this for once lol
Takes a little bit of practice but is very worthwhile. Easy to read and edit
this was my phase 3 factory
runs at near 100% efficiency with just a bit of maintenance that I had to do
Huh, it doesnât often spot out multiple recipes for an item đ
Wait wdym
Like the modular frame?
Idk why it did that, I just didnt end up doing that part
Yeah that
You just must have had fairly strict resource limitations that it had to spread the costs around
i probably did
either way the factory runs great which Im glad for
This is what its saying to do on tools
wait yall don't just shove stuff into containers that produce your parts?
For going up the tiers? Sure
@vapid gorge
this is hell but I think Ive evenly split everything
If theres anything you point out it would be much appreciated
If you choose to make wet concrete instead of reusing the water in its own system youâll need overflow to sinks? About it really
Oh yeah sinks
Ill add sinks to that
@vapid gorge so will sinking all the concrete when overflown, that will fix the whole water issue?
Itâs effectively the same as reusing the waste water in its own system - a seperate process that isnât mixed with the fresh water
So sure
Okay thats chill
Im still wondering if I should go straight for nuclear energy tho
As long as youâre not mixing the fresh abd waste itâs pretty simple
I hate endless fuel gens so thatd be my advice
Itâs either I go the nuclear route which would be to create like 400-500k fuel
Or like 3-400k
Or I do rocket fuel and do 288GW but thatâs like 1152 generators and I genuinely cba to do that
Idk if I make enough fuel right now though to even start making a nuclear plant
I only have some 30k MW from turbo fuel
Build power storage to kick start your nuclear
A blueprint block of them makes it easy
Wow I swear theyâre doing stupid things to auto correct
Fyi the unit is "GW", not "kMW"
theyre not wrong tho
wdym?
a kilo of megawatts is by definiton a gigawatt
not sure what definition are you using, but SI system (the one that defines things like "kilo") specifically forbids mixing prefixes together
dam
If you interpret the "k" as "thousands", you might have half a point xD
BTW, the "Kilo K" is a capital "K" (unlike the "thousands k")
kilo is greek derived, meaning "thousand"
kilogram literally means "thousandgram"
thats why i said kMW was not technically incorrect cuz thats just saying thousandMW
2kMW is 2 thounsandMW
Eh, fair enough.
I was also pretty wrong there as "kilo" is one of the FEW exceptions that aren't capitalized (because ofc things can't always be simple
)
Ie: "deca", "hecta" and "kilo" are the only lower-case prefixes
but also, putting two prefixes together is not adviced, so its not the best practice
https://youtu.be/Tgxknxp3-Go holy flip watch this, balancers final boss
Octo Smelter blueprints
With Mk3 belts: https://satisfactory-calculator.com/en/blueprints/index/details/id/7199/name/Compact+Stackable+Octo+Smelter
With Mk5 belts (which on reflection I probably should've included in the first place): https://satisfactory-calculator.com/en/blueprints/index/details/id/7240/name/Compact+Stackable+Octo+Smelter+Mk5...
wait i change my opinion
watching how fast the machines turn on, what hes doing might be nessecary in late stage
Ohhh. Thanks I got it mixed up
Getting closer to a Terra watt
Fluid balancers are cooler and more useful anyway 
||Sarcasm disclaimer||
Jokes aside, I do want to try experimenting with that some more, maybe even at scale 
Valves
Nope, still incorrect. SI explicitly prohibits double prefixes
Well but MW already means million W đ
thousand million joule per second
do i go for it?
this was the previous goal and the only really limite was the SAM but i remmbered i wasnt slooping it so ya not i do
Try it lol
so make big power
megagauss?
Nice name update
thx
We'll see if 1.2 does anything about that
there's nothing to fix with fluids
What's a terra watt
TW to GW is same as TB to GB
Oh
id appreciate if there was more physics involved
wdym?
like for junctions
what fluid gets priority should depend on something like, which pipe has the greater pressure
something i proposed before asw
well SF doesn't really have pressure
and I'd say that having priority on pipes is weird given they are bidirectional
whats SF
satisfactory
yes but flow of fluid is based on fluid pressure right?
not really afaik
fluids always go from fuller pipes to emtpy pipes
It's based on some form of the Navier Stokes equations
https://en.wikipedia.org/wiki/NavierâStokes_equations
there has been some research about this but I don't remember the findings exactly
calculus, yum yum!
Calculus, ew ew ew
No
I mean sometimes I think but mainly based on gravity
Isnât SF actually pretty realistic (as realistic a game can be) to actual fluid dynamics irl
idk
i know little about IRL piping other then basic repairs. so i cannot weigh in on the math around what is realistic. What i do know is that ppl hate or like them in this game
i thouhgt i knew fluids, cuz experimentally, it seemed like the flow and fluid priority was based on total pressure in the fluids, and it seemed like the pressure was based on how high the fluid is coming from + pumps
but the more i talked to ppl online, the more i realized it was probably a coincidence that they seemed to behave that way
can someone smarter explain how u do priority fluids in real life?
Usually with check valves, though priority is usually still just "more pressure=more priority"
The systems we have in SF just are better separated without prio merging
Does anyone have a good chart or something similar for what recipes to use for a 100% map? Donât think I will ever do it but I would like to see the proportions so if I ever do it I âonlyâ need to increase everything equally
can u explain what u meant by that last sentence
whats a 100% map
Not sure if everyone would call it 100% map but I meant a map in which I exploit all resources there are on the entire map
like every scrape of sam ore?
I guess itâs pretty theoretical. But I meant all resource nodes on the map maxed out and used. Using powershards on all miners.
so its highly subjective waht effencient and 100% usage is. in thery you could just place a m3 miner on every node and belt it straight into a awesome sink. No recipes needed
Okay letâs say itâs for awesome points?
But you are right, I need to say more clearly what I mean
again what is effecient spending 5000 hours in game and another 1000 out of game planning the user of every resource in the game. OR just doing my above method and letting thegame run for 6000 hours
its a sandbox game. I find they work best when i outline clear goals for myself
instead of merging things with priority, you treat the two pipes separately, hooking each to the number of machines it can feed. No priority needed
I don't think anyone has a 100% map usage build as the engine breaks before it gets that far
so just have seperate machines
yeah
yeah thats what i do, i like to burn the water away for some extra power
I meant more like this
also a highly fluctuating power makes me feel good
ive always struggled to understand this dagram
is this what its describing
Where are you finding these magnificent diagramsâŚ
oh i get it now
yeah like that
im pretty sure its in the pipe guidebook
did i do something wrong- how is this so machine-efficient?!?!
just 6 refineries total for 900 scrap???? wtf
that seems right
Aluminum scrap go brrrrrr, etc
i see
how r u supposed to be thinking about products such as fused modular frames which are required in a myriad of recipies but wherever its required, its needed in small quantities and only once
i was thinking i could make a fused modular frame factory producing 2.25/min and use drones to direct the product where i need it the most currently
say for example im on the stage where i need a bunch of nuclea pasta, then i use the factory's products to be directed towards the nuclear pasta factory
but if im done making nuclear pasta for the phase, i can redirect the product to the turbo motor factory
is that a good idea
on paper (In my calculator), my nuclear plant makes the correct amount of power, but once i plug it into a nuclear reactor, it comes up about 17000 MW shy in total output. I am creating 34.56 Uranium Fuel Rods, and at .5 rods per machine, it needs 69.12 machines (Which obviously i cant do), so i am trying to get those 34.56 rods into 70 machines, all evenly powered, so i dont have some flickering on and off. Im a physics major, so i understand math, so i was just doing the math to what it will need on paper, but as soon as i plugged it into a reactor in game, it came out that 17000 MW shy... I have attached a picture with what i have found to be proof of why its coming up shy. i ran some standalone Manufacturers to get a few fuel rods to test so i could see how many it was going to use per minute. The first picture with the full calculator shows how much the 34.56 rods should be creating in theory, with on the right, it showing the 432k MW that its actually going to create at the ~6171.4 MW per Nuclear Plant. The second calculator picture shows where i got my current clock speed of the 246.858. the 500 is what is the full speed of the reactors given the number of rods they will use at each clock speed. 250% at .5 rod per mine, and 100% at .2 rod per minute is how i got that, so 500 times that ~.4937 gave me that clock speed. However, clearly, something isnt right.
I am new to nuclear and want to make sure i get this right, so im hoping the Satisfactory Gurus here can help me out and either assure me that i will be fine, or help me figure out what clock speed i need to set my power plants to to make sure i get the correct usage of my 34.56 uranium fuel rods. In hindsight, i would have made it an even 34.5, but now my factory is built and would rather not tune down over a hundred machines to make it an even 34.5/min.
Why cant you do a machine at 12% clock and 69 machines at 100%?
the 70 machines are all running at 246%
so id do 69 machines at 250 and one at 12?
Uh
So the 70 machines running at 250% speed yields 0.5 i/min consumption?
because each machine uses half a fuel rod per minute onlyi at 250%
yes
I think 67 at 246 and 3 at 250
Because IIRC, 0.5/min is the 100% rate
1,000,000MW
1000W = 1MW
1000MW = 1GW
1000GW = 1TW
so i would need about 173 reactors if i ran them at 100%
that would work if it was a flat 246 and not 246 and change i would think
Its been a while since I did nuclear (pre 1.0), so if your numbers are 69.12 plants being sated, you would need 12% of 250% or about 30% of a generator if my seat of car math is right
So 68 machines at 250% and one at 12% should work
also its .12 of a 250% machine, so i would need to evenly distribute 30%
I think
yeah thats where i was getting lol
If the machine just runs at 30% you could theoretically just manifold it.
If you need to consume 34.56 fuel rods and 250% clock speed consumes 0.5 fuel rods this would be correct
and running 1 machine lower than the rest wont cause issues with waste or radioactivity?
Unless you are running a "LBR" plant, then things get more compicatex
LBR?
If you mind certain lines being more saturated, they dont.
Low Background Radiation
okay, as long as power stays relatively consistent, that should be fine that some lines get saturated, which i would expect from a manifold system
So long as all plants get what they need, power output will be flat. Only exceptions to that rule is geothermal and biomass gens.
idc about "LBR" then personally. i built over the swamp so it was away from the rest of my plants
slight fluctuations Gerothermal Generators are not a problem, i just want the larger chunk of power to be consistent
so i will run 69 at 250% and 1 at 30%
thank you
You can always use power storage and just assume a average for head math
Yep, so long as Consumtion = Production of your fuel, you should be fine.
Why 1 at 30??
because its 12% of a fully overclocked machine, so 12% of 250% is 30%
If the normal gen is at 250% speed, and they need .12 of that, then the math makes the CS 30%
thank you, i will just run 6 manifold lines total, 3 of 12 and 3 of 11, then smart split at the end to a merger line to fill the last machine with overflow. or should i just throw that last 30% machine in one of the lines of 11?
If the split offs from the main line are via smart splitters, it doesn't really matter IMO
You need a total of 17,280 clock speed across the manifold
Just checked all my math against wiki numbers with a regression in desmos and youâre right, you need 69 at 250% and 1 at 30%
main line being the main 6 manifold lines of reactors i would make? then just smart splitter the end of each?
in my h ead, it would eventually balance out if i did that once the manifold fills
I mean what youâre describing sounds to me like a larger, slightly more convoluted manifoldđ¤ˇ
should work fine best I can tell
it actually provides more rods to more machines quicker if i split them into multiple smaller manifolds, because im not waiting on the back 30 ish machines in 2 manifolds to fill
true you can also hand feed rods in like a gremlin. thats what i do
xD
how do you calculate how much the travel time of trains and drones affects throughput again?
time it
as for throughput, usually best to rely on the game to calculate it
honestly i just wing it by filling a buffer on both ends
The freight platform and drone stations should say items per minute or stacks (I think that's what drones say). Buffers help make sure there is a fudge factor though.
Im confused on what any of this means :D
I have never used vehicles before
If you click into the freight platform on the train station, it says how many items per minute are being transferred so you know how many the car is bringing in the time it takes it to travel. If you need more per minute than what it is bringing in, you might need to load it into two or more cars.
Ohhh ok
And putting a storage container on the unloading side as a buffer helps to make sure if it's bringing extra, it gets saved as a fudge factor if something slows it down
Fudge factor?
Like if you need 60 but it's bringing 58 per minute, letting that buffer fill up helps if there is anything along the way that holds up the train.
Ohhh ok
Don't mind the clipping... lol
That buffer is on my receiving or unloading end. I sometimes put them on the loading side too
Wait...thats actually a genius design
Its like those storage units placed in between walls on freight trains
Yeah. I always put some sort of building over my train depots. It's kind of fun to make them look pretty. I don't always clip them through the wall but I like how that one turned out.
Because honestly? I see that design being used irl
me too
This is one on the other side that isn't clipped.
whats better package oil for transoprt or raaw fluid or procces it there and transport end prouct ?
process it at source, make end product, put into depot
thx
To clarify, is it not possible to build load balancers accurate to 4 decimals without building obscenely large load balancing arrays?
depends on the numbers I guess. Manifolds usually solve anything anyway
oil -> plastic. highest yield i calculated not using sloop 2.89 is that right?
depends entirely on the decimal yeah. 0.0625? easy. 0.3179? probably not
should be 3 IIRC
wonder what im missing
HOR, recycled rubber/plastic, diluted fuel?
think those are the alts off the top of my head
(substitute for the diluted packaged fuel loop if needed)
oil using heavy oil (3 oil, 4 heavy, 2 polymer)
all heavy into fuel using diluted. all polymer into rubber
then rubber fuel -> plastic
then plastic fuel -> rubber
then rubber fuel -> plastic
then 1/3 of remaining fuel + plastic -> rubber
use up fuel plus rubber -> plastic
total is 2.89
must be my math hm
probably the plubber loop
ok thanks yeah i deducted some fuel in my calc on accident
initially iwasnt sure if i need to balance heavy oil residue and polymer resin recipe. so my excel was weird
anyways cool
You generally need buffers on both loading and unloading to make up for the lock out times
Very few situations where you donât
Yes. I put them on both sides loading and unloading.
It all just leads into one of the other machines so I think I'm doing the same thing
Then youâve mathed or done something wrong
Are you linking up multiple wastes or something?
Yes because I don't need that many refineries making scrap
Thats all clocking
Figure out the % of bauxite that runs on fresh water - clock some refs to make exactly that
Do the rest of the % with waste water in its own group
If it doesnât work youâve mathed wrong. Or not sinking the scrap / ingots and thats making it back up
None of the items are backing up, it's just liquid
Liquid is an item
Sounds like youâve mathed wrong then. Or made a build mistake
You could post some over head images?
It's probably just math, I think this was done when I just barely started caring about making things efficient
With reusing byproducts itâs mandatory unfortunately đ
satisfactory what ratio to use for pure iron ingots input is 1200/min output i can use 3 power chards/each.
figure out how much 1 refineries uses pm at 250% , divide 1200 by that
its a terrible number.
terrible numbers are imaginary , change the pm value and you can have whole numbers if you want
as in per 2 minutse instead. Or per 1000 minutes. Decimals go away
want to max out, i guess i use manifold and take out the extra to the next line etc ...
? just have one not clocked at maxed. Much simpler
or evenly clock the min number of refineries
i got 10x 1200 iron input, so i try to minimized the refinery amount.
it's relaly not going to make any reasonable difference if you're already doing that many refineries
Can 1 freight car reach throughput of 1200 coal on a 4 minute route..? Or do I need 2? đ¤
not enough info - 4 minute whole round trip or just one way? what's your belt speed? etc.
Whole round trip, mk5 belts and I have 2 stations where each produces 600 p/m and loads into the same car
I think it's more reasonable for you to test it out yourself, sink the unloading station then try out the train route for a couple of cycles then check the incoming items per min on the freight station
Oh, I didn't think about sinking, I'll try that
Although wait.. I forgot 1 car has only 32 slots... so it could only transport 3200 out of 4800 produced during the round trip..
my rule of thumb is one car per belt
I am very upset because my railway blueprint had the rails too close, im re building everything cansomeone pls js tell me if this is far out enough
are the rails far away from each other enougj
looks good. I usually center each rail on a foundation the usually gives enough room. this looks to be about the same (counting the grid under for refernce)
this is just shy of what you do
ya looks good. saave it place it and test
just put it on the ground next to the Blueprinter and connect some rails and drive on it
behold
is this readable btw
do the signs make sense
i think they do
"entrance" sign should point upwards right, or is it downwards
i read this as (the viewer is the train in this case) right hand drive track system
yes
tthen your signs owrk
I only play by myself... so as long as i understand im good lol
It's left hand drive
(Which is right hand traffic)
precise wording can matter.
Blame people who came with that mess đ
lol English is a hard language. I tell people i speak bad english, and worse french.
how many freights to transport like 4800 conc/min
Depends on distance between a and B and belts
If i had to throw out a vibe based number id say 7
If you want a detailed explanation on how to calculate such things check #1038092680493801533 for similar questions or post there to get a detailed response. I have a feeling it is a bit complex
Personally I've always just made trains with four freight cars and dedicate each train to one item. If I need more I put another train on the same route. I also fill a industrial storage or two on each side
how would i make a train not stop at a stattion if its fulll
You don't. I tend to have a smart splitter at the buffer at every train station leading to a sink.
If you are producing to much things naturally get bunged up
you cant but you can get close to it by setting these settings
you can set it up for each stop
Wait wouldn't it then wait forever
Dont u mean to set it to wait zero secondd
nah it's or. So it tries to empty or wait 99999999
so itf its empty it will start driving again
perhaps setting it to "And" wait for 0 seconds will result in the same desired result
the 99999999 setting makes it drive at some point even if its not fully empty/full yet
pls help, will this work pipe-wise
these refineries eat the water byproduct
ive overclocked the scrap making refinieres for that 1:1 ratio of refineires
this is the 1 machine ratios
id imagine since the main refinieres dont produce enough aluminia solution, the pipes will fill up from the excess production
the on thing is, this exceeds the pipe carrying capacity
đ¤Ż
clocking what is fresh water and what is waste?
could just be a basic math issue - you need more than 2 pipes for the solution
does anyone know what might cause the max consumption to go up and down ?
some of the end game machines use veritable power. Maybe those?> im just guessing though
what's the difference between power and vĂŠritable power ?
A particle accelerator sometimes draw little power and at other tiomes 18gw
i kinda assume it would just tell your grid the max draw of the machine. But i really dont know. i dont think about it just spit balling
yeah particle accelerator and converters have variable power use but the max is the max and stays the max no ?
i would assume as much but il really struggling to think of what would make your max consumption change like that
seems like hte internet shares my theory of end game machines or its a bug
https://questions.satisfactorygame.com/post/66e9b194772a987f4a8b8969
ah that's disapointing...
would've hoped for it to have an easy fix but can't do much against bugs...
im also disappointted..... I am not usually proud of my ignorance but now that i know about this imma keep a eye on my grid. I usually build a TW and forget
yeah I have this set-up right now (plenty of unused fuel I could hook up to generators) at Blue crater, but I'm too lazy to go bring nitrogen gas and sulphur back to expand it (I'l eventually get to it)
both arew real close there at least ^_^
yesn't there's another nitrogen thing which isn't too far...
but for sulphur they are so far and few I should probably make a train track to bring them all but I don't want to figure out load balancers so I shall procrastinate
I feel ya,
@midnight eagle yeah im feeling thats the best recipe for crater sence you can build out fuel optimaly makeing the the rocket fuel upgrade easiest later while haveing about 50 percent leftover for plastics and rubber. after you pull all nearby sulfur sources.
it also turns out you can have 33 percent more power just from reprossing by byproucts compacted coal.
you can, but i like to turn it into steel as there is a lot of iron nodes near ^_^
that makes practicle sence to devolp the area. sence your likely wanting train lines if your exprting plastics/rubber.
and everything is on site for arms.
you could make turbo fuel from it too if you wanted to kick the power up a little without dragging the second nitrogen node over as well as a bunch more sulfer
Yeah that's what I was worried about
Fixin thatâll make 10 more
yeah you need junctions to be flat
In other news, my all purpose aluminum factory is coming along well
I'm just struggling to find enough resources to keep feeding into the factory. Currently it's working at around 50% its max output
<@&387163995947270144>
@elder fox
some rough head math
set a HOR refinery to 200% so it uses 75 oil/min feed that into a blender set to 250% using all the HOR being made. send that to a blender set to Nitro rocket fuel set to 250% using all the Fuel to make The rocket fuel (300unts/min) feed that to feed 30 fuel refineries set to 240% (using 10/min)
so i have a drone trying to deliver 600 bauxite a min to a small aluminum plant, but I'm falling just 40 per min short of that number, what's the easiest way to fix this?
How are you delivering it?
by drone
Add more drones đ
2 ports can easily accommodate 2 drones
If youâve already done this youâll need more ports
yeah I've already done this more drone ports it is then
Individual drones donât have much throughput, but itâs very easy to add more
They are basically just slow teleporters
can i have 2 drone ports deliving to the same drone port and then have 3 drones total making the run?
delivering*
The trouble with that is that you then have 3 drones landing on the same point
And they have a full minutes land take off sequence
true but i do only need like 40 more per min thruput
It CAN work but you have to design it that way and it might not match your numbers
I personally only use drones for late game items
Oh sure - it just really depends on the system
Test it out
It's very efficient to recomission a factory when u don't need it's products anymore, like instead of making two cooling unit factories, you can make one and once u don't need cooling units, u can set a drone port to the rocket thing factory
Did that make sense???? I hope it did
yeah i think i get what your saying
im gonna try it out see if it works for my case
Not sure sorry xD
But unless the rest of the resources on the map are very inconvenient to use you might as well just make a new factory right?
I produce 5 radios per minute
I need 5/min to produce product X
And I need 5/min to produce product Y
And I need 5/min to produce product Z
Instead of making three radio factories I can make one single radio factory and send it's outputs to the factory for product X,
after I have enough of product X, I can set the drones to go to product Y now
And repeat
This way, I save on having to rebuild the same factory multiple times at multiple locations with different regional limitations
Advantages:
Very simple and convenient
Disadvantages:
You can only produce one product (X, Y, Z) at a time, although that might be managable specially when you're making project assembly parts
Well building 3x smaller factories will probably take as much as 1x bigger one right? Just depends if you have enough resources in one spot to make 1 big one more convenient
The key is that the 1x factory is also a smaller factory
It's a decent alternative option for people who would rather wait more than make more
yeah doesnt seem like thats going to work, im getting worse thruput, i think part of my issue is how high the other terrain around the drone port is so it slowly hovers very high before it takes off, thus making the other 2 drones wait much longer to start the also very slow landing process
its a 1 min 30 sec for a drone to land then take off
I thought it was 52 seconds but been a while.
And yeah itâs tough managing a 3 drone port
Donât rely on the throughput meters
that is the big advantage of building separately though đ
Look at your machines and see if they are stable
also it probably is 52 sec but as previously mentioned where I'm located the drone hovers very high up then takes off to the destination
machines seem stable, its building in the buffer
Im like
So done with this piping
Pump moving fluid in this pipe
Gets to here and it just stops
Mk2 pump right there and ik that has plenty of headlift
What is wrong
rebuild the pipe segement
I did that
did you rebuild all pipe segements back to the pump?
No
I built a 2km long pipeline ._.
check each segment untill you find the segment that doesnt have any fluid it in
or did you use a mod and build 1 super massive pipe
and super long pipes (even in segments) can hold a lot of oil so they can take a hot min to 100% fill up
over distance pipes usually fail at somepoint. rebuilding and prayer seems to be the best solution. Most people just build where the fluid is to avoid this
you can reduce the length by building through the dune rather then over it
Should I put a buffer at the end and it let that fill up too
I dont use any mods
naw buffers cause more issues then they solve
Ok
Looks like it just has to fill some more
<@&387163995947270144> they've escaped the lore channel đ
You can't make oil with SAM
played with mods before?
ya
mods actually allow it
i am rn
lemme look in that
The beginning of my endeavor for an universal manifold builder
If I were to do all manufacturer blueprints I would jump from 16 to 64 of them, which is far too much to be practical... I'll instead do 4 cases for inputs, namely "All left", "All right", "LRLR" and "RLRL"
hellooo my trains keep stopping here, can anyone tell me why
its not even the end of the block, why woudl they stop
is the signal red?
it is green
is the next section also green
One single constructor sucking down an entire copper node!
sloop it, you know you want to
<@&387163995947270144> multi channel spam
Guys im about to crash out
My math math's but stuff refuses to run at 100%
Never have I ever felt such immense dissatisfaction
When it comes to making aluminum how do I make the water produced by one of the later steps loop back to the earlier step without everything overflowing with water despite the numbers being perfect?
I am genuinely being driven insane by how fluids refuse to behave in all context
don't merge your fresh and waste water together
that's it. That's the whole solution to your problem
pipes are not belts - fluids are bi directional
and there's simple ways to manage fluids. I can take you through a project if you like
if you want perfection...package it, merge the lines, unpackage đ¤Ł
10x the work for no benefit
benefit is you get to claim it is perfection
not merging the fresh and waste in the first place is 'perfection'
no need for packaging
and you get to see stuff scooting around on belts going wheee
I merged my waste water and fresh water and now I regret it.
this is often the case
@barren shell @tribal sun
bottom refs are solution
top scrap
blue line is fresh
red is waste
unbreakable system, just need to clock it right
erm use a valve
that is one of the least reliable methods
and I'm mostly saying that because off the top of my head I can't think of a less reliable option
Explain how? Do you you even know what a valve does?
very well as for the 'how' , valves don't stop fluid in front from knocking the fluid behind it back wards
on top of that depending on how full the pipe sections they are on are, they'll only allow a % of the flow through
so if it's set to 600 (max flow) but the pipe is only half full, it'll only allow 300 through
if you're going to direct feed waste into fresh, and you shouldn't, use a powered pump instead.
It's a slightly better option.
But better to just not mix them at all
in general, just never use valves or buffers.
(except liquid trains that need buffers)
Ahhh I see I thought valves made the flow direction one way, but I was unaware that they didn't which still allows for slooshing. I guess you learn something everyday. Thanks for that!
no stress! It's a common thing to think and it's not super clear from the outside
At best they'll do nothing, at worst, if not placed right could cause issues
weighing the pros and cons on both these
any wisdom you pros can share is appreciated
one extends your uranium ore at the cost of more resources. It's pretty straight forward. Is this good for you?
no theres a lot more to it, like the suphuric acid recycling and introducing quartz and wire
hmmm
i wnated to know what u guys prefer
anyways making fuel stuff
I mean the more resources is the core of it.
+crystal and quickwire
the byproduct is a non issue - deal with it the same as you do with waste water with bauxite
the alt recipe effectively turns caterium wire and silica to mroe uranium ore. If you want more power its a good option
TIL: You can have 2 or more scanners with different targets for easy switching of objects to scan. I was experimenting with object scanners because I was so annoyed with switching items to scan, then I stumbled upon this which is such a game changer for me! I don't know if this has been a thing for a while I just wanted to share for those who hasn't discovered this yet
Nice
you can also carry 4 guns with you so that you don't have to reload in combat, since the mag size is quite limited and reload animation long while the animation to swap to another slot is much shorter.
or to have different guns / different ammo like carry a stun rebar gun, shoot it and swap out to a regular or rapidfire rifle.
4 tracking ammo guns would be crazy
I don't know if I should progress in this factory. I just unlocked the 7th and 8th tier. I figured that I need a better power system to last until the end of post-game. Before, I had a 30 GW oil power system for fuel WITH Power Amplifiers. Now, I am thinking about having a 200 GW power infrastructure with 5 power amplifiers. It uses 6,000 turbo fuel/min and I am about 1/3 of the way through making the factory with almost getting finished with the 800 fuel generators. Next, after I link up all of the logistics and I have the processing for the oil to heavy oil residue in the bottom right I will make another 2-3 200mx200m platform to make room for the other 100 refineries and 163 blenders. Is this a good system where it takes in 2,500 oil/min, 2,400 nitrogen gas/min, 1400 sulfer/min, and some other inputs to give an output of 6,000 turbo-fuel/min. I am not close enough (to my knowledge) of manufacturing power shards on a production line and making ionized fuel. I have this located in the very lower right of the map. What should I change, if anything, or should this be enough power for a while? I just don't want to waste the next 10-20 hours of gameplay for nothing
hard to tell, not enough detail on what is actually going on with the pipes
What do you mean exactly? Do you need to know the number of pipes, basic pipe networking, liquid in pipes? Location of all of the pipes in the build?
Essentially for the fuel generator section I have a 5 x 2 row of pipes planned for each pipe to hold 600m^3 turbo-fuel/min that branches out
Each level comes out from the center to the top and bottom of the image. It then branches out to their respective rows, each containing 20 fuel generators that consume collectively per row 150m^3/min turbo-fuel
well like here it kinda looks like it's connected?
In the center between the levels of the fuel generator planes are just some pumps to pump the liquid upwards. I know that I should make the production of liquids above the level of the fuel generators themselves but it's too late and I really don't want to rebuild
They aren't
It's basically just a section that looks like it but are close together to make it look better
well that's good.
but in general having branches off the main manifold like that can cause flow issues especially if you're running high flow pipes
these pipes aren't looped AND you have extra junctions since the machines don't share
Noted, I am new to the game if you couldn't tell with only 130 hours on my save file and I don't really have an idea on what exactly to do
Right
people's first massive pipe flow issue tends to be with their first fuel system
I'd guess you might get the system running 80-90% expected output
I jsut did that because I was used to doing it from normal manifolds with conveyor belts
yeah, people's first fuel system is usually like that đ
How does liquid behave differently by the way? Because, I often find my builds not necessarily having one specific build direction
it's common
fluids are bidirectional and prefer to flow downwards
it's 2 simple rules that spaw complex behaviours
Also is this too much or too little power preperation for tier 9?
so keeping pipes simple and direct is generally good
And tier 7 and 8 as I don't actually have a factory
as for power - I finished phase 5 with 30gw easily?
I just have a few smaller factories for 60% of the items
if I want more than that I'd go nuclear so I don't have to have 1000 fuel gens
Oh, I am starting production of tier 7 products after this. I have production of every item up to computers except for the second type of circuit boards, ai limiters, and any weapon types as well as smoked powder. I don't know if I should spend a ton of time on making some more smaller temporary factories that look bad or if I should just jump straight to a mega factory that I initiate all at once
Here's my power rn
depends what you want from the game
some people jsut finish phase 5 and are 'done'
but to me that's like playing minecraft, killing the ender dragon and saying the game is over
imo after the phases you can build your own projects with design choices based on what mechanics you're interested in
yeah you're getting there đ
I sorta skipped the normal phase for factory making. My older factory was really bad and messy but I just kept on adding onto it as time went on. With my older save I got to working on phase 3 with around 150 hours in and it was messy
This was the storage system for my old save file
pretty normal honestly.
you can easily just smoosh systems together to make new parts đ
my last starter base
That is pretty goodhttps://cdn.discordapp.com/attachments/558721941410807812/1455772116816498801/image.png?ex=698a042f&is=6988b2af&hm=86fc9fc34e812b80d4d18071b5c3bc2f8735a70ad34033530459f3c0d857bc73&
This was the top down on 1/4 of my whole old factory
And this is very organized compared to my other builds
that's how it goes đ the image of that last starter factory of mine is only so neat and tidy because it's like the 5th time I've done that
smetlers floor 1, constructors floor 2, ect ect
I do want to know your opinion on my heavy modular frame and my fused modular frame factory. It produces 3.75 of both/min and I don't know if I should change it because I am not sure if this is organized enough for a temporary factory that I would only keep around for 20-25 hours of play time
I did with 50gw
So 200gw is too much?
Never
I mean you do you but 200gw of fuel power is painful
This was the factory I was planning on building before I try to touch phase 4 goal
200gw of fuel is at best 320 fuel gens
or, nicely, 32 nuclear gens
I don't find having a factory plan with that many outputs helpful :\ breaking it up saves your life
How do you do that?
Like do you just produce a metric ton of one material in a factory to the point where you can just pull from the factory using a transport system like trains or drones if you need it for a factory and where you never need to touch that resource ever again?
Well I'll make a factory plan for like 20 computers. That's it
but that's a post tier 9 thing - I don't even make plans until I unlock everything
Oh so you do just do everything half-way until tier 9 and only then is when you fully initiate a plan?
and It's not like you can't have multiple outputs for a factory plan, it's often convenient to have 2 or 3 if you're using the same resources and item parts.
but it gets hectic
@abstract island pick any recipe that you want, there's more hard drives than recipes anyway
if you don't know, just flip a coin
Independency is a gameplay strategy where factories do not depend on each other, removing the need to distribute resources and manage connections between them. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become spread across the world.
update, i gave up on nuclear
Better luck next time
Because the effort to reward ratio was pretty crap, I realized this after analyzing both the logistics trees of nuclear and fuel
Yeah nuclear is pretty meh until like 500 GW
its a lot of work for sure. Rocket fuel is the simpler option.
If they doubled the nuclear output, I would definitely consider it
did you calculate the power increase from plutonium rods? the waste from plutonium is very small. a several year storage plan is easily achieved
it doesn't need many resource types
has more steps, but each are smaller
literally 1/10 the generators and piping of fuel
Tbf over 7 runs ive never done nuclear. I am this time to experience it
I did not even consider plutonium, I thought that was optional
I was comparing base nuclear to rocket fuel
plutonium is your next available sink point. you use it or sink it. Uranium waste builds up real quick in comparison
I only tried nuclear when I unlocked || ficsonium || so that I can treat that as the final byproduct of nuclear power and have the other powerplants produce energy as the byproduct as well
Also pluto rods sink for 153,184 each
The current petroleum plant I'm building should give me 144,000 MW of power
it is optional
I have 6 belts of rubber each 600 and i wanna move them from here to there and i have 6 fraight carts
provided you have mk5 belts you should have enough throughput. Just put a industrial storage or two for each freight care on each side
trial and error will get you far. its trains not rocket surgery. You got this
i haven't completed all tiers of phase 1 yet because i dont have an line of encased beams im hoping to achive 20 per minute but i dont know how many machines ill need and how many recourses per minute ill need either can someone help me out
@wind spade lately this has been showing up. is this a user error?
One of my basics facilities is definitely making progress, I'll tear down the inadequate thing in the dunes once this is running.
4 remaining groups of machines, how best to divide them between the two floors is the challenge.
This is the operational part.
i got to play a little yesterday and started my train infrastructure and installed skyui to make it day all the time as night time really strains the eyes
My own eyesight isn't great, I have to walk away from the pc a lot, better that than eyestrain.
from Tools FAQ:
I'm getting weird boxes with 0x Machine or -0x Machine that aren't connected to anything
This sometimes happens because computers are not exactly accurate when dealing with decimal numbers. You can safely ignore these boxes.
it's basically kinda related to how computers handle floats and due to technological and design limitations it's not really easy to get rid of those.
thanks i'll check there first next time
From a user standpoint, disabling converter recipes should make that box vanish since it isn't used anyway in the plan.
that should be the case
but you may get a non-converter box instead đ
One can only try đ
i like the floating temporary sink
The puzzle of what machine group goes where is still occupying my time though, I'm sort of trying to make both floors take up a similar amount of space, right now I have the 37 industrial beams going to depot, the other 3 aren't sorted yet.
There will be a single, but permanent sink there, I haven't picked where to site it.
Possibly be below the factory, just above the water similar to how I do the water extractors.
i figured it was that OR you havent set up the section of the factory to use those parts
Oh no, this is the basics depot feed plant, so I can eliminate two, older, way clunkier and much smaller output factories in the dunes to free up two pure iron nodes that I'm wasting with mk1 miners and spaghetti.
fair. I thought it maybe stuff for Reinforced plating or moduler frames or something like that
All the outputs shown on the plan will be into depots: #math-and-meta message , the one with the red check mark is actually reaching its depot.
gotcha
I'm actually using the picture as my guide since I can cross off production sections that are accounted for.
Technically speaking, the rods are also produced, I need to push some through a smart splitter so its output can will recieve.
i get that. i do this too. i have each factory saved in a folder with a image of tools as well as the imported file and spreadsheet for it
Got the rods going to stores now, though once I produce rip, I'll need to reverse the smart splitter.
Ok it might sound crazy but should I try doing this
https://www.satisfactorytools.com/1.0/production?share=hPiHS8GSSBLGMwOjQKkb
crazy naw, but you will have a logistics challenge using 1/4 of all the coal
Yeah but I still could use converter to make coal
And I would need temporary a lot more power to kick start it
for sure. its absolutely doable. you may want to bump up the coal gathered to provide buffers for distance traveld and such
break it down into small nodes. this will allows you to generate power as you need it.
Yeah that is what I thought doing but it would be a crazy build I think I will try it. A big challenge
I have automated power shard so I can reduce the amount of building by at least 2
my small packaged diluted fuel facility only uses 300oil /min. but it is in four sections. each section powers 1/4 the fuel generators and other then the inital filling of the refineries for HOR they are seperate systems. allowing me to trouble shout and upgrade them in segments. i can turn off 1/4 of them to upgrade into turbofuel while the remianing 3/4 are still active for example
I mean it looks easy at a smaller scale it's not that big of a factory if you get what I mean
That's smart
i need 5 packagers but the input is more than what pipes can handle
would this setup work?
for the max pipe thruput, they can feed 2.5 packagers
so in theory id need 2 packagers + 1 packager at 50% (whole twice)
so thats a total of 6 packagers
but instead of having 2 packagers at 50%, could i have one at 100%??
this would also neatly fit everything in my blueprint
could you use valves to limit the output towards the middle packager (120 per side)? it then makes the 2 pairs either side have the even 240 each
to use valves to their utmost potential, becoming one with the valves is most essential
I've been stuck in that phase for the past month or so đ
Admittedly, making the production as huge as I did probably made drawing the factory plan in my head all the more difficult đ
(it ended up needing more than 90 GW)
The resulting facility might even beat your facilities in size :P (... If you consider your individual factories rather than the whole save, that is xD)
ill figure it out
it seems theres literally not enough supher nearby
thats on purpose you must move the sulfer or build near it
Sulfer is ot required to beat the game it is optional
that being said there is two pure nodes thats 2x1200 near with a canyon to move it through
I finally got the basics puzzle worked out, the place is provisionally running now.
I do need to follow the rods belt though, I'm seeing 10 more than expected reach the depot, I must have made a mistake somewhere.
Yeah this works, though I'd suggest adding a pipe that connects the far left junction to the far right junction to form a loop and reduce the "sloshing" that the dead-ends would cause
I finally have something to post in this channel
2550 what đ
Km/h in a train. No mods.
I knew my teachers lied when they said labelling the axis was worth my time.
ik the graph but how do you achieve that speed ?
Super easy
90 degree railing trick + vanillaporter trick + the power of friendship = 2550 km/h train speed in vanilla.
find the limit as x approaches infinity:)
See graph
The chump zone has a clearly defined limit. This solves the paradox.
no they arent, thats a skill issue statement
does anyone know why 83.3333% pops up all the damn time when underclocking for nice number?
Depends on your preferences for "nice" numbers :P
Some production steps can be made to match nicely, others not quite without scaling things up quite a bit... Alt recipes can add to the complexity as they can work for or against you in this regard too ^^
nice and bad numbers are figments of your imagination. Change the Per minute to per 1000 minutes and decimals disapear đ
Reciprocal of 1.2
(1 / 1.2)
It depends on the original recipe numbers of course
But like.... "double it" often works just as magically
Also 0.83333 x 3 is 2.5
Yeah, for sure, it just seems like when you set a lot of recipes to that value it becomes easier to make them work together
This makes sense, thank you
Got an example recipe?
Probably HMF alt or something
Oh wait i get it
Its going from 60s to 50s
There are some "magic numbers" that work well for many (all?) recipes and their combinations, but I don't know much about It as it's a kind of math that I never found interesting đ
0.83333 is indeed just a way to go from multiples of 30 to multiples of 25
It's 5/6 đ
this is probably the best answer lol
Doing 166.6666% would be equivalent as thats going from 30 to 50
It would just be 2 x bigger than 83.3333% of course
same for doing 250%
thats 3 x bigger
@wind spade all hail the 8 sinks
Guys I have a math question about statistics but I can't seem to figure it out
In a gacha game I have 3 rolls
Each roll has a 50% chance of giving me a character
But, it's impossible to lose the 50/50 two times in a row. If you lose once, you're guaranteed to win once
What's the chance that with 3 rolls, I get 2 characters?
I'm trying to ideally learn how to do this mathematically not just by calculating every possible scenario
what
thats not true
it is definately possible to lose the 50/50 two times in a row
not in the gacha
infact, it is possible to lose the 50/50 a billion times in a row
it's rigged
oh i thought they were falling for the gamblers fallacy, didnt realize that was a game mechanic
No, it is a rule imposed by the game
well i think youll have better luck asking in a gatcha server, where people know how that game works
this is satisfactory
Well it's a pure math question
I'm thinking it's a 50/50 chance that you get 2 characters
Consider it a coin flip:
You flip a coin 3 times, however its impossible to get heads two times in a row. What's the probability that you get tails 2 or more times?
That's the question, in short
To simplify, we can assume the first flip is heads. That means the next roll HAS to score a tails, so there's now a 50/50 chance
If you rearrange it such that the loss occurs in the middle, it's still a 50/50 chance as there's only one undecided position
you have these possibilities (L = lose, W = win):
LWL
LWW
WLW
WWL
WWW
so, 4/5 give you 2+ characters
then it would be better to ask it in #off-topic-general, as this is indeed SF-related channel
however the answer I've given above should be correct, so no need to repost it elsewhere now, just for possible future questions keep in mind proper channels đ
You mean 4/5? 4 of them have two wins
yeah 4/5, typo
Sigh I am giving up, I am too stupid to split belts...
I need to get 2 even belts to 5 even belts, I thought I had it...
I have build a more compact blueprint but I hope this shows what I'm doing (and maybe what I do wrong)
As far as I know, I am here splitting both belts into 2.5, merging the .5 belts in the middle and then outputting a full belt from the elevator at the top.
why not clock the machines appropriately?
if you have 40/min on a belt, hook it to a machine that needs 40/min
or if you don't want to mess with clock speed, you can also just do this
| |
V V
| |
S--S--M--S--S
| | | | |
I'd just ignore that the input belts are even and use a 2:5 balancer
Or even ignore making output belts even and use a mixer
A mixer? You mean manifold ?
Won't work I think when dealing with 6k copper out of 8 belts (limited to mk5)
Also @wind spade that above graph doesn't output equal amounts sadly
it will once it balances
!wikisearch manifold
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...
same principle
this is a mixer #math-and-meta message
it connects every input to every output so it can all balance itself once it fills
Interesting, ill play around with that a bit
That works. I take it you realise that the merger input and loopback means the input is limited to 5/6 of whatever the belt maximun throughput is.
Yeah.. That's why it wasn't working, i'm a dumbass
why would a manifold not work?
If you want a non-bottlenecked version, the "simplest" I have is this:
Nevermind forget what I said, I guess ill just manifold. Load balancing sucks ass in this game :/
Wanted to make one factory where everything is nice and even but can't have that đ
I just do manifolds :P
Takes a while to fill up, but it works
Yeah for a bit it looked extremely satisfying to see 20 equal belts going to machines (too bad the volume was too low because of the limitation)
If I only had mk6 it would be fine
Went as far to even do a 600 copper belt in a 1 to 40 split (4x 600 belts so that took a bit of time)
I never thought 2 to 5 would be this much of a pain in the ass
Aye, but I need my belt to be 750/min and only have mk5
@summer flare I just build this and it works! 300 on every belt đ
I may have to rething this whole load balancing thing, must have spend 15 hours on it so far..
And this is only 5 nuclear pasta/min
Time for my first mega build (by my standards) still debating on recycled rubber with the resin from the recycled plastic but the extra effort gains me 66 more rubber if my math is correct, of which Iâm not using that much yet
Holy
The only big project I did was do recycled plastic entirely, turning 1200 oil into 2400 plastic using recycled plastic and rubber, + diluted fuel in the blender
It'll keep me good on plastic for a good while
You just saved me the math almost lol knowing I still have 1800 crude available on the west coast means I have more room for plastic and rubber. I doubt power will be a problem for a while as I still have a turbo fuel plant running lol
I used the 1200 oil near the middle of the map near the northern forest for the plastic plant
The satisfactory tools website helped me TREMENDOUSLY
Selected the recipes ill use. And it calculated the best route to take to make the factory
I followed it. And now I can use 2400 plastic a min
Im honestly planning on turning the spire coast into either a turbofuel power plant, or nuclear power plant area
Not sure which one i should go for yet tho
Maybe i should move the power plant infront of the rocky desert. And keep the ocean near the spire coast as a potential turbofuel plant
Blue crater is a great place for turbo fuel as coal and sulfur are on site
I like using satisfactory tools to proof check my math but I find great joy in working it out myself
Then what should I use all the spire coast oil for???
Cause im mainly using that whole ocean near it for the nuclear plant i have
Plastic and rubber seems a safe bet or more power. I used it for all 3 by using the HOR and diluted recipes to get the most out of it
I havenât even touched nuclear yet lol no idea where Iâm building that
The blue circle is where my nuclear power plant is
Just so you know you don't have to build nuclear. Rocket fuel is a good option too
Looks like im doing a ton of pipework to be able to use all the oil LOL
Iâve figured from the numbers Iâm getting as is lol Iâll build a small one as Iâve never done it before and want to experience it, but Iâm propping my world up on fuel power
Pipe it all to the rocky desert, and use it there
fyi, 1200 oil -> 2400 plastic is not the most you can get. 1200 oil can become up to 3600 plastic (or rubber)
Ooooo I like these numbers
Recycled plastic and rubber is crazy
It really is, Iâm only going small scale but the gains are huge! The power of alts
Costly though. Its a lot of oil power and space.
Generally power is not a concern for me. I like making power plants more then anything
Definitely! Thankfully my recycled plastic is coming as a byproduct of making a power plant so it pays for itself lol but if I need more then itâs a different matter, generally I only make power plants on huge scale, everything else is rather modest (by the games standards)
Loved that meme lol did I need to do this? No! Am I going to do thisâŚ. Yes absolutely
How do you get 3600???
just turn on all recipes in SFTools lol
https://www.satisfactorytools.com/1.0/production?share=RwzbV3bN5v40KWqjs3VK
Aight
How many fuel generators can I use with 8 refineries producing fuel from heavy oil residue ?
RIP I forgot about pipe balancing when doing my math đ
Damn heh, that space I used for the processing facilities to suck up all the spire oil and make boat loads of rubber & plastic.
Im gonna pipe the oil over to the rocky desert, silly I know, but I wana do it
oh
I piped into the dunes last time so I can't really judge there, my processing there is partially online, producing 6000 plastic & 1500 resin (processing and sorting aren't built yet), I want to get the rubber refineries working first, those will output 3200 rubber & a further 800 resin before I design the sorting and further processing refinery.
The cost of this is INSANE
Im planning on using the ocean infront of the spire coast as a nuclear power plant. So I have to pipe the oil somewhere else. And the ocean near the rocky desert is perfect for that
This is the plan for each of the platforms (23 total) 15 plastic & 8 rubber, note the simplicity, but also the lack of startup ability, each of the loop refineries needs to be primed with 100 of each resource, or it won't start at all, ever.
Once running though, the system is pretty bulletproof, and I don't sort the resin out on site as it complicated the recycle loop within the platform, so in the end all 2300 resin will be addressed at the sorting plant that I have planned for the east end of the spire.
So i can move the oil to the rocky desert, and use that as maybe, a turbofuel power plant. Or I turn the blue crater into the turbo fuel plant
Not sure. I still Wana use the spire coast oil regardless
The reason for sorting is each platform sends its output, 400 product & 100 resin on one belt.
I'm aiming to use it all because I'm massively increasing production of computers etc over what I did in my old save, so using the recycle approach triples my old production, it's also why I chose individual refinery platforms instead of the monolith in my old save, one building would have been triple of the size of the old one and that was horrible to troubleshoot.
I still dont know what I should use the oil for
I'm also producing more plastic than rubber this time, last time I used nearly all my plastic production, but rubber had two entire lines go unused.
I need to increase computer production
Idk whether to stick with the base recipe. Or use caterium computers
I plan to put my nuclear on this island lol it has nothing else there so why not
I apologise if I an slow with responses, I'm still doing mandatory workplace training, that's renewed yearly, I've done data protection & fire safety, I'm on information security now đ¤
I mean, I have a ton of plastic
Also, last time, I used caterium computers, I need to re-evaluate my choice this time since the base computer recipe was changed.
I might still use caterium because its numbers played nice with super computers, I'll look more closely when I get to it.
Ill stick with normal, circuit boards, cable, and plastic, each of which I have TONS of
And numbers work out well when overclocked slightly
Okay a a question about trains. Would you recommend to make two stations in which the input is 1200/min per plattform or make one with 2400/min? The item is ores so they only stack on 100. My instincts say 2 separate stations but what do you say?
you cannot have a platform that can does 2 full belts due to the load/unload pause
though 2 stations is not the same as 2 platforms
Which is why I put buffers infront of the platforms to make sure everything runs as they should
one station with however many platforms is fine
as you should, but that doesn't make the impossible any more possible, the platform belts pause whether you buffer or not
Buffers still don't let you get a full 2x-max-belt throughput on a single platform. The load/unload delay will hit you no matter what. Buffering is good to do regardless, especially as your required throughput goes up. But 2x-max-belt speed is impossible even with them
(Though you can, of course, get far more than 2x-max-belt-speed once you start adding more freight cars. :)
You may be able to combat that with a nearby node providing a few hundred or maybe less to the buffer box.
then that's not sending the full amount through trains đ
Indeed
but I mean just use 2+ platforms
multiple stations are generally for distinct sets of items, or routes
The 27-second delay will hit you no matter what. Shoving more into the buffer doesn't change that
if you just need to spread the load, have more platforms (and possibly trains, if you need more throughput)
For 27 seconds out of every round trip, the freight platform will not accept (or unload) material
So even if you're shoving a full 2x-your-max-belt-speed into it, it cannot actually receive/send 2x-your-max-belt-speed
The buffer absolutely helps even out that 27-second delay, so you can approach your theoretical max as much as possible, but it's a hard limit
I think their idea was that you only ship like 1.8 belts worth via train and then the other 0.2 belts worth from a completely unrelated source get merged into the buffer. Which is obviously not using the train for the whole amount so shifting goalposts, but sure, would get you the full 2 belts
Ah, gotcha
Hey I have a question so I just set up my fuel generator power plant which uses one pure oil node to connect 8 refineries producing 2 heavy oil which I can connect to another 8 refineries generating 4 fuel each so if I use the alt heavy oil residue which gives 4 heavy oil residue will I be able to connect 8 more refineries making fuel ??
Is this math correct
easiest way to check'd be to plug it into a planner like Tools
I have a question about train stops. I want to import 5700 bauxite per miinute, but my belts can only transport 1200 bauzite per minute, and i have 4 exit ports of my trainstation, so only 4800 max per minute. Is there a way to make sure everything gets emptied at once to lets say 5 belts? thanks in advance
that's actually less than 4800 max per minute due to the unload pause
so no, you need more platforms
so longer trains too then?
Yes
gonna struggle to unload onto platforms with no carriage there, yes đ
alright, that helps a lot. Also, with trains with more than 4 carriages i heard they slow down, so then have 2 trains on the same rail right? but spaced out
you should generally decide how many platforms you want/need and build trains to match that, rather than try and standardise on any particular platform count
Always always build your rail platforms bigger than you think you need so you can make the train longer later with few problems
you can have more than one engine per train
I always add two empty stations worth of space
4 carriages per engine is a good rule of thumb but it depends on how hilly your route is, how full the carriages are etc for if that's actually an issue
ah alright i see, lots of great tips, that helps a lot. thank you so much! I'll test it all and find out what works best
on the tips note then:
on platforms, you want to have a buffer double storage, with both its inputs or outputs (as appropriate) connected to the platform.
When trains [un]load they pause the belts going into and out of the platform, so that buffer helps to, well, buffer against that. Also means that you can never get two full belts out of one platform constantly
alright I'll make sure to keep that in mind, great!
So you can get one Mk6 and one Mk5 constantly from one platform?
lol no Iâm dumb
-# can't be a wage slave if you collect no wages!
Can someone help me. I have no clue how to split the Water Pipes, for my Alu Setup
like this
blue line is fresh, red is waste
don't merge them
Yeah, basically that, but additionally: chop it into smaller separate modules (at least for the ingot production) so that you can easily stick within pipe limits
oh yeah, process each individual bauxite line on it's own
WIth those numbers, I'd personally maybe do it in three modules -- each takes in 250/min fresh water and uses 250/min recycled
don't link them all up, becomes a nightmare
(and produces 500/min Alumina Solution)
That way you're comfortably within mk2 pipe limits at all steps
I have 1500 Alu Solu
Though there's plenty of other ways you could carve it up
Right: if you do three modules and each is making 500/min, there's your 1500/min
You're likely to need underclocking/overclocking to make the numbers work out nicely, but that's how it goes at this point in the game. :)
I will try my best haha
imo it's simplest just taking in the raw bauxite lines you're bringing in and process each individual belt as is, then clock the next step to send the 'right' numbers down the line
Yeah, that's nearly always how I do it
is it possible to clip through the ground with a personel elevator? i want to make an underground train station and i cant figure out how to reach it besides glitching underground with a train
not very mathy... last I checked the floor still stops you going through
trains and hypertubes are the ways I used
you could also use somewhere that's got an exposed way down to the void
I'm trying to calculate how much Uranium I should use for Fuel Rods and how much I should reserve for Fertile Uranium to maximize my Plutonium output. What ratios should I try to find, and how do I use those ratios to find out how much uranium I have to reserve for uranium fuel rods?
I'm assuming the most efficient recipes too (namely infused uranium cell and uranium fuel unit)
I have uranium-per-waste as 2100/504, based on the maximum amount of Uranium Fuel Rods you can make per minute times 10 to retrieve the waste quantity
and I know I need 1:1 uranium and waste to use the Fertile Uranium alt
and because the most efficient recipe here is Instant Plutonium Cell, there doesn't need to be any Waste left over to make Plutonium Pellets
oh wait my ratio is ABYSMALLY wrong
it's 50 waste per rod- I read its per-minute number off the wiki
the fool, me...
so:
u : w = 105 : 126
WAIT WHAT
HOW? HOW is it so nice?!?!
it simplifies to 5:6 
...still... need... to actually figure out how to get an answer out of that realization though
Wait wdym?
I have 16 nuclear gens rn. All overclocked to 250%
How much waste is that exactly-?
That's not what my ratio measures
Then whats the ratio for-?
Raw uranium required to make Waste
Ohhhh
I'm trying to find how much uranium out of the 2100 maximum that I have to reserve to end up with the 1 : 1 Waste : Uranium ratio to make as much Fertile Uranium as possible
Cause i need to turn the waste from 16 overclocked nuclear gens into plutonium, but i have NO idea where to start
Well... I can help with that kinda
16 gens times 250% equals... 40 at 100%? so you're producing... 400 waste per minute
(sorry got my numbers wrong for a moment there)
Then you gotta decide how efficiently you want to convert waste to Plutonium rods
if you're trying to sink the waste, then you'll want to use the simplest recipes probably
I use the Production Planner on the Satisfactory Tools website, and you can give the calculator there the amount of Waste you have as an input resource
Yea. I wana sink all the waste for now
I dont wana deal with plutonium untill I can turn that waste into something else
by going into "Items, Input" and adding a custom resource (in this case Waste) to the available resources for the calculator on the right side
Then use the Recipes tab to restrict the calculator into using only the recipes you want to use (and turn off the Converter in the Machines tab assuming you don't have/don't want to use it)
Then go back to the Production tab, click "search or select item", choose Plutonium Fuel Rods, then just to the right hit "per minute" and select "maximize" in that menu instead
This is where the scim calculator is better then tools. It'll tell you waste needed and such.
huh, neat
I just find the interface on that site to be completely unreadable... I've tried
Same tbh
Same. But sometimes a little suffering can help with a headache. I often do everything on spreadsheets then use tools to double check my work
fair
"Double check my work" feels like im in math class rn
welcome to satisfactory man... you start with counting and end up at calculus
AHAHAH
I'm being a little hyperbolic but whatever
If schools used this approach we would have more educated students
Urgh...
Fyi, you get 1140 and 950 with 2090 uranium instead of 2100
Also, fertile uranium is kind of a terrible recipe if you're going for power
Are you graphing something?? If so...what??
𤯠YES thank you!
really? I thought it would give me more fuel rods
What about the instant plutonium one??
It does. Plutonium rods. At the cost of more than double the uranium rods. Which means you actually get less power per uranium ore than without it (1.05 TW vs 1.19 from 2100 Uranium, not including Ficsonium)
y = 2100-x to represent total uranium remaining
y = 5x/6 to represent amount of waste produced
It's okay good if you want Plutonium rods. Specifically. For some reason
Gotcha, gotcha
So... what should I use to get rid of 400 waste a min??