#math-and-meta
1 messages Β· Page 383 of 1
fuel is easy, it's liquid I will put junction, but what about rubber input (from redisual rubber)? in which group?
I've set it up to be 400/800 belts and 400 fuel pipes with banks of 8 refiniers each. 400 rubber goes into one bank with 400 fuel and out comes 800 plastic, then i split the plastic so 2x400 go into 2xbanks with 2x400 fuel to make 2x800 rubber etc
think i slooped 2 blenders to polish the numbers to be more even, but 2400 crude in, 3200 rubber+4800 plastic out.
yeah but I am making computer mall not plastic factory
and these fractures confuse me
as I cannot figure out grouping
could overproduce a bit, plastic and rubber will be needed more of past computers
a quick idea, what if I build in 3 channels (groups), one will produce plastic needed for supercomputer, another will produce plastic for AI limiter and third will produce for recycled rubber, they will share input of rubber (both from redisal and rycled rubber) as well as fuel ?
recycled rubber in 2 channels (one to feed recycled plastic) another to feed insulated crystal oscillator sharing same input of plastic and fuel in manifold?
will this work or the idea is stupid?
That sounds right. You can always check the ingame codex
Press "o"
Like will sharing inputs work given cycle? Would I need to pre-load so that it works? Do I need overflow protection (sinking)?
that looks like a pretty standard setup, iron rods are pretty simple
my belts handle upto like 720 or something
how would i balance this
my first thought was to take those two belts containing equal (418.67/min) amount of iron and do this
using a smart splitter and a merger
i wouldnt. I make a run of machineds that use most of belt A
then id take the excess and merge it with belt B and start another run of machines
so the right belt is max saturated and the left belt is min saturated
wait let me get this straight
do u think this would work tho
i havent unlocked that yet
its in the mam. You want to make one line the priority it prevents the stuttering that happens sometimes
but it should be fine as is
yes the priority merger really smoothed things out
not balance, hook directly
group the smelters/foundries so that one makes 600 and one 233
this is what i did
huh?
make two groups, one making 600, one 233.3333
no balancing needed
you mean this?
yeah
?
also i love running multiple stuffs thru the same elavtor
I just need to check with someone to see if my math is correct.
I need to make 420 cable per min.
Im using the iron wire recipe for the cable
I need 840 per min going into 14 constructors to make the iron wire. So that means that I'll need 37.33 constructors
Or
37 at 100%
1 at 33%
Is that correct or did I do something wrong?
I actually did it right?
yes
Yayyy tyy
hey just to be sure
this should be decent so nothing goes under clocked right?
forgot to show the imput its 1 pipe
devided into these 3
would a large scale fluid bus be better for transporting fluids or are trains okay? because trains have horrible fluid throuput. and would it be worth it to make a separate factory in places like the spire coast because of an abundance of water and oil that would be difficult to transport?
also i think the idea of huge massive trains would be funny but that also seems like a logistical nightmare to handle
busses in this game are not recommended, especially fluid busses
unless you mean fluid pipe, at which point it's really up to you
trains have just fine throughput tho
yeah i meant huge pipelines
trains are fine, though best would be to build near fluids
thats what i meant by a bus
got it
and are drones a viable method of large scale logistics? because ive always wanted to try that because it would be silly and cool
drones are good for smaller thruputs, like up to 300/min or so depending on distance and fuel
you can just make more ports and drones tho
drones are for lower throughput
do you mean that 300/min is just one drone per 2 ports? or one drone on both the send and receive ports
two drones
i used em to move uranium, which were 300/min, and i ended up needing 4 drones over 4 drone ports (two at each end) to meet that
increases speed too
fuel -> turbo -> battery=rocket -> uranium -> ionized=plutonium in terms of speed
gotcha
the wiki has the speeds, which i do not recall
i think ill try experimenting with huge drone yards or something and then ill just use many many drones to increase the throughput (despite the inefficiency i think it would be hilarious)
it would be even more funny if i used ficsonium fuel rods lmao
they dont take those
they also dont take liquid biofuel iirc
yeah its like the same as turbofuel i think
no, as in they wont accept it
oh ok
on a semi-related note, i made a BUNCH with just a single stack of spitter remains and some sloops. it was literally like 2/3 full industrial storage containers lol
super perfect for making right after jetpack is unlocked because its great for building oil setups and its miles better than fuel
yea, i think alien protein makes like 1500/min biomass, more than a t6 belt can handle at 100%
What's the best way too make dark matter residue
Cuz I'm assuming tools is asking forcing me too make 336 superposition oscillators because it gives a good amount of residue
But there's gotta be better way I wonder if I disable thoose
uh theres only one way thats not a byproduct
so, would use byproduct as much as you can
then make rest with sam
i mean i try to primarily use byproduct
Okay I fixed it I disabled that recipe
oh ok
For what tho idk what they're even used for and also it's 336 a min
Ah I think it uses way more time crystals now
alot of late game recipes have dark matter residue as a byproduct
i mean in vanilla i believe its just reanimated sam
yea
Yeah so it's 1200 time crystals vs 1600
One I have no byproduct the other I do
I'll take a closer look too see if its worth it
But at work
Either way that works tho that does leave me with less than 200 time crystals a min
So hopefully that doesn't hurt belt production
Time crystals?
dark matter residue is just sam ore -> reanimated sam -> dark matter residue
if you havent already, you can search dark matter residue in the codex to see all the recipes
(the ones youve unlocked)
Only phase 4
its if you wanna make dark matter crystals, you have 3 recipies to use, residue + diamonds, residue + time crystals and just residue
dark matter crystallization is the goat
time crystals save the most on residue, while residue doesnt need anything else
if only there was a recipe like that for water that didnt require limestone
Well my plan is too make 1800 time crystals and train thoose around or whatever
that will be a lot of coal and oil
Oil no
Coal yeah 36k coal a min only 1800 oil my first power plant that makes 60gw will be taken down and turned into diamonds
Nuclear plant uses some like 4k
So should leave around 2k on the map
Wait what I thought like 42k
yeah i agree that using coal is the way to go esp if you have an oil power plant
altho turbo diamonds is a very efficient alt iirc
600 coal -> 30 diamonds -> 15 time crystals
Tools gives u the map resource limits?
hmm thats just a little bit of water just a bit
That's just the max integer amount on the site
well map doesnt have 20000 sam :p
So we don't truly know the max amount
yeah and you cant use converter to make more sam
I have that setup like that so I can get my nuclear setup plan working
That's all stock
yea, halves coal use for 1200 packaged turbo
Not for me
why do you need 1800 time crystals tho?
It used all the 1800 oil I have
Wanted too use all the oil also turns out I'll need them for nuclear
Also coupons
nuclear doesnt use time crystals, you can use em to reduce residue need a bit but its not required
Do slightly worry about the train track getting overloaded with 36k coal and only 2 tracks but we shall see
Tools says it does for let me check
God damnit
I didn't fix it now I have 480 power shards as a byproduct
Uses it for dark matter trap and the power shards
oh you need time crystals to automate power shards?
its quite easy to get those manually if you use sloops
I just want a byproduct free factory why tools
so you either need 4480 residue or 1120 + 224 time crystals to make the singularity cells. kinda far shot from 1800
and another 1120 residue for the ficsonium refinement
Dies
So if I do 224 it makes me make another 200 of I do 400 I get a byproduct of 25 ai expansion servers a min
since you need some production of ai expansion servers, neural-quantum processes and super position oscillators, you can use the byproduct from those to reduce the need of sam ore
factory planning tools arent magic tbh. like they often get very confused when making a recycled plastic/rubber factory for example
I hate this
Tools is magic tho it just interesting for nuclear it seems
Except for this is going the be made last
Wait maybe I miss understood
for me, i just crystallized it, and droned it to my nuclear plant to make the singularity cells
and if you feel spicy, can sloop the ficsonium rods in the quantum encoders to become self sufficient on dark matter
for that step, just need a lil to kick start it
tho i think it takes like 40-50 sloops to do that
and with the sloops needed to make trigons, might be squiffy
okay i did the next best thing to tearing out all of my machines just for a screenshot lol, since all the machines use beltevators all thhe conveyors you can see here are within a single thick logistics layer lol
Well I technically have alot more sloops
Cuz I can buy them for 20 coupons
But I see
I have no clue my plans fully tbh I just needed a rough draft so I made sure too spare enough resources for it
finished my power plant and finally going to start working on the rubber and plastic factories. I think the part that is going to be the most complex is getting the fuel from the blenders into the rubber and plastic refineries.
Rather than trying to do extremely cursed math to get different fuel pipe numbers to work out, would it work to just have the entire fuel line be one connected manifold, and make sure I feed the output of the blenders into it at, say, 4 evenly distributed points among the manifold?
e.g. can I do this (4 blenders -> 1 input pipe to this manifold) and make the 3 lines at the top output to 1/3 of the refineries each?
This looks so cursed to me xD, but I love it. Might be time to go find more harddrives
ok yeah just drew it out and did the math on each pipe segment, should be good
@bright kettle
anyone happen to know how to use satisfactoryplanner.net?
i've set up a basic miner to smelter chain but it's unpowered and doing nothing. i don't know how to power it
apparently you have to attach the end of it to a container
if i split the conveyer into 2, will it be 30 per conveyer if the original had 60?\
should be
depends on the machines tho
eg, splitting a 60/min iron ore belt into 2 belts of 30/min, going into 2 smelters each will get you your 30/30
but
if you split 60/min of iron ore into a rod constructor and a plate constructor, you would not get your 30/30 split
wait wiki says you need 2 power storages for a pure geothermal node
pure node outputs 600MW at max output
power storage accepts 100MW at max input
shouldnt it be 6 storages then
i get that the 600 is not constant output, and is only reached once a minute for like a second
but still, not being able to capture that power should lower the average, right ?
average is 400, so you only need +/- 200
the idea is that if the geyser is running at 600, 400 will go to the grid and 200 will go to the battery. if the geyser is running at 200, 400 will still go to the grid (200 from the geyser, 200 from the battery)
the battery isn't there to fully charge from the geyser, it's there to act as a buffer to make sure you always maintain the average power output
what if the grid doesnt need it
I mean if the grid already has enough of a buffer to deal with the fluctuations of the geyser then what's the problem lol
the spike is just lost then
just don't use batteries
sure but that's the case with excess power anywhere on the grid
it'll also be the case if it spikes when the battery is charged
Guys I tried planning a factory for once and my nuclear waste ended up going into a foundry
Am I fried
10 10 1 per mininte on phase 2 any tips
is this supposed to be sarcastic
How do I use modeler this well bro
i dont even know if i am
im 40 hours new and testing things in here what i got looks like a 10 10 1 for phase 2 but idek that bullspit with the merger and spitters is so i can send exactly what i need to each but idk if i did it right
i started with a note book too much writing
I need to ask this. Is the circuit a project or your pc bro
It the main board of a Zebra ZD500 that gave up the ghost
Iβm very sad cause one of my saves corrupted so I now I gotta restart
Hopefully not Italian style this time
Prob gonna look for some ppl to help
hey so how does this work
on this statetion i have P coke and motors
i dont wanna load P coke but only motors
is it gonna do what i think it will
With a 96 fuel p/min setup, is it okay to just underclock one of my five fuel-powered generators to 80%? I saw a comment saying it should be 40% to be stable?
Seeing small dips sometimes.
how do i single this in the most effectient way?
ok wait thanks
naw, you shouldnt clock it to half of what it should be. just let it run for a bit and it should even out over time. as long as you have proper flow
you can turn it off and let it fill a bit
Yes, you could condense it. Is that diagram how you actually intend to build? Because Modeler isn't actually designed to do layouts and having loads of splitters and mergers like that can have an impact on the calculation time in Full calculator mode, especially for more involved builds.
I can't make out what you're trying to do with the screws with all the extra all over the place.
I suggest first reading the small "guide" the tool has, then following suggestions like the one above here π
this is absolutely nessicary
Just be careful not to nessiccate too much with it
doesnt even help all that much if you dont also add at least 1 chest in front of it
what???
if there is a sudden demand to upload items that surpasses the belt speed, then the machines are the bottleneck and you wont be loading at max belt speed
thats why a storage inbetween is p good
in your case with concreet, that is definitely the case
you can snap depots ontop of storages, and just connect them with a lift. that way you have a buffer of 48+1 slots rather than just one
is the a more efficient alternative than oversaturating a train line.
?
why would you need to oversaturate?
@hollow frost what are you trying to connect exactly? I can't ttell
I want the pipe on the right to take input, go into the floor and come up on the left side to merge with the other pipe
well you'd have to build and clip pipes through the foundation
and since it's on the ground that would be a massive pain in the ass
you'd want to build a bottom logistics floor to accomadate it
oh it wouldn't work without it?
no, floor holes only go up and down
but this, if you're also feeding machines from below, you'll have flow issues
Can add pumps maybe
it's not that it's impossible to feed from below, but it takes practice and skill and patience.
I do it but I know exaclty how to look for problems and fix them swiftly
that would still count as feeding from below if you are doing it for the inputs
the right side is output and left is input
oh I know. Just becareful with it
Alright thank you
this might cause issues
One other issue to watch for, rare but I've had it happen three times in my current save, if a fluid doesn't get where it's going, check the pipe section by section, sometimes one snaps but never actually connects, dismantle and rebuild the empty section adjacent to the full one to fix.
Okay i figured it's not worth it to go through the hassle, so i just let my pipes clip through π
they don't look too bad either
Is it a bad habit to have one single and big power grid ?
kinda, yes. if it blows a fuse it all shuts down and it'll be a big pain to get it back on
No, you can segregate it using power priority switches if you are worried
if you segregate it, its no longer a single big powergrid :p
As you can see like most things in a sand box game opinions vary
i have a good capacity but when i take a lot of different resources it can easily double my energy consumption to produce new one
What i do is i run power towers through the world. That is my main grid. Rail is the only thing that directly connects to it. Everything else goes from power towers to power priority switches. This lets me control what happens in the event of a blown fuse
Power stations are the highest priority followed by anything I never want to black start.
This gives the ability to upgrade or fix issues while still having power
i only keep a single grid
a single megapower plant running off petrol
what i like to do is massproduce power and have an absolutely ginormous reserve of batteries
I run all my pipes at build limit
So I can just send them down donβt worry about lift
i like your style
this power plant is driving me crzy.
I watched it for a hour last night no issues at all
Logged in checked my power and its fluctuating. So i go to the plant all pipes are full no yellow lights and no issues for a hour now
This keeps happening too me
Idk what causes it or what but it's mad annoying
I just finished my first computer factory and I'm having a problem where the crude oil isn't going into all of the refinerys fast enough. How can I fix this?
(The oil extractors are producing more than enough crude oil)
did you let the system fill before you started it up? turn off the refineries, let the pipes fill up, and then start them up again
so I should wait for the whole system to fully fill up THEN turn on the refineries?
yeah. generally speaking you always want pipes to be full, even if they are not running at max flow capacity
having extra oil being pumped into the system then being used can also cause issues oil sloching and backwashing and such
^isn't this resolved (mostly) by filling the pipes?
no because the oil extractor truns off then the pipes empty then it turns back on
ahh right
was trying to split perfectly for what each machine needed
and ikk i can have one contruster and do math for how many in each and what conv but i need it to be more broken down than that im a visual learner so idk how ti compact it and make sence of it
i odnt have spart splittes or anything
smart*
how do i split to 210 or something without doing that crazy shit i did or do i have to redo the math so i dont split it like crazy idk im inlike a loop rn and idk what to do
i generally dont bother splitting i juist use manifolds
yesssss got the recycling plastic system finally primed with the inputs and running at full throughput
the monitors seem to be a bit whacky because of the materials coming in bursts but it looks correct
now I gotta figure out if it's worth making a 4to4 load balancer to get this into 4 belts of 450.......
they kinda need more than 1 min calibration time to be accurate
so your saing for all my splits even from my miners i should maniforld them?
wouldnt backlog from that mess with the rest of the math through the rest of my system?
there are some cases where splitting is useful but in general manifolds are way easier. the only thing you need to take care of is the ramp up time for it, let the input manifold fill up before starting the system so that it's actually operating at the efficiency you expect
the only thing backlog in manifolds in a multi-stage system "messes with" is your belts stuttering, but all the production and consumption will operate at the correct amounts you've calculated, so it's a purely aesthetic issue
the way splitting works (with normal splitter) is it splits evenly between outputs. UNLESS a out put is backed up. then it splits between the remaining outputs
so if you split 60 into a smelter then 60 down the line it will continue to do that BUT if the smelter only uses 30/min eventually that output will back up sending the remaining through the other output
at that point it become 30 and 90
okay so manifolds replace my converyer splits between all machines and i should turn off the first run untill its full and so one
IF my math for each manifold can feed the runs
on*
here i am Sending exactly 240 parts that these machines need. Each machine needs 40. 40x6 is 240.
Red is my main line the first splitter forces it to split in half sending 120 in to the first machine. then 120 down the line.
Once the first machine fills it can no longer take 120 only 40. so now 200 goes down the line this repeats as each machine fills.
No need to turn on and off things you can jsut let it go and eventually itll fill up.
You can speed this up by hand feeding each machien a full stack
np We are here to help if needed
i def need to start a new world with some peoeple who can over explain as we go cuz i can learn this way but hands of visual i will understand soo much better
you learn as you go. You got this
cuz i cant visulise what i built in modeler and see it in game in my head just yet
i just realized that with converters i can turn all the insane amounts of concrete at the sprire cost into coal and sulfur because of the impure and pure sam nodes! (although if i am willing to travel a bit further then there is PLENTY of coal nearby, and a bit of sulfur.)
is that an intereactive map how do you see all the nodes at once if its in game ?
you can also you the interactive map pinned here
yeah radar towers show all ore deposits in the area, along with remaining collectables
right right
yeah i like using that too. but radar towers are criminally underrated
but thats like an in game interactive map once you get the scanner thats insance
shows harddrives too coool
it needs hmfs and computers and its at the bottom of the quartz tree so its around phase 3
if only it showed the locations of them too... π
for sure
when i play modded (which i dont really do that anymore) i use a mod which makes radar towers show hard drive locations
alot less cheaty than just giving all alt recipes and it still requires exploring
oh yeah the radar tower only scans stuff below it btw so put them in the highest places you can
you got an object scanner which helps find items. so you can use that with the radar tower to see in that radius theres is x harddrives, then use scanner to narrow down where it is
yes
radar scanner is still not too great imo tho because i feel like if something is in the scanner then its already visible
helps a lot and doesnt just hand it to you on a silver platter
i mean yeah i like everything how it is now i dont think anything should be changed
maybe the only thing is that when it says how many power slugs, it says the amount of each type instead of just the amount of all types combined
like i said im new but if i ever "cheat" anything its cast screws lmfao
if you're not a fan of screws, theres alt recipes to completly remove any need for em
for early game im not a fan of them foring from ingot rod to screw id rather use ingot to screw right lmao
going
Of course I see this after covering the entire map in them 
And not doing that
the recipe isn't even that good
Saves 4mw :p
well, that depends
I like it early on for the simplicity
arg fighting with power flucuations all day. Finally stable. I can move on
well for the begining its a good one
that's also questionable
^^
just finished the calcs for 3600 rubber + 1200 plastic + 600 fuel outputs for ONLY 1800 crude oil!!
(i am going to turn the fuel into 900 rocket fuel and maybe 900 ionized fuel.)
Not worth the ionized part unless for drones or jetpack imo
yeah
Hi, how much resources for an optimal coal plant?
as much as the coal gens you want need
I'm just on mk 2 belt so how many can that feed in a row isn't it 8 plants?
open the gen, it will tell you
The only thing it's telling me is water
hover over fuel slot
Oh the blinking gas can
theres a lil fuel gas canister thing icon in the corner of the top left slot, shows use rates for all fuels it can take
Does it show OC rate too
idk not checked
I just tired but it didn't change still said 15 or does it have to be running to upddate
think it just shows base rates
the actual rates shows when its done a cycle at the overclock
but its not like its hard math
also you can easily calculate it (e.g. 200% clock is 2x more)
hello pioneers, sorry for the wall text in advance and if this should be in #1038092680493801533 i'll move it over there
i am humbly requesting some support for the logistics behind this as im not sure exactly what to do
i currently have 24 refineries set up outputting 2228.568 iron ingots/min, set up into 6 blocks of 4 refineries with each block outputting 371.428 ingots/min, so each blocks output is into a mark 4 belt (mark 5 belts are available but limited in supply as aluminum isn't where i want it to be rn and i want to focus on HMF rn)
my question is how in the world do i feed all the constructors requiring the iron? load balancing this seems like a nightmare and im not sure if setting up a massive manifold to feed all of them will work, and if so, how do i feed it properly?
smart splitters and priority mergers
instead of making arbitrary blocks, make blocks that produce the exact amount that the next step needs
no need for any smart/prio split/merge
Just manifold
Load balancing is really only need for trains imo if anything
So far I've gotten away with manifolds so
i had a feeling but i think i'll just do what greeny said, tearing down 24 refineries and rebuilding is simple enough
cheers
dont have to tear it down
just calculate how much they make, clock accordingly and take a belt out from those rather than all
coal math
most people don't think of it at first, dw. Clocking is your bread and butter of logistical management in the game
@rich tulip make a post in #1038092680493801533 or just show images of what you're trying to do here
I got it working I had to just add another water thing
I needed 360 water
!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 - btw overclocking coal generators doesn't give you more power per coal.
generally simpler to save your shards for miners that early on
That's fine there's many in game.
I just over clocked them save on space too
2 uranium fuel is 100 waste right
Yes
which then produces 2.5 plutonium that creates 25 waste that can be 12.5 Ficsonium rods?
probalby depends on the recipoes you use
Not sure if 100 waste can make 2.5 plutonium. But otherwise yes
was able to enter that much to consume 100 uranium waste in the satisfactiory tools site
alt recipes exist π
all alts except conversions enabled
again - we don't know which ones you used or what the tools would use
at least one alt for plutonium rods need excess uranium ore to pad it out for example
which is a giant waste imo. Needs a bunch of other things
I mean yuo're using the alternate, it's a massive resource hog for more P rods.
I'm just trying to get a "small" thing going for my first attempt heh
if you're cool with it, then it works for you
I would recommend then just building a decent sized uranium rod process then process the p rods as cheaply as possible and sink them
or use them in vehicles
ahh I see I can produce only one plutonium rod and still use all 100 waste
Fertile uranium is ok with such a small amount. Just keep in mind it severely limits how much uranium rods you can make to get more plutonium. And since plutonium is so expensive to process. Imo it's better to just make more uranium.
well I'm not going to use all uranium on the map anyway so...
I'm not that crazy π
but I see how it would be a bit smaller and simpler to make as few plutonium rods as possible from the waste
Also for your first attempt. I dunno if I would recommend mixing different recipes like that to make same item
You're using both the plutonium pellet path and instant cells path to make the fuel rods
ahh that changed when I reduced to 1 rod per minute
unless you're talking about the non-fissle and fertile uranium before that
Didn't see if it used both of those. The planner is so cluttered
removing fertile uranium from the list reduce the production to 0.75 rods/minute
Yea it makes less plutonium
it does simplify the chain a lot
The big downsides of fertile only really come to play if you wanna use more than 954 uranium to make fuel rods
so to maximise power output its bad?
And if you wanna process/use said plutonium it's very costly on sam
For your small production it's fine
from what I can tell its the plutonium rods that do most of the generation in the full loop no?
But if you want to scale up. Fertile causes issues
I wouldn't know
love to watch his videos on the insanity hes making
He just completed this full loop with an emergency setup in case things went wrong
and of course it has gone wrong a few times LOL
But max power from uranium is not using fertile. 2100U goes to 50.4 u rods then 22.4 Pu rods and 112 ficsonium rods. Makes 1490gw. The fertile part on same makes around 100gw less but needs just under 20.000 Sam to process. So you need almost all sloops on the map, think it was 92/106
For your 2 u rods/min fertile will work just fine
I was thinking of paving the swamp for the plant
and use the uranium in the cave there
I just need to figure out all the base stuff I need and what I need to transport and what can potentially be made locally
making it all locally is safer as I can isolate the circuit and make sure it is self sustaining
If Iβm on mods am I allowed to ask math questions in here?
Iβm trying to run numbers but I canβt figure out how many constructions I need
I had the same idea except my game crashes and I get severe frame drops in the swamp
are these numbers close enogh? they should be 600
Probably. Plastic and rubber are particularly "bursty" in their production especially if you are using the recycled recipes, and the throughput monitor kinda never stabilizes in those situations
I've had some on for like several hours on my plastic line and it never actually stabilized, it still fluctuates
I think its accuracy is pretty heavily dependent on how much downtime there is between items
wdym by "downtime"? and ya same i left it on for like 30h by now i think and it never stablised i am just gone leave it like that until i start using them
Given that it's a running average, it's not reliable enough to use for these cases imo
you'd have to average them over a much longer time than 1 minute to make sure
I prefer looking at the machines generally
Where do I look in the machines
And I left on for 30h by now and the numbers are always fro 570-600
check machines if they all at 100% efficiency, if one is not, find out why
Ok thanks
if you doign the plubber recycling, its a bit finicky to get it going, cause every component depend on each other, if one backs up the issues cascade down the line
so you might need to flush a bit, fill up inventories etc
but once its at 100% it stays there
Yeah what I ended up doing was creating a couple extra refineries to just take the HOR and turn it into petroleum coke and sink it, just so I could keep consistently producing polymer resin faster once the fuel lines had filled up. Then I just came back every few minutes and flushed the HOR pipe to speed it up. Once the rubber and polymer resin input manifolds were full, power off entire system, empty the non- fluid outputs manually, turn it all back on, works great
Whether they're running at the expected efficiency for the desired output
that is a lot
what i do is just fill the ref with plactic and rubber if they arent and if the fuel isnt reaching to the last ref i turn off a cople at the start and then turn them back on and slowly they started filling on ther own
Yeah I guess I could have filled them manually but my plastic and rubber storage was very far away and I didn't want to keep running back and forth and was working on another project near the plastic plant anyway lol
So just hopping over to flush the HOR pipe every ten minutes a few times was easy enough
so for example this line was low so i went to the ref filled it then went to the plactic line and filled that as well and i also have smart spliters here so there is never a back up of rubber
and thankfully its at zero... for now
and then go do something else then comback later and check on it
is 94%-93% uptime enough? cuz most if not all are at that
yeah mean counters that are unreliable are unreliable? shocking
Oh I didn't even realize you could see uptime on machines lmao
the uptime counter on machines are also unreliable
if it says 100? probably 100
if it says 97? also maybe actually 100
but who knows
so iam good just leave it on?
I think what I'm just gonna do is give it a buffer of like ~50 items/min from what I'm theoretically producing. Like all of this is gonna be shipped out by train to other factories, I'm producing 1800 out of each line here, I'll just only use at most 1750 elsewhere and sink the overflow just in case.
You're probably good
ya that is what i will do i am proudussing like 600 extra plactic and rubber
looking at it all of them are at 95% - 90% uptime
is there a mod that helps check numbers reliably?
no, just stare at teh building lights for 30 seconds, you can look at the row and see if any stutter. Much more reliable than anything
wtf all of them turend off and on and they are all full with no build up?
unless you're doing something very weird any unstable aspect to a system will show a stutter after 30 seconds
well is that just a bug?
you have power switches on your grid and you're wearing a hover pack
known small bug
wdym i have perfect power?
if you have any power switches on your grid, and you use a hover pack, it'll stutter systems
a power switch is an object
that you build, that can split grids
oh wait that might be the reason for the machiens not having 100% uptime
maybe? but also the counters are just bad and unreliable
ya i have some
generators should have 100% updtime as long as they have fuel. But Ive gotta admit, I never was able to make an oil setup work with 100% uptime
read my username
yeah, me too
it's not hard. Just keep to simple pipe rules and you avoid basically all issues
you do not know the pain i had to go threw to get that straight line
3 re-builds, 2 month, truma for the rest of my life
some basics #math-and-meta message
I have a row of refineries with 100% uptime feeding directly (no wierd piping) into a llarge buffer and then just straight pipe with fourway junctions into the generators, and I every now and then have to stop the generators and let the buffer fill up again or the system starts stuttering in and out
yeah fluid buffers are flow murderers
one of the rules in the link. No buffers or valves
I had it running without the Buffers and after 10 minutes it would always begin to stutter
ok. You could show some overhead images and I could point to you the links to the basic rules if you like?
But there are some very simple methods to get very reliable piping. Very easily.
ya ya the power cut keeps happening every 23sec that has to be the reason cuz it lasts for a good 15sec
It gets more of a problem the larger you build the setup, like I think I have about 50 generators on the same pipe with my main setup, but with smaller setups with only 20 or so I dont have those problems.
But TBH I havent actually played in about a year, so might be that by now its fixed
learend that the hard way
dont have the game installed sadly
lower flow systems can tolerate more bullshit
for example you can smack around 300 flow pipes just about any way you like
but I intend to play it again by tomorrow (Just had a maths test today so I have time again)
or wait until 1.2 to have a fresh start
its in like 10 days
i think
You have to be near the switch though ya?
And from what I read its mostly between to grids on active one not
not sure honestly, haven't had switches in my world
yeah.
A friend of mine joined my world and build my primary fuel power setup, and that one has more completely seperate pipes and it works perfectly, so I just never get near to it so the game cant decide to get fuyk wucky
yeah thats the issue. I have this week and afterwards I have to stop playing it again cause I need to prepare for the next maths test
From i have read it happens when your hover pack uses the switch as its power source and flops between the to nodes
fair. feel free to ping me when you're doing fluids again
so remove the powersitches?
if you care about it - unless you're doing very fancy things it won't break your system
Sure thing, though my next setup will only require minimal fluids (Im planning on building a Unranium -> Plutonium fuel rods setup for clean power generation so I can power my higher tiers and intend to have the plutoniums shreddered until I have the Ficsonium rods
other thigns in the game needs fluids π
ya i wanna do a control room but when they fix it
Im having fluid issues. Im at the point where I think either the game giving me the middle finger or my math is off. And I just need to step away
first option def
I know, just not that specific setup.
Or well not as many. Though I do tend to use water in all my setups to the maximum ammount possible
but with water I basically never had any problems, I guess because with my setup im running 300 flow thorugh 600 pipes
bye bye
make a post π
oh I know but you can use some easy methods to make all your systems reliable π
I have 144 generators on the same pipe x4 of those setups and haven't had issues, I just underclocked 12 in each setup to let the pipes fill up and once they did the line has been rock solid ever since.
Had a similar setup with 40 gens on turbo fuel before switching to rocket and it also worked fine, so not anything with gas.
No buffers or valves anywhere, just make sure to sink excess byproduct of the fuel pipeline so nothing ever backs up and it's fine, that's probably the biggest culprit of issues. And I probably have a few extra pumps than I need but that's about it
yup, the setup im having issues with was one of my first ones, by now I just follow the basic rule of engineering:
KISS
Well last time this happened I logged in on my laptop at work and it just fixed itself.
I gave it the night and im caffinating atm. After I do some work ill turn it on and recheck my math.
If I can't figured it out ill have some folks look at my insane set up
IDK what to tell you about that, Im happy that works for you
ok i am back
Remember that any system at max flow will hiccup at game start no matter what
Not sure if thats the issue here
But something to keep in mind
i have 5 1,200 belts of iron ore and 9 train carts and dividing gives me 1.8 per cart how do i do that?
yeah just ping me when you want π
WILCO
Manifold with overflow splitters should work? No need to combine belts even because there's 2 inputs to each car. Once the system is full I think the issue will be correctly pulling the right amount from the train at the destination
how do i do a manifold with overflow?
prob just divide it up to 10 cars
Why not just use 10 cars or 5 cars and run more trains
dedicate specific belts to specific cars - it'll make your life MUCH easier
i am minmaxing my space
Why not use 5 cars
do a 1:5 load balancer I guess then? and weep?
You have 2 belt connectors on them
5 cars and 2 trains is you need it for throughput is probably the easiest
you'll need 2 trains doing the same loop with that much per platform
almost certainly
If the roundtrip time is relatively short 1200 per car should be doable
With 1200 belts it might be too fast to maintain throughput so definitely 2 trains
it would have to be VERY short before it fills up a car's worth of iron
can a train go threw another station?
I mean sure?
like this?
its going to the dessert?
I really wouldn't put them in series, one train would stop the other one from going ahead
will it be enough?
i need the other train so i have to do it like that
you could put it to the side
you'll be adding a lot of travel time randomly doing it that way
only 2 foundations, i need 3 for a turn
that has nothing to do with having trains stations next to each other rather than in front of each other
like it cant turn
inline stations are cursed anyways
side by side
can 2 trains pull 10 full fraight carts up the steepst hill possible?
to lazy to rebuild it
it's a lot more work leaving it but good luck.
there's always easy ways to do things
For sure, im pushing 440 fuel though a mk2 pipe
the steepest hill is 90Β°
future me problem 
and no train can drive that
That shouldnt be an issue then
can that fit another platform and a junction right after?
will lets see
I've had some funky fluids this save.
I prefer doing things in smaller clusters then giant manifolds. As a result I often have 4 or more identical clusters.
In this case 3 of four identical clusters work perfect the fourth just doesn't want to cooperate
i think barly
so much is clear
oh huh recycled rubber is actually slightly easier than recycled plastic, you don't need to feed the polymer resin product into the line
but I guess that means you have to manually feed to startup the loop
? you can start both systems with residual rubber
use a better planner https://www.satisfactorytools.com/1.0/production?share=W9n9UL6ilY29gd0ojv7M
yeah, I'll do that when I build the next one, but technically the plastic system doesn't need to be kickstarted because the polymer resin refineries will do it. it'll just take a while
....I use tools too.
neither does the rubber, if you sent the residual rubber into the loop
true I guess you can disconnect it after some time for it to go back to +1800
why disconnect anything?
but better to just input the rubber manually first
? both need some stock of initial feed.
you could do either manually... I guess... If you don't want to use the resin
and just sink it
bit of a waste though
on this, where you're just making 200 rubber from residual rubber and doing nothing with it (presumably means it's being stored), you could instead send that 200 into the loop, and take 200 more out of that final split
while the heavy oil and diluted fuel lines are filling up, it's producing polymer resin, so the reesidual rubber is being created without needing to manually feed anything. true for both systems, but once the HOR and fuel lines are full it starts moving WAY slower and only produces polymer resin when one of the recycled refineries actually starts up for a moment.
@cinder silo system is manually fed startup only.
Apparently this makes it hard to shut down as well. If one part remains it multiples
I've read this 3 times and I'm not sure what you're getting at. Overflow excess resin to a sink until the liquid lines fill?
is that what you were talking about?
Very irritating to shut down if trying to empty the loop unless you want to cut power then scour the belts for individual pieces instead of taking stacks out of the buffers, and yeah, rubber & plastic multiplies like a bad virus if you leave any while there is power.
no it's the other way around, the fuel line will fill up first and then stop producing resin, so you stop producing residual rubber and then the plastic refineries will be idling most of the time
I watched this happen yesterday when I set it up
now I know it's better to just manually load rubber into the refineries so you're starting more of the system, instead of just letting the polymer resin make some initial residual rubber, because if you do that it'll take FOREVER for the system to actually start running at max.
as long as some resin is used the loop should start fine
feeding the residual rubber into the loop technically is enough to let the system work on its own but it'll take an eternity to fill up and start operating at full efficiency
it's often multiple manifolds. Of course
took about an hour to start mine up with some flushes and shuffling materials around the refineries
you'll often go rubber to plastic to rubber to plastic to rubber to plastic and so on.
many many manifolds that need to spin up
big issue is when they can't all run at the same time, one bit backs up and it just cascades down and it stops
This is the plan of one of the 23 platforms I have.
guys im trying to plan phase 5 so i can start building my megafactory, since i need to know beforehand how much throughput of ores i will need per minute from the trains, are those really all items that i need to automize?
i trust Tools. if you did your research im sure it is right.
my recommendation is to not build a megafactory
(and to not build ahead of time)
as for the plan, check what it shows, how much it needs, if you like the recipes or want different ones, etc.
recipes can change massively what resources and in what amounts you need
we (this includes you) have said this many times lol. I also just repeated myself lol
also where's the ballistic warp drives and AI Expansion Server
is the biosculpter pase 5 too?
@teal tiger you are missing stuff
yea i skipped the space elevator stuff cuz i normally never automize it and only craft it on demand, but in that case il add the ballistic warps since they are the item with the most points
Does anyone have a sort of good solid read or video on what's genuinely best practice in contrast?
Personally I do find some fairly large independent systems make sense that may feed many others, but I'm back to preparing to finish phase 4 again in latest save and looking for ideas
IMO theres no "Best" practice. You can build a megafactory if you like, you can build hyperlocalised production lines or you can do a middle path.
I usually decide on one specific endproduct and then try to get a good round number of inputs and thrn builf one big factory.
I also used to then connect those up to central storage using conveyor busses but with the dimensional storage thats not even required any longer
That sounds pretty close to what my instincts say. I tend to isolate things minimally by biome, some biomes I consider too large to build just one factory there.
I aim to keep them mostly dedicated to a purpose and share certain outputs via drones or trains.
Basically what I do as well.
My biggest world I have a basic resources hub in the grasslands, a massive Ammo Plant in the blue forest, a Oil+Aluminum setup onshore north of the waterfall and a fuel setup on the crater lakes
And building up a nuclear setup in the swamp but thats still in Planning
Ok good deal, late game does get mildly overwhelming since good synergy gets a little lost with end game items
I did see some good information on justifying swamp as nuclear power plant, but I have decided to use it for my aluminum, and atm I am intending to use it for processing all bauxite, that may not stick though. I'll probably use dune desert for nuclear.
I'm having some difficulty deciding where I really want to call my major steel production area. Thinking rocky desert.
Sure thing.
But if you dont have an identical world to mine I will hunt you down
. /s
LOL, well tough I suppose? Nah, I think the only true meta that should exist in games is having fun doing it. But it is good to share ideas to make life easier. That's why I came to the channel to ask a few questions.
what I have basically been doing is setting up a train line or two to bring resources to one location, and I'll just bring pretty much everything that's reasonably close by to that train line
so I have a ton more resources at that location now than I currently plan to use, and if I want to use more I'll just staple a new building off to the side and set up a factory there to process it.
so it's like not really a megafactory as much as a mega-resource hub
I'm not planning to use all of them at once and who knows if I ever will, but they're there if I want to just belt off to some open space and build with it
Oh for sure!
Also there is one meta in the game that I will not be willing to discuss.
If you see a doggo you pet a doggo
Yeah, I do like those concepts. I mix in truck stops depending on distance and terrain, but definitely do similar.
the one thing I do think ahead for is when bringing resources in, is planning for expansion to mk6 belts when I eventually get them. for this big train line in the red forest I just set up, I set up the belts and cars appropriately such that I will be able to upgrade the whole thing to mk6 belts and get 16 belts of 1200 resources into the hub. right now they are just 16 belts of 780 (because I just got mk3 miners, before the mk3 miners, it was 16 belts of 600)
so when I'm thinking of my factories to use those resources over at the train hub, I'm planning with multiples of 600 in mind. e.g. for bauxite I'm gonna use production lines of 1800 bauxite and scale those accordingly
so it can easily scale up when I get the mk6 belts, I just add more of the same
Yeah, I've done a different strategy that's similar this time around. I've been blocking out more and larger train stations than I anticipate at all of my long term permanent locations. I haven't been defining what each will do until I am ready to use them. They're essentially just placeholders until I know their purpose keeping me from building in that area at all.
I need to sit down and think about how I want to build the more complicated items to be more scalable though.
for example I have heavy modular frames building at 11.75/min right now and it's in a factory that's gonna be really hard to scale or just duplicate.
so what I am thinking is trying to find the "smallest but most reasonable" component I can produce in a modular+scalable way, build mini-factories of those, and then ship them over to the final component assembly location
right now I think those components are gonna be HMFs and radio control units. finding a good place to build large production facilities of those two is my next big goal once I finish the aluminum and plastic plant I'm working on now
I also honestly might have a train feeding into another train eventually lol, depending on my resource needs
e.g. that 16 belts of resources I mentioned are a ton of limestone, bauxite, coal, and a couple quartz notes. but if I decide I don't want to use silica in aluminum once I get mk6 belts, I'll have 1200 spare quartz coming into this factory that I don't need, so I could just ship it out somewhere else
Yeah similar boat in my playthrough as well. Something I have adopted in my last couple playthroughs that I have grown to like more and more... when I unlocked HMF and a few other similar parts I just build them somewhere I know isn't permanent just to get them automated until I later build the actual HMF production later.
Keeping the permanent locations open until I am ready to actually start them helps, but I do tend to try to get foundations laid out at permanent locations as early as possible.
and this also ties into how I'm thinking of train cars and what each one is going to use. e.g. once I find a place for producing the radio control units, I will need to send plastic and aluminum over to that location from this factory. so I will probably leave a spare train car available to load quartz into it for scalability in the future
Radio control units are one of my least favorite parts to get automated haha. But I like my plan this go around. I generally like to mass produce crystal oscillators along with my computers and super computers. I tend to wait to long to get that fully proper, this time I'm gonna change it up and increase the volume I'm already automating there and use a drone to move them to my aluminum facility to finish into radio control units.
Trying to reduce the overall quartz dependency of my aluminum factory. Just missing the alt recipes to really do that yet
In short gonna try to get them automated a lot earlier in the playthrough by adopting the long term logistics plan for them ASAP even if not maximized
Thats why I really like building far too much of the basic resources. Its so I can just do a small prosuction line for these kinds of objects without having to worry abput the maths
Yeah I like your thought process. Consolidating resource availability definitely adds options to do something easier on the fly
the complicated part here is finding the right line to draw for what counts as a "basic resource" imo lol
And thats where my psychosis kicks in:
I dont centralize.
I have had production lines where I built a conveyor bus through three biomes just to fuel a production line
e.g. do I produce radio control units in one place? or do I produce crystal oscillators en masse and make radio control units out of those? both? I could probably get away with doing both in one location but it narrows down the location choices and might change depending on what recipes I'm using
I guess actually 4 come to think of it
lots of things to think about
Yeah thats true.
In my biggest world so far ive done that for plates, reinforced plates, screws, rods, copper plates, copper wire and cable
And this is why satisfactory is the neverending OCD game of all time.
I have legit spent more time staring at the interactive map planning out where things are gonna go than actually planning what the individual factories need to do lmao
As well as rubber, plastic, water and aluminum
Though my aluminum plant needs a massive expansion tbh
so this is the thing, I actually don't like shipping these resources around the world, I would prefer to go one step further in a lot of their production before shipping them
e.g. I'd ship the frames, motors, etc. rather than the plates/rods/etc.
but that's kinda the whole point of finding that line for what works with your plans
aluminum ingot, plastic, and rubber are probably the "lowest" I will go with exporting things to the train line. and even with the ingots I might make them into casings onsite before shipping them out too
Oh for sure, same here. Like I will do the prodzction lines that need only those resources at the location im producing them amd then ship the advanced products to a central location for advanced assembly
Oh I dont use trains
I use conveyor busses
I guess I'm the more dissenting opinion here then, I only use trains to move raw resources 99% of the time. Sometimes I'll move ingots or maybe iron plates, but a lot of products I prefer to make at their destination.
But this is because I do tend to use belts and trucks for a lot of nearby stuff, and if I have excess or the local facility doesn't need a resource I'll move it where I actually process it.
I've debated a lot on moving ingots more, but tend to land on raw resources all the same
If we assume you get nuclear power eventually when unlocking it, how much oil would you guys say a pioneer needs?
This has worked for me so far but it's starting to fall short now that I'm planning for later phase 4 and almost certainly into phase 5. I can't reasonably make supercomputers or cooling units or fused modular frames in one location, so I'm taking a step back and finding locations for HMF and radio control units instead.
But then, I need plastic rubber and aluminum for those. And it's WAY easier to ship plastic rubber and aluminum over to the HMF and radio control unit locations vs ship a million iron copper and caterium to the plastic plant
end game power is often Nitro Rocket fuel (oil based) or Nuclear (uranium based) how much oil you use dpeends on your choices
to be clear you can beat the game just on regular fuel
I'm making like close to 300GW out of nitro rocket fuel and I can probably beat the game on that alone, but I'm planning to make nuclear eventually for fun
Planning on restricting myself to no overcloxking of oil (or maybe even under clocking at 75%) but itβs been a while since I played so just wanna make sure itβs not gonna be too strenuous to produce power plastic and rubber
Also planning on producing triple the elevator parts so will need a good bit of resources and power
well youll have to do some math for your challenge run lol
I feel like tapping a few oil spots around the map and running at 100% should be good?
Independency is indeed one of my recommendation, hence why I don't recommend megafactory
Pre-emptive math is a bit boring for me, but Iβll definitely do a lot of math during the run
Okay fuel barge fuel line 4 has been rebuilt for the 7th time. Hopefully this solves the issues. If not its time to ask the community
so it is impossible for a single train car to throughput at max belt speed, right?
e.g. I have a miner producing 780, it will be impossible to get 780 out of it on the other end of a train with just a single car?
Why does the Pathfinder take damage from poison gas while wearing a helmet?
I thought the industrial storage unit buffering would be enough but it seems like it's not....? lemme see how I should calculate this
is it accurate?
it's sowing 679 which feels lower than I think it should be, but lemme measure the round trip time again and calculate
it is after a few trips
place a sink and just sink what arrives for 5-6 trips
then you should have an accurate number
ok my math is giving me 673. guess the trip needs to be pretty short to compensate for the loading/unloading time
it feels like the route is too short for multiple trains but I guess not lol, hopefully it won't be too crammed to have 4 trains on this line
Pov.
You are at work "working on power "
I guess the easy way to add a train is to sit at a station, wait for a train to show up, and as soon as it leaves build the new one and send it along
You could use two stations on both ends with two separate rail lines. Splitting the input/output between them
Or...
Just run a belt such a short distance
wait until the first train is at the destination before you enable selfdriving on 2nd one so they as far apart they can be
it's a 3:18 round trip time, so it's not short enough for belt
lol this feels silly but it'll work xD
its just temporary :p
I did what I mentioned and PURELY coincidentally the trains have managed to space themselves precisely such that one arrives at one station when the other leaves the other
I'm a god
Anyone ever have shrowdingers fluids? Last night I left the game running with the power overlay up for two hours. I alt+tabbed leaving the game running on monitor 1 and work on monitor 2 with no issues.
So I left to the opposite side of the map and suddenly my power is fluctuating.
Lol I felt like I was going crazy.
but yeah now that I think about it, this timing is probably about the shortest I would want to deal with trains if I want super high throughput (e.g. approaching belt capacity)
......I think the throughput actually got WORSE? now I'm really confused
OH WAIT. I should double belt from the freight platform into the storage buffer, even if I am only single belting out of the storage buffer. I think right now the round trip time of the train is kinda short enough such that double train = double freight platform downtime = lower throughput
that would create stockpile yes
well I think it's also required with this train route being relatively short. I'm running a 780 belt out of the storage buffer to a sink for testing this, and after I added the second train, the storage buffer was actually slowly losing stacks of stockpile, a couple per trip
I think it's because due to the extra freight platform downtime, the train car was not unloading enough stacks from each train to cover for that
why does this happen when i place an awesome sink down somewhere?
you can see the complete outline, but not the whole sink
okay yeah looks like double belting into the storage container has now made it fill back up and I'm back to having consistent stockpile to be consumed by the 780 belt.
sweet, throughput issues solved
This happens sometime. Saving then loading your save fixes it
i also just found out that when i hooked the power to it restores the whole image
but thanks
@jade cedar each one of these 6 machines need 40 parts/min 6x40=240.
im feeding it 360/min so no issues (the excess are being sent elsewhere)
Ohhhh ok
@lone parrot if you ever question how much power you are generating its says here
All right! πβ¨
i was really struggling with getting my long ass train to make a U turn without clogging everything up
eventually realized that THIS was the solution
its- wipes tear beautifull...
e
@glass gate
have you thought about designing your train station more like this so you dont need to turn around
you shouldn't need U-turn in the first place
i need the trains to go the same way they come tho
then build the red rail
length of the train shouldn't matter
its so long that when it makes a turn, the other trains get stuck
train A cant move because train B is in its way, train B cant move because train A is in its way
that will always happen, once it clears the block, the other trains can go
that sorta deal
bad signalling then
no its that theyres physically not enough space
theres always 2 or 3 trains that get stuck in this sorta loop
yeah, use path signals
the train won't stay in the block
i ultimatly made the U turn like this so theres so much space that the trains wont lock now
because it will either enter and then leave, or not enter at all
i do use path signals
but like, even if ur using a path signal. a train cant go in if theres already a train there
i dont see how path signals are supposed to help
if there's a place where a train would be blocking other train movement if it was stopped, then that's why you put a path signal down. To make it stop and wait before it gets into the stuck zone.
It keeps an open pathway for your other long train to go out and leave, then once that's done the first train waiting at the path kicks in and moves up
A good general rule when it comes to block signals is to only put them down as often as your train is long. Don't put blocks down every 4 foundations long if your train is longer than that
heres an example of what usually happens (i placed these trains manually here to show my point)
yeah, use the layout I shared or any similar
yup, exact setup ive been using
no, you have extra signals in between
those are bad?
get rid of those extras, THAT is your problem
i thought more signals means better
yes, because train can stop there. Cannot in my case
nooooooo
you should have block signals only in places where it's safe for a train to stop
aka it won't block any junction
if not, then put path signal before, so that the train won't stop at the block signal
exactly that, and as said usually with enough space for a train to fully fit inside and not over multiple blocks
that isn't really necessary
I s'pose it isn't, I just got into that habit
question, i can still see your setup can hypothetically get blocked
as long as it cannot block anything when stopped, you can place the signals anywhere
it certainly hasn't caused me any problems
do you have more than 1 train going to this station?
no, because:
- the two trains not at stations are in the same block
- neither of them will enter that block anyway, due to the path signal
this path signal will only allow the train to continue, if it can exit the block
(aka the green block must be free if it goes to station, or the yellow block must be free if it continues on)
is this it?
kinda why there are path signals
yeah
thanks!
ill let u know if it blocks up
btw thoughts on having block signals inside the station?
no
can't really put them on platforms afaik
not sure it lets you place them there tbh
and yeah, rather do less signals than more
i've never done it, so i dont actually know what'll happen, but i can't really see a scenario where that would do anything beneficial
update:
is that one of the hand placed train?
nope
ig the block signals in the middle were actively preventing this exact thing from happening
well I see the signals in platforms, so I would remove those
yes i was removing them when it happened
also i have a mod that makes the trains go 7x their normal speed
i thought that was important to mention
possibly you removed a signal which made some train recalculate blocks wrong or something
and no, if you have signals, trains should never collide
trains will stop instantly if a signal turns red on it
yeah but who knows how it behaves when you remove signals in actively used setup
yea, its not a good idea to remove signals while trains are using em
so, there should be quarts here, but there isnt. I also cant find a cave
the entrances are a good way away
theres 4 entrances to it. one near the water between northern forest and rocky desert to the east. one near the sulfur node to the northwest, and two kinda hidden ones along north coast
damn, so its kindd of a pain to get it out i assume?
note the western coast entrance is blocked by rocks IIRC, so bring explosives if you want to go that way
also, I'm assuming spiders live there?
spiders generally like caves
i guess I'll get my quarts elsewhere
explosives arent an issue...
well not yet at least
if you're not bothered about clipping through terrain, you could do a tall elevator belt from the roof of the cave to the surface
memory serves, it's just about in range to do without needing to clip through the terrain yourself
I might do that, I'm normally pedantiic about belt clipping but I can live with that
yeah that's what I normally do there, wrap it up in some walls/foundations so I can't see the clipping at least
is the west cave entreance near those two markers?
yes
im thriving boys starting to put it together slowly got my screws back there working on copper wire and cable now 
whats a reasonable thruput i should be using drones for?
i use them for low through put items. Nuclear Rods, Pahse parts, Compression Cubes, Nucleat pasta
they only carry 9 stacks but dont care about the terrain
then how can we tell you if it's good? π
nvm
FML. Just finished a glorious 10 HMF/min factory and started priming all the lines only to realise I didn't account for balancing component overflow. Now I need to decide whether I do some under-floor balancers or just get Aluminium up and running for better belts >_<
or ditch balancers π
unrelated but i made my radio and cooling unit factory in the same building, now i can reconfigure this factory to produce Super-computers or Turbo motos
i think im pretty smart for that
i heard that pipes cant be relied on to always run at max throughput, is that true
No
people can't be relied on to build pipes correctly
the biggest issue is they aren't belts - and people treat them that way.
if you treat them like pipes they work fine and there's simple methods to get reliable flow π
question i'm just curious do you guys put your notes on a piece of paper Or? just draw on a ipad/ on the computer (notes /mathematics For this game) or just solely use this Channel?
for little things that just need to be used right then? often just scribble a note
for thigns I'll need to look up later I make pages in a spread sheet
note pad for quick math and such spreadsheets for factories
i see thats fire thanks
Generally I'll create plans on https://www.satisfactorytools.com/1.0/production
save urls to the spread sheet
and use pages to further break down factories
(this is only for fancy, post phase 5 stuff though, not nearly that much effort before then )
you don't prefer to draw them? i think notepad is bad for math (like no offense but what i mean is its odd for me that its all line by line i don't know how to explain it fully) to be honest but thats my opinoin Thanks
OHHH i never knew this existed i'm not at phase 5 yet but it looks sick thank you brodie
for example I'll take notes and images when planning a layout
and take short hand notes as to how much is comming from where
this might be nonsense to you but you'd create your own short hand
this seems so complicated for me loll at least this game increases in complexity easily
i mean a physical note pad. pencil and paper lol
layout doesnt concern me i can do that mentally
Oh lolll sorryy i just be asking you people cuz i thought it would be weird to use a pencil and paper
i use spreadsheets to kkep track of what each factory is doing so i know what resources are being made and where they are going
How come satisfactory modellee never gets mentioned in these discussions
A lot of us dont use it and its not really usefull for console players
ooo this gives me an idea of what i can use spreadsheets for tyty
Why not for console players?
need steam to install it. Spreadsheets and Tools just needs a phone
I see
And what about the first statement. Why don't a lot of you use it?
i just need the raw numbers to figure out what i need i can visualize the placement of machines in my head.
modeler just adds more steps.
even if i didn't use spreadsheets and i just used Tools i can visualize how much space 26 constructors need, or 17 manufacturers so making all these things in modeler is just wasted time and effort
this is just me i cannot speak for others
To be fair, I tend to mention Modeller even though I also don't use it. It's a popular tool, after all! :D
Though indeed, a lot of console users don't have an actual PC, so web apps tend to be a lot more useful in those cases
same i do mention tools SCIM and modeler.
i often push for ppl to do the early stufff manually though
I see. Thank you for your opinion. I wanted to know because I use the modeller for everything and could not even imagine playing without it, so a different opinion was appreciated
Very weirdly, the idealized technological revolution of the 90s mostly led us to locked-in phones and appliances rather than Digital Freedom Everywhereβ’. Alas!
oh yeah to you it's nonsense, but I know what it is because I wrote it xD
when you take notes you'll do it in a way that makes sense to you
co owkrer tried to read me satisfactory notepad on friday, he thought it was advanced math lol
just my rough notes lol
In the end, of course, as usual: Modeller and sftools (or more generally: planners/modellers and solvers/calculators) solve very different problems in the end. They're not really in competition with each other; some folks may just find they have greater need for one or the other. Or some folks use them in concert, together! sftools (or whatever) to solve for factory lines and then modeller (or whatever) to do pre-game planning/layout
fair enough i mean thats hwy i can understand my factory but not other's loll
(I still wish that Modeller's graphs were about a million times better at conveying information to non-Modeller users, but I swear I won't get started on that again. :D)
I just wish it was a planner rather than a manual layout program with zero lables that you have to completely break apart if you want to change a single recipe
@long bridge Bottom refineries are solution, top are scrap, blue line is fresh red is waste
the difference is the blue and red just aren't linked. You could link them up and try to get it to work but it's like bottom feeding pipes. https://media.discordapp.net/attachments/1347741162018046083/1347747308623892551/image.png?ex=69b020be&is=69aecf3e&hm=869f9e101d9e70a775395595877387b1898f8353e00ce35809ec499d6c359427&=&format=webp&quality=lossless
this has the added benefit that you shouldn't need to manually flush the system to restart it if the process stops at all
okay good to know. I will do something like that then! Thank you
no prob π
another added benefit is that eventually there's gas byproduct and you really don't want to mix the fresh and waste with that. Gas tries to equalise and I've seen some disasters
oh... good to know
and just to be clear, with liquids it is possible to feed waste into fresh... but it's tricky and finicky. It depends on how you want to approach it.
I just don't see any real added benefit to mixing.
You might save a couple machines on the machine count for large systems I guess?
but as an example processing 1200 bauxite with Sloppy + electrode recipes you can get a very compact system going
I'm talking about this alot btw because a lot of people have issues with alum at the start xD
I did a recycle system with my first small aluminum refinery and it worked fine but I'm not doing it for the more large-scale ones I'm working on now
some of the ratios do get a bit wonky though depending on what recipe you're using
ratios are pretty meaningless as clocking exists :\
e.g. here I'm using sloppy alumina -> alumina scrap, and that means the 9 scrap refineries can feed 5 sloppy alumina refineries with 80 overflow water going into a wet concrete sink.
but this consumes 1800 bauxite neatly
just because clocking exists doesn't mean you don't still have to consider pipe limits....
it's much easier to say "just clock it" for only belt-fed machines but with pipes you need to figure out the specific ratios between machines or properly manifold the reflow pipe.
same applies to belts - always gotta keep in mind logistic maximums. Just a different number to adhere to
I still don't think clocking machines is the easy solution when it's much simpler to just look at the ratios and overflow a bit of the water (which you'll have to do anyway if you want to avoid adding fresh water into the system)
you really want to do the math on how to overclock some refineries so that an even number of refineries consumes 1260 water, and underclock the remaining ones to run on fresh water while still producing 1260 out of the scrap refineries?
or just realize that 1260 water feeds 4 machines with 60 overflow, pipe the output from the scrap refineries into 4 of the alumina solution ones + 60 wet concrete, and feed the rest with fresh?
imo that's way more straightforward and also easier to debug if something goes wrong
You don't have to over flow water at all
uses a bit of fresh water and all the waste
Unless you're slooping the scrap - and in that case I have zero sympathy for people
yes, this works with a specific combination of recipes at a particular scale of machines. you change the recipes, or change how much bauxite you want to process, and it's not so simple.
3:2 works with normal alumina solution -> normal alumina scrap recipe
if you're using other recipes, if you clock the same number of machines to make the water ratios work, then the amount of bauxite consumed or scrap produced start to get weird instead.
it works with any of the recipe combos and at basically any realistic scale
now this is a simplified diagram, but you can easily clock the machines to be more compact
the machines in the diagram are clocked to 100% unless there's left over for ease of understanding
the only scale where it coule even be considered a little awkward is at very tiny scales where you're processing less than 1 refinerie's worth of solution becaues then you need to have 2 very lock clocked refs. But those are edge cases.
and that's ... not actually awkward. Just takes a bit more space but if you're scale is THAT small it's not a real issue
so even the edge case isn't real
Just use pure aluminium ingots = problem solved π€£
nah that doesn't impact the solution scrap chain xD
how often does it update how many it sends on each belt
!wikisearch belt_counter
should have that info on teh wiki but I don't expect it does
didnt see it
i was thinking if it decides the amount on each belt when you place it and then doesnt change it, you could theoretically use them as true smart splitters
it would just take a lot of trial and error
- ratio splitters are stupid
- you're better off just mathing things
because you'd still have to do a complex series of mergers and splitters
and honestly with all the bottom feeding and buffers you've gotten strewn around I'd expect the set up to be on the wonky side
and you can't really explain over complex systems
II see we talking alumiinimuniminiium, just made my first plant today
I built this to unlock more tier 7 stuff before I tear it down again and build one gigantic plant just making as much aluminium as i can get from were it is.
It's processing just 240 baux a min atm from a non overclocked pure node, and i ave oone more pure node and one more normal node nearby. and plenty of coal and quarts as well. although i'll have to safari some more because I kinda want the alu alts
Could you please give me an example of "weird"amounts so I can look at later. Bauxite distributions for various recipes I have for this situation work out to be 1:2, 3:2 or 7:3, so no problem.
Any recommendations for a first starter Aluminium factory?
find a spot with either coal or oil. possibly get the pure ingot recipe so you don't have to bring in silica
how would i signle this?
can you pls just learn signals
otherwise its just us playing the game for you
ya i am trying
The Ultimate Satisfactory 1.0 Train Guide Spirals, Junctions & Blueprints
Read More Below
Today we're breaking down everything you need to knowabout train junctions, spirals and using blueprints in Satisfactory!
This is part 2, you can expect more in the future.
Why not join my livestream on https://twitch...
look
sure. You doubled up on signals bottom and right though
the first ones do that π
this totally matters
it might break the whole thing completly
i cant tell apart signals yet just from looking at them though
white are path, black are block
ok removed them
ok block signle on the staions and path heading out, right?
everything is green and i am happy
Also learn how to build intersections that are easy to signal
My entire network only has basic-ass T and X intersections
And for some reason people who don't know signals always built complicated setups and then ask for help instead of just building something that's easy to manage
Ok i will try
general rule of thumb with any intersection is ''path in, block out''
if the ''signal loops into itself'' you might have placed one or two too close to the intersection itself
ok thanks
is it normal to have one be super low and the next one is full? like these are right next to each other if so how do i fix it
try turning it off for a min, so the pipe can fully fill up
ok