#math-and-meta
1 messages · Page 380 of 1
Can’t be bothered to search for the formulas in tools => everything is just base formula
wdym
I’m just too lazy to add my formulas into the calculator
Leading to me not using most of them
not sure what you mean my formulas, you just make a plan
I think that’s a translation error on my part, I mean alternative recipes
ah well if you look at the recipes section you can just check and then uncheck recipes to see the difference
Ah Yhyh, that’s also what I meant when I talked about tools
in the example I just linked to you I made a plan for HMF that reduced the iron need by 75% and coal/limestone by 50%
I’m probably reeaalllyy inefficient if we’re talking about recipes, but because I never seem to get any of the recipes I’d actually need I just started to ignore them entirely because I just got too frustrated
all the recipes are useful - you just have to use them in the places where they work well
look at the recipes I've checked off in the linked plan
Are those the ones you would recommend in general?
any really
Most of them feel like they make it more complicated tho?
Like. The output doesn’t represent what I put in it
usually it's "you save resources by making things more complicated", or "you spend more resources but have thing simpler"
Ah yeah
as always, it's a tradeoff, you have to choose which way you want to go
depends on your situation and what you're making - those are often the recipes I use for HMF as it doesn't change what kind of resources and just reduces the amount you need
I feel like I bruteforced the game after I read through some of the stuff here
I’m halfway through the last stage without using HD for anything else than increased inventory space
Ah yh, that’s what I’d also opt for
all the recipes are optional, you can play the game without any alt recipe
Hey, I heard it's most efficient to build caterium computers but I run into huge need for oil. I am in Dunes and have 2 caterium nodes and am thinking for something like https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_ComputerSuper_C"%3A"10"%2C"altRecipes"%3A["Recipe_Alternate_SuperStateComputer_C"%2C"Recipe_Alternate_CircuitBoard_2_C"%2C"Recipe_Alternate_Computer_2_C"%2C"Recipe_Alternate_Plastic_1_C"%2C"Recipe_Alternate_RecycledRubber_C"%2C"Recipe_Alternate_HighSpeedConnector_C"]}. (It's my first playthrough and I want to build computer, ai limiter, etc mall)
most efficient needs definitions on what you want to be more efficient.
which resources do you want to use less of?
is 10 super computers reasonable target at tier 4?
which resources do you want to use less of? Oil
I don't think you can make super computers at tier 4?
and utilize one caterium ore because I am not the only player on the server?
Phase 4, sorry
I mean theres this recipe path thats only caterium and oil?
generally I wouldn't recommend using SCIM, as it can't do loops or byproducts
I mean i could overclock mk3 miners and use both nodes, but it would be egoistical
also I don't have much oil in dunes
why would overclockign be 'egotistical'?
Because I'm playing on dedicated server and hogging both cateriums would be egoistical
super computers are chonky
and there's lots of caterium on the map
Yes but still gotta leave people room to play, so much I learn in whole dunes. Also, what about oil? Where around dunes would I find so much or just import from other parts of map via trains?
some oil sw towards titan forest, and west in the spire coast
you have access to the online map if you really want https://satisfactory-calculator.com/en/interactive-map
a huge part of the game is planning locations for factories
some oil sw towards titan forest, and west in the spire coast
Used both rn, at normal recipes make low yield products
I am seeking to upgrade my current makeshift 5/m and AI Limiters and make one big mall with all computer related
I mean sure but yo ucan always change location if you want to use different resources, like the last link I shared
looks clean, just a question could I save some caterium by using refineries and building production on water?
tempered and pure has the same output
and tempered uses very little oil and very few refineries comparatively
Cool, so essentially I can build a super computer factory in dunes by one importing petroleum coke, plastic, rubber and quartz, right?
coke?
petroleum coke
you gonna use the coke recipe for circuit boards?
for tempered caterium
theres a fair big lake near the caterium, could do pure caterium
problem is that I have temporary makeshift factory in there
I want to build a new one which will depot/drone/train computers, super computers, ai limiters, hsc and demolish bunch of mini-factories which I built in the beginning of the game
theres i a fair bit of quartz in the north, you can do quartz computers
recipe Cobalt shared uses quartz
how many item for 1000 coupons/tickets ? i want to buy the golden nuts
a lot. most ppl dont get it until long after credits roll
one phase 5 part is worth almost 3mil points
depends on the items, they all have various worths, and the curve of cost per ticket goes up exponentially
interesting
500.753.253.000 points
HOW CAN YOU KNOW THAT ??
if you want to get a headstart. after getting steel find sam nodes and upgrade the same to fluctuators. they are worth somewhere near 1500 each. and youll use them later.
uranium is only worth 30 each but at 300/min it adds up.
the more complext the part the more points
i used the wiki to do the math lol
also, its 500B if you use every single one of it on your golden nut
not sure what wiki you looked at, but its a lot more than 50 mil for 1000 tickets
i did the maths wrong, just fixed
lol
also, if any1 want to do the math, this is the formula: 500n3 + 750n2 + 3250n + 3000
1000B if you take detours to buy other pretty things
Whats the best way to make it actually work well? I tried doing two pipes on one end and one on other. Now this, not sure hwo i should do it
This is one of tbe correct ways
As for pipeline pumps, dont put them up too high
Water extractors are incapable of pushing water above themselves
I try on lowest available point
they all green, looks like it working?
might just need a hot minute to fill and even out
Three in middle were not, so i removed one on sided and put it in middle
Seems like all filling not to bad now
Can take a long time to fill
Gocha, thanks a lot
i go simpler I go 2 coal generators to one water extractor that is underclocked.
simple split no manifolds. On that lake you have so much room too
if you are doing UC i prefer 1 extractor to 3 gens at 88.888
it turns it from 8 gens = 120, to 9 gens = 120
again avoiding manifolds.
I know how to do this all ive seen credits 7 times. just my current preference
I didn't say anything about manifolding
theres tons of ways to do, no way is really better or worse than the others
there are plenty of objectively bad ways to move liquids in this game 😄
sure, but having 2, 3 or 4 extractors doesnt matter
its still same amount of water in same amount of pipe
If there is sloshing though, you get less water through each pipe and that can limit your builds in unpredictable ways
even splits (like 120 to 40+40+40 on one junction) don't slosh at all, whereas manifolds do - and although it's fine in this particular circumstance with most manifold designs due to mk.1 pipe and lower flow rates, down the line that will burn you.
if theres sloshing you done it wrong
I am doing something similar to this in my turbofuel plant. but it is 360/min of fuel going in, so 160 in on one end and 200 in the other end.
pretty sure this should work, but my question is do I need to do a loop on the inputs to the refineries here? or is that not necessary?
I guess it depends on what a manifold is. I think once you start feeding from more then 2 machines it maaybe a manifold
No, there are just mistakes in the fluid sim so certain systems like manifolds always slosh
naw
if they slosh you done em wrong
usually by placing junctions on pipes directly
A bunch of people have spent a bunch of time proving this to each other and the devs, digging into decompiled code and dozens of different test scenarios to explain exactly what and where the mistakes are, and they're being addressed in 1.2 as far as we know. Hundreds of hours of study has gone into this.
we dont actually know what 1.2 will bring aside fluid trucks which could just be a middle finger to people having issues :)
new ways to play is coming whatever that means lol
oh wait, if I'm feeding the fuel from both ends I think that inherently avoids the issue that needs a loop to solve, with pipeline manifolds, right?
which would be asbolutely hilarious
yea, one pipe feeding 4 from end each end, meet in middle
No, the issue is when there is an uneven split. Too much liquid goes to the side which needs less (the machine connected to the manifold) and then bounces back out, and while fluid is flowing from side to forward it can't flow from back to forward because of flow rate limitations
my favorite dev F u ever was during ff11 online the entire community hated a raid and it took forever to do.
after months of complaining the Dev team made it to hard and said ... im paraphrasing as the team is japanese but "You are doing it wrong" and made it harder
oh, would that still be a problem when I have different amounts going into either side of the line then?
yeah, it's only not a problem if you have equal amounts of fluid going out of each junction pipe.
If there's flowrate headroom then it expends that to self balance, but it wastes flow rate in that process. If there isn't enough spare flow rate, it cannot do it.
ideally do a even split, split one extractor to each side, getting 2 pipes of 180
this 360 fuel I'm producing that doesn't divide evenly for the turbofuel refineries is really messing with me and I'm kinda considering just going to mk2 pipelines to make it not a problem....
clock them
that's a case where it sloshes but there's enough flowrate headroom (180/300) to self correct
and the sloshing is much worse at higher flow rates due to square scaling on the phantom energy generation, so you won't see it as bad with a 300 pipe and 180 flow, but it's still there a little.
@fervent spire this is why I was saying earlier I try to consider Max flow rate as a theoretical where possible earlier
some designs can do max, but many can't yeah, it is not a guarantee (especially on mk.2 due to that square scaling with flowrate) unless you are highly knowledgeable and building very precisely with some stuff that takes extra parts and time to do.
extra part being a pump :p
ok so....my plan is to do this, right
so I clock the 8 crude refineries to produce 2 pipes of 180 fuel
If a pump could fix it we wouldn't have spent the last year arguing and testing it. You can't attach a pump or a valve to a junction directly, so sloshing happens through the junction in the pipe that sticks out of it (before the pump/s).
and then I can put one on each end into the 16 turbofuel refineries as such?
a pump (or two) fixes pretty muich every 600/min manifold i've done. its just most peopel still follow the pipeguide from update 6 and still think pump = headlift only, when they actually do more, and its super easy to test and verify
I can send you one of the test saves if you like
sure
the refineries outputting turbofuel?
sure will prob work, especially if you use mk1 pipes on the 180 fuel pipes and for the pipes going into the refineries
just not good practice for pushing flowrate limits
yeah everything is mk1
why's it not good practice? would it be done differently with mk2 pipes and just send 1 360 pipe into the turbofuel refineries?
prob need an hour or so more, but i think i fixed it. the gens not getting fuel are now getting fuel
rebuild the turbo fuel manifold, you're outputting 750 into a 600 pipe so the flow kinda sucked, i downclocked em to make exaktly 600. made a foundation gap where the fuel stopped. then added a pump every 20 fuel gens
its now slowly filling up past previous stop
gonna let it run for a bit more
I'd be surprised if it ran at full power continuously, but that's still a lot more than 1 or 2 pumps.
well its a silly manifold of one line of 80
valves and pumps are known to mitigate this problem, but as far as i know not fix it completely.
i would've done 2x40
It's a test case to show off the problem, 600/600 into the end of a liquid manifold with the lowest consumption recipe at 100% for the biggest reasonable imbalanced split on each junction
If you have half as much fuel in the pipe like 300/600 and half as many gens then yes it works fine, but it works because it's using say 400/600 flow despite only moving 300 units of turbofuel from A to B. That's an unclear and poorly predictable inefficiency.
i would also have overclocked the gens some to go down to 2x20 :p
well i am now getting fuel to 4th last one
so a couple more mins and we'll see
in my rocket fuel plant my manifolds are 600 pipes into 60 fuel gens split 2x30. i put a pump at start and one in the middle (after 15th pair) and that solved the problems i had with that manifold
its still slowly filling up
yes but rocket fuel is a gas, so it has fewer and less severe problems
gas behaves kinda how liquid should behave when the system is completely flat. But in currently liquids have phantom energy added to them via "dynamic pressure" and it makes them bounce/oscillate way more than they should
verticality and gravity complicate liquid some more, but that's not the thing causing the undesirable behavior in most cases. That part actually seems to work very well.
yea not had issues lifting fluids, the flat in flat out pump principle i use works super well
Regular powered pumps helps a lot more with a lot more things than i used to realise
they even fix gas buffering 😄 #math-and-meta message
yea i use pump on the rocket fuel and works great honestly
19.500mw now, the rate the last ones fill is agonizingly slow lol
just need last 3 to fill now
its getting there
do i win a prize for solving this? :p
oh you're here
and last one is filling, calling it solved
30 mins, didnt quite take the hour
pumps man :p
yea, used more than 2, cause i didnt expect this long manifold, but one every 20 worked ok
clocked refiners back to 750, doesnt seem to make a diffrence
so theres no hindrance from overproduction
could try one every 30 i spsoe, but can't be arsed :p
if in doubt put powered pumps after every junction 😄
well thats might be a little much :p
fellas should i double the Coal budget again or stop being lazy and actually make a packaged diluted fuel setup
stop being lazy :p
go fuel. It is time.
that coal is for mk6 belt production
welp diluted packaged fuel it is.......
so in that case, how should i split up the Heavy Oil required then in terms of how much Rubber and Plastic should get made to make that heavy oil
doy you have the HOR alternative?
the... what?
you scan harddrives for the heavy oil residue alt :p
heavy oil residue recipe
nope not the heavy oil specific one
split it in the way you need. We can't know that
@elder fox interesting mod suggestions so far
https://satisfactory.wiki.gg/index.php?search=cg do i have to wait for every coal factory to fill up with water before it sustains 600 mw? (the first one)
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...
imo you should make seperate factories for each.
after the first oil process step split the HOR to different sections with a different final outputs. It's easier to manage that way
as for how much of each... thats up to how much you need for your projects
yea you will
but since any amount less than that will result in an excess of water it'll be inevitable as long as everything's hooked up properly
and anyone telling you the fluid mechanics are broken even in those layouts are merely suffering from a case of skill issue
this is correct for using heavy oil residue once I get the recycled rubber and plastic recipes right?
For an initial fuel gen setup before blenders, is it best to go for direct fuel production? Or residual fuel production? Seems like direct fuel gives double the pure fuel, but less than half the byproduct which I think is fine because I have a temporary plastic/rubber factory.
you generally want diluted fuel for the recycle loop https://www.satisfactorytools.com/1.0/production?share=UACHKOo2zWh0YcMvFWqp
depends on which output you want
honestly I just stick to coal until blenders
64 coal gens will often see you through
I went straight for turbofuel and now I'm starting my plastic production lol. have one line with 300 turbofuel powering 40 generators and I think I'll be set for a very long time with that
I've already got 48 coal and am hitting limits. I built some pretty decent early game factories. I haven't OC'd any of the coal though - so could potentially get some gains there and skip early fuel.
I think there's enough ways to process the byproducts (or even just sink them) that it's fine to keep the fuel->power production line entirely separate from the plastics line
whicih was my thinking for just making an entire line dedicated to only turbofuel
That's what I was thinking.
OCing miners is usually very useful
what I just finished doing this evening is
- 300 turbofuel -> 40 generators. produces 270 polymer resin as byproduct. uses 540/min crude and 240/min coal + sulfur. OC'd 2 normal oil wells for it.
- 400 plastic (20 refineries). gonna use 320 of them for computers. produces 160 heavy oil residue as byproduct, currently just converting it to petroleum coke and sinking it. uses 600 crude, one OC'd pure well
- using 160 of the polymer resin from the turbofuel to make 80 rubber.
so in the end after I finish the computer line I'll have 80 rubber, 80 plastic, and 10 computers going into storage
once I get the recycled plastic/rubber recipes I might rework this or just set up another plastic/rubber plant at another location
I know, just dealing with more water is painful 😛 Already have 6 mostly saturated Mk. 2 lines.
fuel generators have even more pipes than coal gens
question : if i need 1.9 constructor (using satisfactory calculator)
is it much better to make 2 and slightly underclock both, or make 1 and overclock it?
makes essentially no difference other than the shards you use
makes no diffrence either way
setting two to 95%? you're saving a fraction of a mw
compared to setting 1 to 190%
2x95 is 7.4mw, 1x190 is 9.3 you save about 2mw
barely any difference in power consumption
constructors only use 4mw as base
take any factory with an end product
were you to OC every single machine in that system to 250% it would only take 34% more power overall
uh ... ?? how. it's a 235% increase.
because you also divide the number of machiens you use by 2.5
that's still 94
go clock a smelter or something to 250% and tell me how much power it uses
13.4/4= 3.35
3.35/2.5=1.34
that's ... not how you calculate that lol
which part? looks sensible to me
overclocking does use a lot more power than a non-clocked machine, but it also means you need fewer machines
compare 1x 13.4 to 2.5 machines at 10mw total
hence
13.4 / 10 = 1.34
if you like that method better
and power is so easy and plentiful in this game that +34% is really not very much
and that's assuming every single machine in a factory is at 250%
take 100 constructors at 100%, uses 400 mw. clock em up to 250% you only need 40, but they use 13.4mw for 536mw. 536/400 = 1.34 = 34% more power used to reduce machine count from 100 to 40.
it goes for pretty much all machines with ever so slight variance, some will be 33, some 35, prob rounding error in the interface
exception is extractors/miners/etc which make raw materials, then you use more power to get more items
you could take a factory at 100%, clock everything up to 250%, not reduce machine count, then yes you'll use 335% power but you also make 250% items
wth is a golden nut ?
nut that is golden
indeed
Am I doing the train math right here?
Mk4 belts, transporting ore (stacks to 200).
(32*200)/480 = 13.33m to fill one car.
So as long as the round trip time is less than 13.33m then I'd be producing a consistent 480/min out at the destination right? Because throughput is effectively capped at the belt output rate at the end
And if RTT is less than 6.66m then I can double belt into the freight station and get 960/min throughput? (Assuming I'm mining that much ofc)
And if RTT is more than 6.6m but less than 13.3m I can still achieve 960/m throughput by using 2 cars?
i uh.... dont think this much about it. I fill a buffer on both ends. if i consistantly have stuff in the buffer its good if not i add a train
but i follow and i think you are correct
Can you specify certain cars to fill at different stations?
no you gotta plan it all out you can just say unload haldf here and half there. if a freight plateform is set to unload it just unloads and freight car that docks with it
Ok so for a 4 car train, I build 4 freight platforms at every station and then delete the ones I don't want to load/unload at each station?
kind of, if you block the cars you dont wanan load/unlock with locomotives
or use the emtpy plateforms or just set them to the opposite you want. if a freight car stattion is set to load and there is nothing to load it will do nothing
Ahh that's aesthetically better I guess lol
which turbomotor recipe do you guys like for mass production
the one that fits the most resources i have easy access to
any except turbo pressure motor :p
what would make Ionized Fuel more viable as a power source?
another 500-1000MJ maybe?
its viable the gains are not high thats all. nor should it be you are Burning powershards which is energy intensive to make
it works, but you have to build a lot of underclocked machines to get any real gain
I'm using 15 encoders to make shards for fuel 🙂
50% speed to reduce the power requirement on them
the gain from turbo to rocket is bigger which to make makes no sense
its like the end product in that fuel chain and should be better
ionized fuel is more useful for drones and jetpacks than making any quantity of it
that is fine, but it could be balanced a bit better for power production as well
I've tried to wrap my head around nuclear,, but the fuel generator stuff is much easier
So out of curiosity, if I have an item that a 100% constructor produces 15/min, and I need 20 per min, is it better to run 1 constructor at 100% and another at 33.3333% or is it better to run both at 66.6667%?
two at an even output
the power reduced at the top of the clock speed is higher
as in you reduce power use more going from 100 to 90% than 80 to 70
gotcha, that makes sense. Thanks!
it is easier to just set up a row at 100% and underclock a single machine to the desired speed though
I think that depends on the numbers involved
but with the copy and past and the pipette function it is simple
set the speed of the first then copy and then plop down
right
all will be placed with the setting of the first
finding a number of machines that give a sensible number is not always easy
I have a few setups with like x.6667 and stuff like that on the output
I do this just so the mental math is easier lol
all I care about is the output and if needed I put a sign at the last machine with the total out from a row
i'm a bit weird, if i need 20 and one machine makes 15, i'll prob make 2 machines making 30 total and sink the rest :p
I use overflow splitters for sinking if I have extra of some early stuff
are there any beginner layouts for fuel generators?
round_up(needed output/output per machine) and then clock the last one to whatever is needed to make the remainder
depends on what recipes you've unlocked
fuel gens? just make em face each other and place a junction between em
everything before fuel generator milestone
aight
I'll do this but underclock the last machine instead of sinking it lol
then just repeat until you match how many you need to how much fuel you have
I mean... if you've got the achievement and bought everything in the store there is no need to sink stuff really
but then the factory stops
factory must grow :3
I think what kaleb is asking for is the full setup for fuel
I mean you can burn oil directly at first if you really need to
no you can't burn crude :p
oh heh... strange
have to process it to fuel
I never did try that
theres an oodle of ways to make fuel, it will depend which recipes you have available
early on I guess you just make fuel from crude and burn it
whats the best way to make turbofuel in general ?
the resin goes into residual plastic/rubber as needed
you really need the diluted fuel alt to really make fuel
that and the heavy oil residue alt
Fuel + compacted coal and just sink the polymer resin is the easiest
crude to heavy oil residue to diluted packaged fuel,then make turbo fuel. there is a mor efficient one if you have blenders, turbo blend fuel, but if you have blenders, just make rocket fuel instead :p
imo best way is to not make it at all
though if you want "best", you need to define what do you mean by best
nvm ill just use fuel and then later on in my playthrough ill see if i can unlock it
why not make turbofuel?
why yes? you can just make more fuel
cus i have not even touched the sulfur mam tree yet
but if you want to generate power with it you get more from turbo than regular fuel
its a lot easier to make the diluted fuel step, then tack on rocketfuel, rather then makign turbo fuel, having to tear that down to replace with rocket fuel if you want more power
you get more per oil
but you need to use other resources for it
600 turbo doens't use a whole lot tbh
it's easier to make diluted fuel and then nuclear 😛
it uses different resources
fuel is just oil + water
I think turbo fuel is solid tbh.
I have 1200 crude oil going into
300 turbo fuel, polymer resin making 80 rubber
400 plastic, 320 of which going to computers
So with 1200 crude I'm powering 40 generators and making 80 plastic, 80 rubber, and 10 computers
Which is more than enough for phase 3 at least
diluted fuel tier 7 tho im only tier 5
there is packaged diluted fuel in tier 5
the point is you have to use coal and sulfur, instead of just hooking it to a few oil nodes
I personally don't see point for it
diluted packaged is T5
i think ill be fine for phase three with my 300 oil worth of diluted fuel
I'm making around 120GW in blue crater from fuel
i hit 500 gw there on a previous playthrough. Its a solid area for Nitro rocket fuel
yep, nice place for fuel power generation
I'm also making what plastic and rubber I've needed in that place so far
right now my power is from 600 rocket fuel and 600 ionized fuel 🙂
you were saying ^^_
i just watched a video on that it makes things way to complicated i personally think that i should just wait till tier 7
well I do have an untapped pure oil node in the crater so plenty more if I want
it's not complicated at all
you make a blueprint which basically works exactly as a blender and just spam that blueprint
If you're afraid of Packaged Diluted Fuel, my recommendation is Don't Be™. :D Even in a 4x4 blueprint you can fit a 1x Refinery (Packaged Diluted FUel) and 2x Packager (Packaged Water + Unpackage Fuel), with Empty Packages preloaded into the Packaged Water packager. Becomes a one-click mini-blender which takes in Water + HOR and spits out Fuel, just like the Blender version does in T7
15 encoders glowing into the sky looks nice 🙂
One layout which works in a 4x4:
alr that looks so much more basic in a layout
hm, making 600 ionized fuel over 600 rocket fuel would be a net loss in power. you need 7.5 quantum encoders, each on 2000mw which is 15000mw, the diffrence in 600 rocket fuel (36000) to 600 ionized (50000) is 14000mw :o
The main complication is that it does help to have Empty Packages automated so that you've got those going into your Depot, and that they work at 60/min instead of 100/min (at least, if you keep 'em at 100% clock), so you need more of them than you would need of the later Blender version
But once you've got the blueprint they're quite easy to just plonk down in a row
I'm underclocking the big consumers to 50%
also not counting the power to make the dark matter crystals and excited photonic matter for the power shards
I tend to do 'em in "modules" like that. A single underclocked water extractor providing the water, and it feeds the exact number of gens that 60/min fuel supports
(Of course once you do have the Blender version there's little reason to stick with packaged, but at least blueprints make the packaged version a breeze. And it's satisfying watching the packages zipping around. :)
oh and the tiem crystals, thats another particle accelerator step into a converter step
the accelerators are underclocked
I have 4 making the alternate
and one that use time crystals but underclocked to 66.67 roughly
the alternate? diamonds have like six of em
oh the ones making diamonds are not that power hungry
I'm using turbo diamonds as that tie in with the loop that spits out compacted coal
it does use a lot of coal per minute, but meh... plenty of coal around here
i'm not convinced all those machines together are under 14000mw
and even if they are, they wont be a lot under that, making a lot of effort for very little gain
according to greeny its just under 17000MW for the ionized fuel loop before underclocks
just seems a waste to burn it, when you can have best drone and jetpack fuel on hand :p
I do use it for that as well
but I don't have a lot of drones
Only for some small stuff like getting some aluminum bottles to package fuel for the drones and personal use and such
so I basically have a buffer and instead of 80 OC generators I use 79
i see
I didn't really do the math on the power gain much as I just wanted to try set it all up as well
just a fun project with all the high end machines
yea i have 2 rocket fuel pipes reserved to make dark ion fuel once i get around to make my aluminium plant
I did consider double the converters making the crystals
but it'll all be bottled
need 16 of them for this
each up to 400MW
ahh I just used greenys tool and told it to make ionized fuel from 600 turbo fuel 🙂
so it went with the power shards one
@heady sun Examples of outputs
Crystal https://www.satisfactorytools.com/1.0/production?share=5SVORK0pKX0BxqI9FXH8
Silica https://www.satisfactorytools.com/1.0/production?share=FhkPMbGOof5xuyrfi9zr
using more quartz efficient recipes
vs
Both https://www.satisfactorytools.com/1.0/production?share=FhkPMbGOof5xuyrfi9zr
You get more crystal and almost 2x as much silica using the distilled/purification combo
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
well this took me like 3 days... but now I think we're ready to put it in game.. yay planning
you could use e.g. the above linked planner to do that way faster 😛
but sexy layout blueprinmts
yeah i've been doing a bunch. hate just slapping down until it's made
also had to redo a bit, miscounted OC adjusting later
purely 2D layouts? ew
yeah, but then i'm not doing it myself and might as well just cheat my way to the stars
I've explicitly not looked things up for the game because of that
to each tehre own. I use pads and spreadsheets. then use tools to check my math
eh, it's like using a calculator, you could calculate 4184648x874974413 by hand, but why bother
the actual layout is under your control anyway, Tools just do the math for you
I don't feel that way, the planning is part of the gameplay for me. Feels like "you aim for me, I'll just pull the trigger when you line it up". But, as you say: to each, their own.
I've got a team for the layout work lol, I just do the math and keep them in build materials as they go.
When i'm doing math and there's nothing to build I tell them to F off and get me more rare bits.
I mean, just the one machine is 211 boosts, and we haven't made it to synthetic ones yet, I saw that down the pipeline in the research.
If i need less than provided water from extractor, would it better to underclock it or put a valve?
underclock. Never use valves for anything
the foundry from scrap production has 120/m water byproduct, the refinery before it need 180/m water so i add extractor with around 60-70 valve limit
that is basically the least reliable way to put waste water back into a system
if you're going to direct feed it, clock your water extractor right and put a powered pump on
not a valve
better yet, don't merge them at all
blue is fresh water , red is waste
no way to prioritize one input over another ?
yeah i still not yet add more refinery because sulphur and copper node is too far
no need to if they are separate
but yeah, no 100% reliable to do so, given that fluids are bidirectional and can flow in any way they desire
i heard height can be used ?
not 100% reliable
people often give you solutions that work for them and in their specific case (and even then, the "work" usually is "I haven't seen issues yet", which usually means "there are issues, just haven't been noticed yet")
just split the solution production between 2 refineries
clocking is your friend
they are less than reliable.
Sometimes VIPs work for someone all the time, sometimes very rarely. Based on an exploit after all
and direct feeding fluids with pump or valve is like balancing a spinning plate.
well i havent touched fluids for the most part
often fiddly to make it spin right and can just fall over with a hiccup
coming from factorio i would like more control over my fluids
you have total control of your fulids
i really dont
keep the waste and fresh split.
absolute control
and also - screw factorio. This isn't it.
pipe manual explains it in detail but the mechanics are basically
- liquids prefer to move down
- fluids are bidirectional
all the behaviours expand from those two traits
you don't need it in this game
you need it more than here
don't thumb me down, I've played Factorio for 3k hours, I know exactly how much it is "needed" there 🙂
too many people have gone 'this game isn't 3D factorio and my feelings are hurt' for me to care
well, if we are going by pure playtime i have more experience
good for you. Now tell me how they are needed less than in SF
there are still no numbers
so you know mk1 belts can only move 60 parts per min right?
you're merging multiple miners though
you can upgrade them,
but you also have to properly math things out. Here you're just linking up a bunch of belts w/o any idea as to the numbers
at this point I would just go find a bunch of coal nodes next to water and make power there
you'll need more power anyway , and you're doing this in a messy way
dragging water and coal long distances to burn it
I'm just pointing it out with a solution to it. Find coal next to water and burn it on the spot 🙂 makes life easier
and automate your RIPs, automate basically everything honestly
did you start in the first zone?
north north west, perfect coal spot
*extractors 🙂
burn it on location then, looks like you've just piped water for no reason
Flowing liquids up can often be difficult. Seems like you have pumps on the pipes to help them though
2 pipes also can't move that much liquid
just burn the coal there, there's zero reason to drag it back to your first factory
!wikisearch CG
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
convenient coal layouts for both beginners and experts
cars are so fun
If you are able to drive the explorer is fun
Explorer is a good offroad vehicle for ...exploring. its essentially a dune buggy with a built in crafting bench so you can craft hard biomass on the go.
Its in the mam
Looks good!
i have 7 belts of 1200 ores and 2 trains, each 5 fraight carts will that be enough to travel all the way to the dune dessert?
when in doubt, add more choo
I'd just do one car per belt
and then add more trains?
if needed yes
use one train engine per four cars, so if you have seven cars, you should use two engines to maintain max speed
or there is space to the left and i added one more train so it will be fine
My minds blanking today but I believe this would be correct
Finding the amount of an item you need to make/min to make x amount of that item in 300 minutes would be
x/300 ?
My minds completely blanking today for some reason.
If I’m right that means I need to make 338.1 Mod frames/min to make 101,430 in 300 minutes..
Which leads to my real question.. For a ton of mod frames would yall use purely iron alts or use the steeled frame?
depends on location, preferences, etc. 🙂
tho I personally dislike the iron-only steel recipes for their sheer cost
Yea I don’t mind either which is why I thought I’d get the smart peeps ideas and see if anyone’s already made similiar plans
steeled frame with the solid steel alt would probably be least amount of resources
I think iron wise bolted frame is the most iron efficient.. But steeled frame looks most efficient overall
you can't just compare two recipes like that, you need to compare whole chain
Well I don’t know about bolted frame being the most efficient I just remember it made the most per min
True yes.. I’ve gotta look at the math soon
Thought I’d get some ideas first though
basically every possible route you can think of is legit, so pick one that makes sense in your current situation and given your preferences and limitations
By adding 5 minutes to my 300 I can go the steeled frame route making 333/min
Using no more than 1 pure node of iron, copper, and coal.
Another option could be going the aluminum route. Replacing steel with aluminum alts making steel.
I feel while more complicated it would provide more materials to work with. However, I don’t need more.
Actually - Aluminum can’t make steel pipes.
It could make rods into screws, however
That path is much less material efficient wow
hey so, i need to make 266.664 encased uranium cells, i have a blueprint that'll make 50 per minute (2 blenders at 25 each), i've got 6 blenders down, doing 266.664/50 gives me 5.3~ total blenders, what i'm wanting to know is, what should the clock speed of the 6th blender be? (100% will do 25 per minute)
Do gases still fill lower pipes first, like liquids do? I want to have some overflow logic in the future of my save to prevent deadlocks and nuclear failure
if one blender does 25, ten will do 250, that leaves 16.66 so clock last one to 16.66/25 = 66.64%
thanks
2nd question, 24 uranium fuel rods per cycle/8 per minute, how many reactors can that supply?
I wanna assume 24, but I doubt its that low, considering a burn time of 0.2 per 5 minutes, 3 minute recipe cycle, im thinking its closer to 100
With a burn time of 0.2/min, and a production rate of 8/min rods, that's 40 NPPs (if clocked at 100%). ```py
8/0.2
40.0
Thanks
I would do the math, well, try myself but im tired lol I struggle to wake up in the mornings so I stayed up all night
There's a built-in calculator in the game, btw -- hit n. :D
Oh im aware
Also: go get some sleep. Sleep's more important than a game!
I will sleep later
Games not running atm and wont be till after ive slept
I needed to be up because my grandfather's mate is coming over for an electrical assessment of our house
Im probably gonna need to triple down on the production, ill do that some other day. Im already going to need to load the uranium waste into a train for a 2nd base on plutonium
@grand rune Im doing 20gw of diluted packaged fuel in phase 3 so that is normal
i'm converting it into turbo
I tend to skip turbo. 20gw is plenty for me
it used more oil
600 oil.
But no coal
i did all that for a bit more than 200oil/min
Yup
I just did one node. I picked one at random
but i'm planing to add more of them in the future :)
Im going nuclear this time.
But I normally i do nitro rocket fuel once I get fraking unlocked. Hard to say no to 200gw of power using 600 oil and other resources.
nuclear is fun to setup and it feels nice once it runs :3
and iradiated :3
That inner glow
you have an idea how i could decorate that ? #screenshots message
refineries?
yes
i like doing things like this
those designs are made to just clip into the space between refineries, no need to rebuild if you do it that way
alr
you can place two refiners in the blueprint designer, make your decoration, delete the refineries and save blueprint
and what you do when you have 2 tracks which need to go in a facory but without push pull set up ?
good idea
not sure what you mean
looks like shit
could try something like this
push pull isnt really a thing with trains
whats pushing and whats pulling, your trains just move according to time table set
when you have one loco on each sides
thats bidirectional, and only supports one train on one track
dw i cook :)
btw i want to say it bc i'm so happy
irl i'll be a train driver soon
like it works, but thruput will just be the one
you can work around it
by adding a second track? in which case you dont need to do that
infact it would be detrimental to do that
i just don't want do make an ugly loop
make it pretty then :p
pretty way first
and cover the map :p
yea
i knew it
ye i'm using trucks :D
never forget the goat @meager kettle
You can do a split at the station and do the push pull train. I do it most of the time instead of doing a turn around after the station.
I done that
Oh okay then. I'm confused then and didn't follow the chat then 😄
Is this in the realm of spaghetti or am i okay for now?
Not spaghetti
Though spaghetti is in general in the eye of the beholder
I like compact factories, but fitting all of this in a pretty small space is quite tight.
i like the tracks
Thanks! Me too, wasnt planned, but i incorporated them
Is building in columns like this (factorio player here), bad? Each column has it's own product kind of thing. It's def not space efficient but I like being able to expand each line whenever I want and it's easy for me brain to comprehend this way
Heh, as with much in this game, the only real metric for "bad" or "good" is "does it produce what I wanted it to produce?" If so: then yep, it's great. If not, then Room For Improvement. :D But yeah, lines of manifolds are quite common
The one thing I'll say is that bus-driven design of the sort very common in Factorio really does not work well in Satisfactory. It can be done, but it turns into a PITA and there's generally much easier ways to go about it
Unlike Factorio, you've got infinitely-generating nodes with 100% predictable extraction rates, so you can always know exactly how much material's on any given belt -- "direct" A->B transfers are nearly always a lot simpler than other more complex setups.
(And with busses in specific, keep in mind that the fastest Satisfactory belt is slower than the slowest Factorio belt. :)
Yeah I'm trying to avoid bus design I just needed a way to build that didn't require me to keep ripping up old builds whenever I got to a new part unlock, already had to rip my base up twice because I kept running into space issues
Though of course the most important metric is Having Fun™, so feel free to build busses if you'll have a good time doing so. :)
As to that, I really commonly recommend "Independency" -- https://satisfactory.wiki.gg/wiki/Tutorial:Independency. Once a factory's done, it's done, never touch it again, etc.
It's a huge map, with more resources on it than a lot of folks realize. You really have to try hard to actually run out of resources. :D
I would advocate more but I'm steppin' AFK for awhile. Good luck, enjoy!
I appreciate the advice! I think once I can spend some time making my own blueprints I can make some much less boring stuff lol. first playthrough and all hard to wrap my head around things
Because each factory is self-sufficient and does not need to account for the required input of other factories, there is no need to rebuild or expand as the need to automate new parts arises.
alright it just clicked for me, I'm gonna rebuild with this more decentralized independent factory approach. tyvm 😄
ok so I've been having my train line running at theoretically over the throughput limit.
I'm using mk4 belts for ore, so (32*100)/480 = 6.66 minutes to empty the freight depot.
so I just added the industrial storage container at the output station to act as a buffer, and I am seeing gaps in the belt as these industrial containers are filling up. which seems wrong because the RTT of the train is like less than 3 minutes
did something go wrong in my calculations?
OH the belts just stop during the loading/unloading animation, okay that's why you need the industrial storage
6.66 minutes is a a Satanic way of saying 186 seconds
.....you wanna know what's even better
I did ALL OF THIS NONSENSE #screenshots message
only to JUST NOW realize that I could have just put an industrial storage directly next to each freight station, used literally no extra space, and saved myself the last four hours of time
.......I'm an idiot 🙃
You grow and learn.
Most the time storage is useless unless you are hording for personal use. You got there thats what matters
what don't you like. the recipes used. i prefer modalr sence i have a grasp on what recipes make the most stuff and i just tell it to use those.
also easier to walk something back and see how it changes with differt routes.
free on steam
<@&387163995947270144> Lovely day we having here
will this be enough storage for the game? (only one container per item)
there are 108 in total
Why not depots?
each one will have one above it with a lift leading into it
i just dont have the orbs rn
But why centralised
because i wanted to build an ikea and i also want something to put in said ikea
Best to have too many than too few 
atleast i have space to expand
Why is this belt from my miner giving more than the 2 paths I split? and whats the fix?
their mk2 belts
same here
Like these 2 belts are basically empty but the other 2 are full
well yea, you're splitting it twice
and my fuze jsut blew because of it lol
or three times actually
Split 1 in two to get two halves.
Split any half in two and you get fourths...
So would i need another coal miner to help it then
Or just wait until things balance out (assuming your math is correct ofc)
you have 60/min coming in, and more than 4 coal gens, so you'll be short
the spaghetti makes it hard to see, but it looks like you got 60 in, splitting it three ways, 20/20/20 feeding two of them into two coals, then splitting the last 20 three more ways into 6.6666 each which is a lot less than the 15/min each coal gen demands
Its 240 min I think
once the first two coal gens are full the split will be 15/15/30, but then splitting 30 three ways, is 10 each, still less than 15 required
Mk2 miner on pure coal
you have a mk2 belt
oooo
its 120, which you're splitting, is 60
Oh I see
very easy to see since the belt is coal - space - coal - space indicating its at half capacity
If u open the coal miner it has an efficiency rating, it’s very useful to check that (after everything has been running for some time) from time to time to see if ur using all that the Miner is giving you 😃
this?
belt need to match production
Then either your Belt is too slow or ur not using enough generators to make use of all the coal
or not match, but allow for the output
240/min from miner, but a t2 belt the miner can only output what the belt can handle, so 120/min, a t3 belt would handle 270 so that would allow miner to output the full 240
The math's for this game is fun, but sometimes I can also be a nightmare. If I did it right, I should be able to power 164 nuclear reactors on plutonium from my uranium waste.
Hang on, is plutonium waste to ficsonium a direct 1:1?
Great to know that my 164 plutonium reactors can supply 82 ficsonium
I may end up being closer to 300 nuclear reactors in total, this is awesome
( im worrying aout my coal reactors btw 💀 )
If you have access to Mk2 pipes, you can supply 13 coal gens with water, if only mk1 its almost 7.
Coal is easy, so darn easy. Its fun
I have now 2 mk2 miners on 2 pure coal, i split them into 1 going for 3 coal gens and 2 foundrys and then another for the other 4 coal gens and it seems to all be working good now
Just need to do another foundry for more steel beams
i think 3 storage containers per component was overkill now
1 pure coal node with a mk2 miner at max oc can supply like, 128 coal gens assuming you want to do the work for it and place down all yhe water extractors
Im gonna research the overclock after this harddrive, Is it good to just overclock everything?
If you do compacted coal you can supply far more as the burn time is 25 seconds instead of 16
No, underclock more than overclock
overclocking miners/extractor will provice more resources. overclocking things like smelters/constructors/etc just reduces the amount of machines you need at the cost of power
More overclocking means higher energy consumption, which means you'll need a bigger power grid to handle it
a full (250%) overclock reduces machines by 2.5x at cost of 34% more power used
Things like ore nodes and water/oil extractors are fine to OC but dont OC every machine you build
So what about underclocking?
A manufacturer at max OC will consume roughly 300Mw
A blender near a full Gw
Particle accelerator will consume a staggering 15Gw
underclock is opposite, more machines at less power draw
Reduces power consumption, slower automation, but does allow you to overclock the more important machines for the items that take longer to create, (longer recipe cycle time)
Start small and work your way up, save your shards for recipes that have much longer cycle times. Ones that will produce 1 item every 80 seconds, 120 or even 180 seconds (and in the case of late stage nuclear, 300 seconds).
Things like iron rods, reinforced iron plates, regular iron plates etc can be underclocked just fine. Personally I would reccomend doing the math to overclock modular frames but dont immediately max those machines out
hm? makes no diffrence on what you underclock, you just compensate with more machines to get same production rate
I’d find it easier to make a bigger power factory and then smaller other factories that are just over clocked. More so limited by power shards than anything else
Kinda just something you decide based on your situation tho
@arctic zinc Power is simple 15 coal per gene. You'll be bottle neck by belt speed before phase 4 at 2400mw per coal node. you can supplement with residue from your first rubber plastics operation for another 2500 mw. and get another 7100 average power from geo thermal. with far less then the 36 battery's the wiki say you need. ( your sine curve only varies by plus minus 1k mW) after you setup aluminum. you can build out a base load rocket fuel power. usually you go with nitro rocket fuel to conserve oil which bottlenecks on sulfur. 54k mw per 600 sulfur. If you decide you have enough oil plastics and want to be efficient with sulfur you can squeze 240Kmw from 1200 sulfur. and the cost of 1800 oil. 960 unlocked generators. places like the spire coast blue crater are suited for this.
Somewhere in between you can make a nuclear test plant. with 300 uranium for 90k power. but that more about wanting the experence then needing the power.
tbf, blue crater has 3300 sulfur available within spitting distance, so you dont need to be that frugal with it. can use 1200 crude to make 4800 rocketfuel
Smth doesnt work welll, one side is full of water, this, does not want to fill??
I may have found what it was
The piping that's visible there seems fine. Sometimes it can help to pre-fill all the pipes and such before actually turning all the gens on
'cause it can take some time for the fluid to fill up all over the place
You can switch one or two of the gens to "standby" to do that, since you'll be putting more water into the system than the active gens need
Sometimes adding extra pumps helps and also be patient with pipes
They take a while to get going
It was 1% tilt that was a bit higher then the right side...didnt know it made such diff
This was build few days ago, and was filled fully
Just place more pumps than you actually need
pipes fill nearly instantly. its the manifolds which take time to fill if you're consuming as you add
My pipes dont fill instantly…
As i said, coal was full
the pipe ui is severly misleading :p
But ive gotten used to it
Oh welp
understatement of the century lol
actually i'm a little wrong, pipes dont fill instantly, but the flow goes to max near instantly. like if pipe volume is 600m^3 it'll take a minute to fill at 600/min. theres no flow ramp up like pipes tend to show
like if you open pipe ui and watch flow you can see it slowly ramp up from 0 to 600. but if you actually time it with a stopwatch, its instantly 600
I will probably have more knowledge with fluids after my next aluminum project. I'm planning use remote circuts for water. and prime itself with alumina solution. with an isolated circut. Im taking a huge risk doing it this way. sense i wont know if im successful untill i access T3 miners.
OFF
which app/site is that from ?
steam
which app ?
satifacotry moddeler
i leave it open
.-.
you can help me ?
i feel like i can obtimise this more
not with tools. i can run something with modder however
alr i'll redo it on modder
you have a specefic mount of something you want to make or want to know how much your makeing with an amount of something
their is certain times you need to add a sink in moddler so to so you can simulate all your machines running. and its doesnt know how to solve this looped system.
where tools will give you ansers but not in a format that inforform your stucture.
i didn't understood
will give an expample
say i have a big factory but only making so may of the end products maybe i dont have enough pasta to make all the warp drives. yet. i can add a sink to see if my current material in my curretn bugget.
i see
you may need to substrct to asign the right part limit to the sink.
it looks harder than tools
it is but you can give it the restraints your looking for. and test differnt paths.
tools your cant give it all the restraint and you have to manually uncheck everything you dont want it to do.
so the same thing and tools can be allot harder.
frankly i think i will be importing my starter facotry inot google sheets so i can see my budgets for each item faster. and make a control room spredshhet in game to see it in later years.
remove the miner and assign a part limit for metal. your miners capcity
your capicity will change with belt speed.
i can show you.
ye
how much oil do you have
or how much coke do you want?
1200
your after the coke right
i dont know why thiers two circurts sence i dont see what your doing with remaining resude which you much do something with.
you want fuell with remaining residue?
i'm doing both recipies because in neither cases i'll not have enough coke or residue
lets say early game
you can proablly get by with half that oil
is 200 rubber enogh? you can makke allot more later.
so i would get byy with 400 for now. and make a plan which invlce this later.
the extra fuel is the number of rubber and or plastic you can make. later.
the rubber plastic moddelr will stuglet with but you can use your fuel budget so the programs doenst blow up
copy and paste the blender
so i would burn the 12k fuel early game then make 1200 more rubber and plastic later. then make rockets fuel with other 1200 fuel
oo
if 400 rubber is enogh for you in this phase
you cooked my brain rn
not your fault.
wdym
the main thing is can you get by with 400 rubber now and is the extra fuell enogh.
😵💫
how i can do an item input ?
you can drag nodes. if it is open it just assmumes you have what you need. of that thing.
right click to make part limits.
the parts your makeing with the rubber right?
here i need 720 casing
but its more than one pure node for me
soo since i'm already producing 300
i think i can give 200-250 to this production
aluminium is like a mouth design process but you can see how much you need.
i don't understand
you dont need any rubber to make occilators?
i meant the alu casing
i do bc i'm using it in the cables
so do you want to fouce on makeing the casings next
you probably have the logistics and factory zoned out for oscillators.
oscillators are amazing for doing allot of stuff with a little rescues. the quatz to make as mush as you want is easy to come by.
you think i should do a mega oscillator factory ?
i'll go eat i might send you a private message
i dont think thats a good plan i work from reasonble numbers of radip control systems and a certain number of tubro motors and stuff your making with them.
you want to push your tech into higher phases before going to ham.
youll want 1080 aluminum for casings but you probally want more for other stuff
and alos fused mod frames
cooling systems will be important later. alumium is all phase4/4 late game stuff so you dont need make your phase 3 budgets reflect that.
id foucus on your rubber plant then pick any area for a decent size aluminum plant and not go overboard.
@grand rune cheers sence your head explodes with recycled rubber and plastics you can view some kibtiz explanations for that later. you have enough to plan for with aluminum. https://www.youtube.com/watch?v=IoCm0H_4YnE&t=379s
300 Crude Oil ➤ 900 RUBBER or PLASTIC! - Satisfactory Refinery Setup Tutorial Guide
In this Satisfactory tips video, I'll be going over the most efficient Satisfactory refinery setup in update 3! This Satisfactory tutorial is quite complex though so be warned, however the efficiency of this production setup is worth it!
Refinery Setup Twitte...
ty
is this beter ?
like this
i forgot some parts mb
i think you could be doing circuts this way.
and then you just need to do something with the water you makeing from the scrap.
your making cicrurt with rubber currently for your computers. thats a great recipe to get them done early but not now.
is planner spaghetti a thing? that seems like it would be :p
its all spegeti depending on how you move the nodes.
yes and the only other consideration is what your doing witht eh water from your scrap.
back in the system !)
ok you can turn your water down by that amount and loop that back.
what ?
look at this.
i think all the sulfic acid can be done with the water.
i don't think you will regret using sulfur for scrap. it will probably be so clean it will be your favorite factory.
youl simply fill a water buffer which you turn off to prime the sulfuric acid.
and that amount of water in pipe wont cuase any hassles at all.
why are you using such odd numbers? 746 bauxite. why not 780, 600, 1200 etc
becuase he was stealling some bauixte to make batterys.
which the sulic acid for those needs to be on its own circut.
im not questioning haveing batteries. if they go into a drone or truck its more cool overall.
that could be enogh for 4-5 tracktors.
alr
Hello again sir, Trying to record the path for a caterium miner but when I start the recording and then press f to load nothing loads?
i believe you just need to pause for it to record a pause mark at the station
i dont really use trucks so dont know all quirks
Ill do the run and see if it works with that
Complete you loop back to the flag. pres r to save path, name it, then press enable auto poilot don't forget to check hide path notes. or youll have to flag down the truck later.
trucks is something few people do but its how ive choses to start in dune desert.
It did not load from the initial point
i stopped using trucks when they started raining from above when i was expanding my factory :p
give the truck time and i will ghost walk to the start point.
in satisfactory modeler, how do i set the rest of my metal beams to go to the storage container, when i hook it up it just splits the streams in exactly half and messes up the encased beams calculations.
Edit: sorry for interrupting the convo lol
on its first time.
i never use that moddeler fearture i think you need to subract and set a limit on the container.
as you would with sinks
yeah i tried but the container doesnt have many options
ah put i sink in that place.
just did, it works but iisnt ideal xD
I think u have to click on the connection add a smart splitter and select overdlow
the autoher designed that program to plan multiple modular facotries but i never use it that way. he made allot of notes in the steam page.
ahh thanks Someone.
that's helpfull
the priority splitter idea also works, thx!
the ratio of water ext to coal gen is 3 to 8 right?
it is
@wary rapids @tight karma np
yeah best start on that. then i go every other one later. when belts get bigger. no harm in pumping more water then needed.
it makes it some you dont have to fill machines with water.
my coal is based on 2 normalls which i why i never T4 belted this.
yeahh but pumping more in than you need will make your power consumption go all wavey
why wont discord let me make waves with the like undescores n stuff
i saw a wave but it must have got bot slaped down
🌊
overproduction doesnt really make power graph wavy
i sent this but there are bigger problems if your power graph looks like this
well yes cuz there'd be nowhere for the water to go so the pumps stop
my power graph will always be wavey sence i have the geo thermal.
pipes for coal plants have enough internal volume as well as the buffer inside water extractor to cover the shut down/start up cycle on the extractors
not if they extract more water than you're using
wont do anything for your power production
i was talking consumption waves not production waves
think he means demand spike of pump turning on.
who cares about consumption waves?
not even liike a spike
those happen no matter what.
machines in the end game have variable power draw
just a slight bump
ii try to keep my consumption as flat as possible (its not rn cuz iim fiixiing some stuff)
yes youll make a few bateryies to deal with particle accerator draws.
I know im not looking forward to it
you should the sound they make is tottally metal.
*not lookiing forward to trying to find a way to balance their powerdraw
they go waka waka waka wake brrr
what might really eat you up is consumption can go above max consumption due to it :p
its fun to sloop and Overclock them to test your circurt breakers.
If you need circuit breakers you're not producing enough power
im usually building another plant when i use 60 percent of my output. breakers are a great feature you can use them as primative controls.
if you like me and forget to pay attention having some power storage when you flip a switch, realise the new aluminium factory takes 250gw and you see "power storage draining" cuz you only make 288gw and that blew straight past it. so i could just flip it off without killing my grid :p
im grappling with the math of a 15 sided aluminua solution complex im proposing for the swamp. i want it to look like a mushroom when finished.
why is maximum consumption such an uneven number? is it because of trains being somewhat variable?
my graph doenst move.
no, you prob have some over or underclocked machines
How do I break this? I saw the same on a caterium and just though it was bugged
you'll eventually get to a thing that can break it
ok cool ty
i can't help ignoring verticality lol
Just wait till you discover the bus method
Yall like my factory?
What method?
Many mid & end game machines have a large power draw variable. Sections of machines could also be working with unstable resource inputs
Please hold for screenshots
Holding
that should not affect max consumption tho
Outdated photos, the whole left side is done all the way to singularity cells
U right
This is very interesting
Might actually convince me to build a mega factory for once instead of a bunch of smaller ones
that would be a step back imo
yeah, it was all because of spreadsheet planning. Im very fond of it
Why's that
at least the example bus is a very wasteful design
In terms of space?
yeah you could compact it a lot but I imagine it's a lot easier to parse what's going on and what's going where while you're building it if it's that spread out
I mean, there's space for more belts in the future
Like if you build a new factory and make a new product where would it go if you didn't have space for extra belts
we apply factorio logic
always build assemblers on one side of the bus, so you can add more belts to the other side of the bus
I'm assuming the trains just bring in raw ores?
Also like, how? Cuz I assume you easily hit the belt speed cap for stuff like ores and... and.... screws
add more belts
but congratulations youre seeing the stupidness of a bus
some items are just better on a bus than others
"compact" items
The main train is primarly raw, all the smelting is underneath the bus.
like when 1 iron bar turn into 2 screws
its just better to have iron bars on the bus and then make the screws onsite
Speed or things like screws dosent matter, they arent on the bus. Only iron is on the bus and is crafted in the blueprints
why not put screws on the bus
You have to make a choice early of how many layers deep of crafting you want to have on the bp
Fair fair, but even then iron maxes out at 1200 in endgame
And screws are easy enough to make on the bp
thats not the reason to choose a bus
You can also double stack belts
Copper is the only full belt rn
And i can easily add another belt on top
Its setup for a double belt stack rn
I also avoided screws as much as possible with alt recipes
I dont mind having two or even three layers of crafting on most of the blueprints because it makes sense in my head
now i understand what you mean by layers of crafting
It is definitely not optimal but i like it
still by default anything can go on a bus
Yes
and youre not tied to any layer of crafting
but yes, it does make sense as i explained above to make some things onsite
Screws also just piss me off so they are a bad example
As you can see thing are very far from optimized
And very slow at the endgame
But i ran out of motivation and time at the end
Anyone interested in a set of blueprints that allows you to instantly deploy a nuclear power plant?
Are there any especially efficient alts that I should fish for before I design my first HMF factory?
Bearing in mind the usual "alt recipes are subjective, and all of them are at least situationally useful," it's true that Heavy Encased Frame is extremely popular as an HMF alt
As for other steps in the production line: as always, https://www.satisfactorytools.com/1.0/production is a great way to play around with alts and production chains
Slap in your target rate, head to the "recipes" tab, and enable/disable at will. The solver will re-solve whenever you make a change
Yeah, I primarily use Satisfactory Modeler, but it doesn't visualize alt recipe efficiency especially well. Will give the web tool a go.
(sftools primarily solves for lowest-resource-usage based on some hardcoded "weights" to compare different resource types; that may not match your local needs or factory desires, so remember you can always disable a recipe if the solver's stuck on it and you don't want to use it)
Yeah, Modeller and sftools are fundamentally very different apps
sftools is a solver/calculator; Modeller is a planner/modeller