#math-and-meta
1 messages · Page 384 of 1
to fill up the pipe it may go faster if you do that
but i dont recommend turning off all your power
maybe some excess generators if you have any
just the rubber section?
yeah
machines don't accept items if they are powered off
like if you are generating 9000 mw and you are only using 3000 you can turn off a couple
except for generators
i mean the pipes
fluids are also items
i aint gone risk it
just turn off a coble
ok done all of the machiens are full of fuel
ya like the choo choo
that is what i do come back every now and then
is a back up of fuel bad like do i have to find a way to sink extra fuel until it runs at 100%?
cuz a lot are backing up
and the rubber made from the HOR is not used in plactic and is sinked so i can get away with it backing up
idk what ur factory looks like, but if you want full output yes you should sink excess products
burn more fuel or make more stuff to sink
when i learend about this game didnt think i would hate my life over fuel blenders running at 93%
i really wanna just leave it like this but... my damn ocd
did you sink all the exces products?
otherwise it might just be a fluid issue where it slogs too much
i sink everything except fluids
yeah you can't sink fluids anyway
nah dont bother packaging the excess fluid, just make more stuff and make it overflow into a sink
ya that is what i am doing and will do
i manily did these cuz of the numbers
i know its obvise but what is better having more trains or more carts?
more carts if your throughput is high
ok
yo wait how'd you get those heavy frames to split off into .5
my smart splitter doesn't do that
idk i am gone do that later
🥀
its just a plan
oh alr
single splitter, let it self-balance
regular splitter can do that
Does a full pipe of rocket fuel fuel exactly 144 fuel generators?
Im not sure. When I use rocket fuel i clock the generators to 240% that makes it consume 10 rocket fuel a minute.
600/10 = 60 generators
I suppose that is the most practical and easy to calculate option
Personally I wouldnt put 600 through a pipe unless I absolutely need to. I rather make 2 mk2 pipes of 300
However, I think itd be funny to have massive pillars of generators going from the bottom of blue crater to the sky limit
For sure it is entertaining. But makes the fluids more complex. I like keeping it simple. One feed pipe per floor
Yes
I have four of those pipes in crater lake lmao
It's a glorious cube of generators
I'm planning on just using nitro rocket fuel clocked at 200% with a 4 sloops so i can get the highest possible output for the lowest amount of machines
But yeah 1 600 pipe of rocket fuel feeds 144 100% generators
also beware of "fullness of a pipe" and "throughput of a pipe" being two different things
How would it make the fluids more complex? Do gases work weird at vertical junctions?
Well if you are using one feed pip to do multiple floors the fluids get funky.
they may fix tht. in 1.2 . we can only hope
do fluid buffers have any inherent headlift? I want to place a set of mk1 buffers cuz i don't have room for an industrial but ideally i'd like them to actually fill before pumping through. can I lift my output pipe a few meters without a pump or does it have to be pumped up?
Pump
aight, cheers 🙂
Why is it using multiple recipes for quickwire? Would fused quickwire not just be better, assuming I'm not limited on copper?
Hm I guess it's because I'm asking it to maximize crystal oscillators, and since the quartz is the limiting factor more so than caterium, it finds a way to use all the caterium while producing exactly as much quickwire as it needs, instead of just making overkill quickwire
I did this contraption I was told to do for unloading fluids - do I have to mirror this on the loading side?
re fuel discussion in #satisfactory : Turns out: HOR + diluted fuel + Turbo Blend Fuel turns 900 crude into 1200 turbo fuel or 160 fuel gens which make 40000 MW.
This being said, the real MVP is HOR + diluted fuel which turn 900 crude into 2400 fuel into 30000 MW and it is significantly less hassle to set up.
aye should i go with copper rotor recipe or bolted frame
less hassle to set up... until you reach 30000MW
if you have mk3 belts I'd say bolted frame
but both are really good
very true. Unfortunately, I was not aware of this so I did set up a full turbo fuel production already. So now I might as well do the 40000MW version
i rescanned it and got bolted screws
skip the turbo and go straight for nitro rocket
I'm not counting on it.
If we get new fluid mechanics I may have to go back and redo all my pipes
Nothing wrong with that. Turbo is a great fuel source. It also gives you more experience with pipes machine placement and scaling.
"better" is subjective, and it also depends on what rest of the input is, maybe you're limited on one resource, or using maximise, or anything like that
Remind me, what does rocket fuel need? I assume it is turbo + something?
with this setup, nope, its very simple, thats the primary draw for this chain
https://www.satisfactorytools.com/1.0/production?share=ziERYdBaLUGM3LUo68uc
directly from fuel to rocket fuel
skip turbo and rocket and go straight for nuclear 😛
do both
both is pointless imo
Interesting. But I don't have that alt recipe yet 🙁
you need to have blenders unlocked
I do have blenders
and rocket fuel from the mam
the standard rocket fuel recipe is turbo + nitric acid
yeah, this just skips a step
well, keep looking, its worth it if you want a lot of power for very little effort
this is about 1200, for 4800 rocket fuel, all at 100% speed
you can overclock and build less
i am just stingy with shards
To anyone who uses spreadsheets to run math for this game - Do you have any videos you used to learn at first? I’d like to attempt learning to use em instead of doing stuff by hand or using tools
It's just a PIA if you don't have your pocket dimension upgrades all done. 50 rubber depletes that bank so fast.
Figured I’d ask here bcs it’s yk the math channel
I like doing it by hand so...
my bottleneck was copper sheets for all the piping, either way, if you want the supply to keep up you need multiple uploaders for every material
Placing my 270 generators my main issue became the sheets and the motors. I solved both by including enough storage to store all needed materials onto my factories. That meant no more waiting on anything to produce. Either way yes multiple uploaders
That and storing some items on site using the DD to pull stuff from while I built the start of my RF plant
what exactly do you expect from the spreadsheet? since I kinda know what kind of math Tools do on the background, I know why I don't want to do spreadsheets 😄
(Tools were originally just a spreadsheet I made)
I’d like to know the ways to set stuff up to be able to input what I use and get the amount of items best made from that.
I suppose using the tools you made I could just calculate by percentage to figure out how much input would make what
Man, I just realize my weekend was dropping 1800 Gens...
for sure, i get mocked for having dozens of containers, but when it comes to stuff like this its super clutch
I see no reason to mock or make fun of anyone’s way of playing a game. Especially a sandbox one
you basically need:
- to know which recipes you want to use
- to weigh items with some values so you know what is "best"
- learn linear solvers (if you can even do them in excel) - this is one of the ways to calculate the production and is what Tools use
if you want to talk about it more in depth, I'm open to, but would be probably better to make a thread here 🤔
Ah I know how to do most of that actually wow. Maybe just a basic tutorial video on how to setup linear solvers would be my best thing to watch then. Either that or doing linear equations by hand…
welcome to the world of "spending a few months to make the linear solver do what I want"
Whats the best way to connect 11 smelters to 3 miners with mk2 belts
the miners are producing 108.5/minute I haven’t overclocked any smelters since I don’t have the slugs available but I can collect
you can underclock to match ratios, that's usually the easiest way
Alright that makes sense 
want to check my math, if i make 112 Ficsonium rods per minute, and without using fertile uranium this would require making 22.4 plutonium and 50.4 uranium rods per minute, it would generate 1,470 GW?
1490, otherwise yes correct
okay.
and if i went fertile uranium, it seems it would generate about 1434 GW?
something like that, 954 uranium into rods, rest to fertile
152.7 ficsonium, 30.6 plutonium, and 23 uranium
AKA, Fertile Uranium is not good lmao
its only useful is you make a really small plant
like make 5-10 uranium rods
iirc you needed 18000+ sam to do the ficsonium refinement
which only makes the Wiki using Fertile Uranium as the example with Ficsonium rods (in Tips when discussin SAM use) perplexing, because it loses you 36 GW and consumes 35% more SAM. hell it also consumes more power
theres 10,200 SAM on the map, doing the non-fertile uranium setup consumes (according to Factoriolab) 20,906.7 SAM to make 112 Ficsonium
that sounds highly incorrect
it's saying 2240 ReSAM goes to Dark Mater residue, and 2986.7 ReSAM goes to the aluminum Ficsite ingots ficsite
ah i see one issue, not using DMT
lesse ~ 6000 reanimated sam for trigons, 1120-ish for the ficsonium and 560 for singularity cells. total 31k? i think i made a mistake :o
that dropped it down to 1680 RESAM for the DMR
yes, its half the resam, for trigons, not sure how it became 6000, its just under 3000
Hmm using the blue crater it seems I can make 200k or so GW with its materials.
yea, the trigons are 12k sam, so slooping the ficsite step would be needed
112 FFRs per minute need 4480 Trigons per minute/ or 1493.4 Ficsite Ingots, which using Aluminum only needs that 3k mark
and you also need to make the t9 elevator parts will have some DMR byproducts too
tbh i think i'd want this to be a closed loop
if you sloop the encoders for the fuel rods, you get a closed loop on the DMR to the ficsonium
just need to add a little to get it going
plus another 280gw
bit costly tho, ~50 sloops
but you could do that + slooping ficsite
and have around 20 left
okay so, if i sloop the ReSAM constructor, the Ficsite Ingots, and the Ficsonium Rods, it costs 106 Sloops (not counting MAM researches it's doable). but only costs 4106.7 SAM
dropping the Ficsite Ingot Sloops brings it up to 7093.4 SAM and 96 Sloops
dropping the Ficsnoium rod Sloops costs 6346.7 SAM and 42 Sloops
just keeping sloops for ReSAM is 32 sloops and 933.4 SAM
also, slooping ReSAM, Ficsite, and DMR costs 50 Sloops and 4666.7 SAM
thats not bad
ooh, slooping all that and the Trigon constructors is 65 sloops and 3173.4 SAM
how many alu ingots does it save? :p
with double slooping the ingots and trigons it costs 7675.8 Alu Ingots
hm, i get around 6000 without sloops
wait, that is for everything
so halving that to 3000 would be worth
yeah 1493.4 going to ficsite ingots with double sloop
good info, the plan continues :)
ah, you need 34 Sloops for all the SAM in the game, this process would consume 10.8 of those sloops worth
so there's 88 Sloops (with 54 going purely to Ficsonium Rods)
here is the Factoriolab link to this whole thang
yowza tho that is a lot of extra raw to make that
compared to just getting rid of the uranium waste by sinking the plutonium rods and using it for drone fuel
half the maps resources for power don't leave a lot of excess overhead
this is why many of us stick with nitro rocket fuel lol. Most ppl build big power because they can. not becasue they need it
I enjoy the challenge of it :)
yeah
left is using zero alts on the plutonium rods (the sink it and forget it approach, giving 12.6 rods)
right is my best attempt at using alts to make that 112 Ficsonium rods
50.4 Uranium rods is 630 GW
22.4 Pu is 560 and 112 fic is 280
So if you do comparison of sinking Pu rods Vs refining it's +840gw
if you don't maximize your plutonium rods, and therefore make 63 FFRs, it's 1,102.5 GW
exactly 75% increase in power
(and using the above slooping rules of ReSAM, DMR and Ficsite ingots and trigons, 37 sloops worth)
so the Trap might not necessarily be with Ficsonium but the plutonium alts?
Less plutonium makes ficsonium less demanding
Which is why fertile is so awful at scale
My gut says the Smart Play™ is to start with the sink it and forget it approach and just scale up Ficsonium production as needed
yea i sunk the pu rods until i could do ficsonium
not even swap wholesale just only do ficsonium when you need some more powah
ficsonium is more to avoid Pu waste building up. The power gain vs power spent isnt big, you get 280gw, but you use like 100-150gw depending on clock speeds :p
unlike ionized fuel, ficsonium is a net positive, but its not huge, but factor in the power from plutonium its yuge
looks at the 112 Ficsonium rods estimated consumption
76GW for the whole thing
naw
factoriolab why u do this
its an oodle of blenders, particle accelerators and assemblers
ahh i see what's happening
it's accoutning for the pwoer generation
so its 537 GW NET PRODUCTION
whilst the similarly 250% overclocked maximum Ficsonium is, 760GW net
854GW net if you only overclock the slooped stuff
(according to Factoriolab)
that might be before the ficsonium rods are burned tho
yeah it is lmao
so it's actually 1,040 GW Net
never mind there is sill some weirdness with factoriolab going on
44.8 quantum encoders isnt 45gw, they're 2gw each at max, and average is not half that, since its non linear draw
but close enough i guess
how to i get the math to make farms i want to make a rotor farm with a pure iron node and a mk 2 miner
Hey folks, I have managed to skip basic fuel generators and have now unlocked blenders. What's the go-to power generation at that tier? Anyone got a guide on the options?
Make HOR, turn it into diluted fuel with the blender. Then make Rocket fuel using either the normal Turbofuel->rocket fuel steps or skip to rocket fuel using Nitro Rocket fuel
Nitro Rocket save a little bit of oil (144 GW per 600 oil compared to 140) but also consumes nearly twice the sulfur
open any machine and look at the numbers
you can also look up the part in the codex "o" on pc
ok
i highly suggest learnig how toi do all this in game and with a note pad.
but if it is to much ther eis many great options.
Pinned in this channel is
satisfactory tools
this is online calculater to do the math for you . you tell it what you want and it spits out the math. you can be specific and tell it the alts you want to use and how much resources you have.
SCIM is a calculator and interactive map ?
then there is Satisfactory modular on steam it a free tool that has a robust GUI
What about location? Blue Crater? Spire Coast? Swamp?
blue crater has the most resources for rocket fuel nearby. golden coast the least, and spire coast in the middle
if you just plan to train stuff, literally doesnt matter where
I have yet to build a train at all, so blue crater it is 😛
we don't have farms, we have factories
and you can use production planners to do the math for you
what if i put set valves to 0 and place them backwards?
that doesn't stop back flow, it just stops flow
yea, so if i place them backwards theyll stop all backflow and wont stop flow
no it'll stop flow
oh do they limit flow in both directions to what you set them to?
valves are 1 way
facing one backwards to the direction you want is effectively like deleting a pipe section
thats what he said earlier
if you face them backwards to your intent, they will effectively just stop FLOW
but if you place them forward, in the direction you intend the fluid to flow , they effectively don't stop back flow, the backflow will pass through them, yes
I flipped through today's stream and..
..
Power switches and hover pack glitch fixed for 1.2 
hoverpack glitch?
there is a glitch that can cause power issues when the hover tries to connect to a switch for its power source
valves don't stop back flow. This is known
well not to me
i thought that was their only job
their only job is to do nothing or cause problems
so congrats! your valves don't do anything
a visual explanation
they also cant count to 3
they stop individual units of fluid from flowing backwards through them, but they do not stop the knockback effect
which is all you care about in a fluid system. Never has anyone ever shown me fluid system where they care about specific units of fluid rather than overall flow
well yeah, i knew that
and since vavles don't stop backflow in a system, they are kinda pointless 🙂
deeply confused sounds
also what greeny said - they are pointless
they are a possible point of failure that gives you no benefit
i hope they do something about this in 1.2
there's nothing they could do to make them useful
because machine consumption already 'limits flow'
if they turn pipes to belts, which I suspect they'll effectively be doing that, valves will still be useless
if i was coffee stain, id make them purely a visual thing. like the gauge shows u the internal pressure
I mean that's what I use them for
they do look cool. I have aesthetic valves in places
sorry new here .would it be beter if the cross pipes sit higher then the input so the liquid is foling down into them? would that stop the knockback a bit ?
I just clip pipes through them
yes thats good
as long as the input pipe is at least level with the input of hte machine it doesn't make a huge difference
other part of pipe layouts are far more impactful on flow
it made an absoluetly huge difference for me
correlation and causation - rebuilding sections of pipe and or time for letting systems stabalise don't give you a good idea of what 'works'
it's the same reason why people think valves fix systems
they keep doing things to the pipes, rebuilding bits, and build a valve and 'suddenly this works! it was the valve!' when it was really rebuilding a janky bit of pipe or giving the systemmore time to fill
but as long as you're not bottom feeding, you should be good
im going to have to try iv been working on a fuel system for the last few days and im trying ot figure out how to stop my last one from draining out so i can run 20 to 30 gens efficiently and smoothly
this iv noticed na dwhen making my pipe runs ill ru due pipes before moving on and notice it fixes it most the time
manifolds for both belts and pipes do take a while to work 🙂
yeah thats a flaw in human intuition
with pipes though it's a good idea to flood your system. So like clock a couple machines to 50% so you're overfeeding for a bit
full pipes are happy pipes and it helps you trouble shoot
iv been mostly filling the system full and adding tank buffers
buffers are also in the category of 'either do nothing or cause problems'
but they may also hide problems until later
they can cause huge flow issues
this is what i have so far
so just as a thing - those 'water towers' aren't doing anything the pumps aren't already doing
my problem is long runs not losing pressue and flow
long pipes just take time to fill. They don't lose pressure or flow
water towers don't help flow
honestly that buffer on the left might be giving you flow issues
actualy the one on the right may be an issue too looking how it's set up
Buffers are generally for buffering train inputs and outputs
so the whole system is all set to run the proper % for each system to get me exactly 600 fuel per min into my finnal pipes
Buffer Look cool though. I place them over my pipes but I don't connect them
ok makes senes yeah im guessing the 3yrold vid i saw might of been out dated lol
I would mostly ignore anything about fluids on yt
same, i place them for decoration
Just keep things simple. The piping manual pinned here is a little out of date but most the information is relevant.
Cobalt and a few others really know there stuff.
Most my issues are user issues.
I spent three days pulling my hair out trying to figure out a issue.
Turned out I mis clicked a overclock
and also to keep an emergency reserve of aluminia solution
so what if im going slight up hill and all that to runn the pipes ?
Pumps as needed
ok so that brings another question lol when do you put the pump? should it be on the pipe that is not filling or on the last pipe that is full flow ing
Whenever you need more headlift
Every machine give ten meters of headlift. If you want more you use a pump
They do not stack.
Every pump resets the headlift to the pump value
ok awesome thanl you for all the info/ im going to redue some stoff and see if i can get a good clean flow going
You got this. Take all the advice youve been given over the last hour and go try stuff out. Best way to learn is to do.
@vapid gorge I didn't mean to step on your toes. I just ment to say buffers look cool but are limited on uses.
i have a question abut % if my pipes are pushing 600 should i under clock were its goin to or should i put the exact % of what the machine need even if its less then the 600 or should i adds enough machine or boosts to get the full 600 ?
I always supply the exact amount, even if it's not completely maxing the belt/pipe/whatever. With pipes in particular, you'll actually have less of a chance of running into weird pipe problems if you avoid trying to use the full 600/min
(though those weird pipe problems can generally be figured out)
That said, it's unlikely to hurt anything if you over-supply the liquid. If your system needs 580/min but you give it 600/min, it just means that the extractors/whatever will go idle occasionally
no that's accurate, I use aesthetic buffers with pipes clipped throug hthem as well
you can also use photomode to do some top down shots which might help us figure out the issue if yo ucome back 🙂 it's generally very difficult to troubleshoot pipes unless you can get a clear view of things
@vapid gorge this is my unloading station. Should I make this on the loading station too? or it's useless
practical example #design-and-architecture message
oh a pump, but a pump like how it is in the image I linked
ok - package your gasses - gasses HATE buffers
that is if you expect full throughput. If you only need 1/2 the gas you're trying to move you'll be ok
lol damn okay
I mostly like them for Fuel Plant especially for emergencies
I'll probably just double my freight cars instead then, I just hate the aluminum waste
oh ok so the output goes through the unpowered pump
power it.
it's just not powered in the example because its a diagram essentially
ooh
you're also not going to waste the aluminium
send the empty cannisters back on another platform
it does work well in the scenario though but alright (400 crude oil/min)
a car full of Packaged Nitrogen can hold 4x as much as one Fluid Car of nitrogen.
if you consider that you also need to have a spare car on the same train to haul the empties back, you're still saving a lot of train space
in fact you could replace those 4x fluid cars of gas with 2x solid cars of full and empty cannisters
yea I know but fluid freight cars look cool 🙁
they do. but gasses and buffers don't work well together and it's more compact this way
NOW, that being said, last year someone did seem to figure out a way to manage gas in fluid buffers from trains.
it was more of an experiment because it was just straight up less practical than packaging it.
but it seemed to work
I cannot remember their user name though >.>
man I was about to listen
alright thanks a bunch. And for the loading side, do I mirror this? Or no use?
but I did find this #math-and-meta message
you can probably replicate it with the smaller buffers.
Probably.
but keep in mind this is experimental territory. And you might waste time trying to make it work
I think for a train you'd have 1 buffer to each platform input/output?
I'm all about experimenting, mostly when it comes to fluids
but what you guys manage to figure out is above my pay grade lol
xD
yea that's what I have, I'm not moving crazy amounts
I think the example I linked should be workable w/o too much problems
no no , you have 1 buffer per platform
you would need 1 buffer per input/output
so 2 buffers per platform
ah yes I see
You likely could make it vertical as well since gas don't care about headlift or gravity
I tried this but it looks ugly
Personally I advocate keeping piping simple to people and that's what I show them, but if you like to experiment, go wild 🙂
the small ones side by side fit
you could probably squeeze 2 smalle rbuffers side by side then?
yup yup. That should do it
yea but like how did yall figure out how individual fluid unit precisely behave in the pipe? the fluid manual that goes around the community is CRAZY for a community made tutorial
@dapper drum do yout not see how these 2 things are different?
"i'm done"
*proceeds to not be done
back to my original point, it assumes perfect usage in the system for there not to be overflow
thats compeltely irrelevant
if anything is underutilized, eventually it'll fill up and become overflow out of splitter 4
what he said was that these 2 things are the same
so i was showing why these 2 things are different
different in theory, yes, but not everyone makes perfectly clocked systems
if he had 300 coal left over, and only used 60 of it for beams, there's still overflow out of the last splitter and the first 4 machines will still fill as intended, meaning splitter 4 is managing overflow manifold into a second manifold, both of which are subsets of the Big Manifold
thats not the point though?? im saying they are doing 2 different things. Yes, in his case where he is overproducing coal, he gets the same result, but they are doing 2 different things
again thats not the point, the point is that the 2 things shows in my image are doing 2 different things
you got it! they're two different things mate
yes ive always thought about doing that
THATS WHAT IVE BEEN SAYING THE ENTIRE TIME
good job!
in theory it should fill faster initally, but im not sure about the implications during regular functioning
like, if one machine suddenly requires 60 casing, how would that affect the rest of the machines furhter down the line?
it's less about figuring out each unit and more basic behaviours
like keeping a manifold flat and not having branches keeps things simple and stable
plus a loop helps manage backflow
experementation id assume
u dont have to be the creator of something to completely understand it
the main issue with piping is if you make it complex it introduces a lot of variables that are hard to manage and understand. Because sections affect other sections.
It's a bit like figuring out orbits
for 2 objects orbiting each other? super simple
3? jfc, nightmare
because all 3 objects are always pulling on each other as they move
so fundumentally, its science
but on a game level
kinda. Just harder to break down into it's components
minimize variables and note the interactions
We can't set up experimental labs in game to figure out fine details even if we wanted to
and honestly irl fluid dynamics is a nightmare
unrelated but satisfactory made me love freight trains
only beaten by thermodynamics. But that's mostly because fluid dynamics is PART of thermo
theyre so cool
choo choo mfs
sorry for the late responce was eating dinner. im still rerading but got to this poing and wanted to reply as i go
and what specific problems are you reporting?
so basically im wanting to see if this is a good set up to run a full 30 gens or should i do something diff and how can i get the knock bck in the end system were the gens are from being a problem
ok so a few notes
have your water extractors just do 600 flow, avoid stuttering where you can, use mk2 pipes for the whole thing
just get rid of the buffers
you might need a pipe loop on this
here put a half full container of empty cannisters
ok awesome ill def try that there . should i do that with all of them ?
you want to keep your packagers TOTALLY flooded ,
you tend to only need loops on high flow pipes. 600 almost always.
with fresh water you don't always need a loop, but it never hurts
so right under the red circle is a strorage that i stared with the empty containers
so basically flood the belts with empty containers ?
yup I see thats how you kick started it, pretty standard. But you want it on the main line, and just absolutely filling the packagers, you don't want it to ever be not full of empties
to the left of the circle? yes
Diluted packaged fuel is basically teh ONLY system in the game where manifolds are a bit awkward
and need a bit of extra help
ok i see put it on the main track to feed in and out of got it
you'll probably want a loop on this as well, jsut feed 2 generators on each junction , mk2 pipe obvs
i kinda figured that since my other gen system is runny good but that ones runing base blue pring not the 2 im using on the main
yeah you can just not use a manifold at all for DPF by doing a 1:1:1 loop of packager > refinery > unpackager , loop back
if you ever do it again you could create a blueprint set up like that, basically a poor man's blender
arguably a lot simpler 😄
@sly hinge you should read the last few hours here. Lots of good pipe info
what do you mean feed two on each junction ? is that not how i have it ?
yeah exactly like that
it's just in my diagram example I only have refineries on one side
so wanted to be extra clear you didn't need to keep the loop one sided
in fact, having fewer junctions along a pipe manifold helps keep it more stable
yeah i just started playing like maybe a week ago lol si im still working my way up the sky bosses list lol
you're doing well 🙂
@burnt dagger dpf example
Aluminium question:
So I know that with the base recipe you get issues when dealing with the excess water because it's usually way too much for one pipe to handle (see top diagram).
Would it work if I just split my factory in 6 and went with the bottom diagram?
Cuz like, I know you can make like wet concrete, but I kinda don't want to, I have more than enough conrete.
I have looked at other alt recipes that will yield me more aluminium, but tbf II'm probably gonna have to rebuildd/buiildd a new plant anyway in a couple dozen hours, I think 2400 alu p/m will last me a fair bit.
not a bad example, though yo ucan build the BP with empty cannisters already in a packager to start it up 🙂
Thats what I did here lol
no matter what recipes you do you can keep the waste and fresh split
its effectively like flowing waste water to wet concrete in how reliable it is. But keeps it in system
like so
bottom refs are solution, top scrap
blue is fresh, red is waste
Wiill readd fully in a sec
ok so basicly instead of a loop to all each one gets its own packer and un packer and then it runs alltogether to the gens or is each gen on its own refiner packer unpacker stetup ?
definitely yes to the first bit, 2nd bit is optional
you can merge the fuel output after however you like
you could have each little loop connected to their own gens 🙂
and smaller fluid systems are always much easier to keep stable
you can slap them around more
like if you keep all your systems running at a max 300 flow? you can do almost anything you like to your pipes and they'll probably work fine
but then the question becomes how many can i run on its own combo lol so now with me adding the loops to my system that you origianly said and at the % i have now do you think i can run a full 30 gen on this system or even 25 with just adding what you said but keepinmg my %s
hmm lets see
ok so 1x refinery doing DPF can do 250 fuel pm OCed
no wait I'm wrong one sec
ok one could do 150 fuel pm OCed
that could feed 3x fully OCed fuel gens
which isn't a bad set up honestly.
1 corner of a grid you have your little loop, other 3 corners, generators
the main downside of that would be that you'd have to spread your water and HOR pipes about which can be annoying
if you kept them to 300 flow sections though it'd give you a lot more leeway
might be good to build over water so you can have an extractor directly below the system
yeah i might play with the loop sytem after i get this one running good . so im going to add the storage directly to the belt system and then loop the water and on the gen system like you suggested and see ow that goes . now shpuld i loop from the far end to the beging and just add a cross pipe or should i loop ever so many gens
as long as the manifold that is feeding the gens is flat the type of loop doesn't really matter
the example one I give though might be more stable than most?
this is how i looped my water originally is this one usually good ?
well that's not a loop, it's just a different way to manage the outputs. Not bad I would say?
shouldn't cause issues
This makes sense, although I'll probably still build my factory as say four smaller factories just to keep things simpeler. But managing waste water like this is cool imma use it lol
yeah its flat and i mean i can easly reach a long pipe fom the end onces all my gents are down and make it reach the begging is one long loop i was just make sure if it matter if it was a long one or a few shorter ones
oh yeah - my advice is process each belt of bauxite on it's own
don't interlink them. Can become a nightmare
oh it's the INPUTS that need loops
not outputs.
whenever you get flow issues it's almost 100% always at the input side of things
ook and im going to get rid of the buffers and do a direct flow as well
What I was gonna do it take three pure baux nodes and two normal nodes and combine the normal nodes onto one belt and then give the others their own, and then send each to their own sub factory (or load balance them if I were to go with six sub factories instead of 4).
... that's doable I guess? as long as you dedicate a belt per little sections processing it's thing
but why not just OC the normal nodes higher?
All the nodes will get overclocked to 250% with MK2 miners
So I'll effectively have 4 pure nodes each having their own belt
fair enough 🙂
mk3s still pull more out of normal nodes too
you could just OC a normal node to 600 iirc
with a mk3 miner
not a huge dif either way, just pointing it out
True, but then I'd run out of coal xD, which I'm already using mk3's for
And possibly also quartz
But again this whole thing is long term temporary anyway
yeah see, one of the main reasons I do Sloppy + Electrode + Pure ingot
only need a few drops of oil and no silica
bit higher output of scrap per solution too
And you could also use both
Base Ingot
Pure Ingot
in the same spot and use only the silica byproduct
many design options 🙂
I unlocked pretty much every alu alt except for pure ingot, and I'm tired of hunting harddrives and getting useless recipes xD. I'm still hunting for iron wire to make motors xD
So, 2sec
So I was planning to build it in the bottom left where my current alu production is (240p/m), but if there's a way to make alu with just oil and bauxite I may as well build it somewhere near the....... red forest...... cuz there is oil up there right?
just as a thing - no recipe is useless. Just depends if you're creating the situations they are good for 🙂
Even bio coal
useless for me atm
fair xD
@vapid gorge something like this ?
What're your thoughts on this
Those are indeed the loops they were talking about
I'm pretty sure
lol thanks its not as pretty but wanted to get the consept down for sure lol
feed it to the top, but yes 🙂
like the initial pipe
now the only thing about that is id have to raise the water tubs up more . would i lose water doing that ?
Could also lay the loop flat
nope. a flat loops also works but yo ucould also do this so it's less tall , see the side U shape connecting them?
that copmresses the loop in a tidy and functional way
the only issue is that the packers feed from the top and not floor level so i could do a flat to foundation run. nvm im guessing that image solves that problem lol
You can build the loop floating above the foundations
I would show my coal plant as an example but I'm not at my pc, 2 sec
im so glad i found this discord lol thank you guys a bunch for answering all my newbie question
yeah no sweat 🙂 and reddit has a lot of out of date info or just out right superstitions
laughs in MK2 pipes are broken
Oh one fluid tip I'm not sure people told you yet
Let your fluid consuming machines and pipes fill up all the way before turning on the machines using said fluid
no none told me but i kind figured that one out early on lol
now with this one is the first double up and looped cross pipes necessary fore the first part coming from the beginning ?
nvm answered mu own queston to why its there lo l
Is the direct scrap alu recipe worth anything?
@vapid gorge ok so i had to tweak it a little because of how it feeds the empty packs in and i still ended up clipping it one of them lol but i thing itll be as good as i can get it
@long bridge
@burnt dagger
yo what's this planner called I can't find this anywhere
Satisfactory modeler on steam
thanks man
The new Update 1.2 was annoucend to include a Fluid Rework right ? Do we know, what that‘ll include ?
No, it was announced to have fluid trucks
so mk2 pipe bug still a thing then ig
aint no mk2 bugs
theres making them wrong, but no bugs really, aside the bisections of pipes when placing things on them
there was never anything like mk2 bug
there kinda is one, because ive calc my pipe system multiple times, but it doesnt work as it should, i need to build some sort of loop to it, kinda a bug isnt it ?
no, building it badly doesnt mean its bugged
gotta use all tools available to you, like pumps to push fluid
no, that's caused by backflow, which is completely normal both in SF pipes and in IRL
that said, css might simplify them a bit in 1.2 maybe removing variables like friction and viscsity. since so many people struggle
tho i just adding a text blurb to pumps "affects flow not just head lift" would help a lot
wait, since when do resource node replacements/removals affect already placed miners?
I just rejoined an old world of mine and found my production line completely broken cause a coal node was replaced by a limestone one.
I tthough that miners already placed dont loose their production method
nodes were changed from update 8 to 1.0
can hop onto scim and swap between them to see which nodes moved where
oooh ok so you're technically bottom feeding here, but I have seen over arches like this work before, hows it going?
Hey ! Is this will works ?
recommended to place intersecting tracks on same level, them being on diffrent heights there can cause collisions
If you only use Block Signals around that intersection, it should work fine. If you use Path, then you need to make sure they're all on the same vertical level (so without having any going underneath)
If the intersection were collapsed onto a single plane then you could safely incorporate Path
The issue w/ Path is that the path reservation is unlikely to register that trains could collide when the Z-axis difference occurs, since it only takes into account the rail itself, not the full train geometry
Block Signals would just flat-out disallow more than one train in the block, regardless of what paths are being taken, so that'd work fine
your blue rail cant enter the station
what arrow thing
this
That's only for manual driving you can swap which lane you want to enter while driving the locomotive yourself but it makes zero impact to automated trains
you can ignore it mostly
oh ok cool
you use it while driving manually, pressing A/D to decide on left or right
auto drivign trains will just automatically go where they need to
ok thx
I have so much to do in my world :
- finish the main train track
- clean all my iron factory
- making blueprint for general ingot factory
- cleaning and upgrading my petroleum factory
- all oil extraction for fuel production
- all fuel production to turbofuel production
- automate compacted coal for turbofuel production
- all residue to plastic and rubber production
- energy production up to 300 fuel power generator
Is "https://www.satisfactorytools.com/1.0/production" still the meta calculator that most people use?
IIRC the only quirks it has is that it cannot handle producing radioactive wastes?
yes
i far as i know it does handle waste. It doesnt generate it out of thin air though some manual input may be needed
You can insert radioactive waste as an input and it works then iirc
Nor synthetic power shards?
ye it will state it as a required input, but not give a pipeline that produces it
Yeah because it's unique, although synthetic power shards it should do
Power shards shouldnt require an input
Synthetic power shards should work on the tool without it, it's just radioactive waste thats the oddball because it's not produced by any of the machines listed
Yeah, since that's nuclear power plant specific
Synth shards are an alt and that needs to be enables first
(in mam, not hardrive just to preemptively avoid inevitable angry message from someone scanning 30 harddrives and not getting it).
Same with turbofuel base recipe
Funny note on that:
according to offcial CSS info, Turbofuel, Compacted Coal, Ionised Fuel and Rocket Fuel are NOT alts
Because they arent unlocked via the RNG gamble (which links to certain types of milestones)
Yes they take hard drives and have alt in their names sometimes but arent counted as real alts
Ya, a but confusing hence why I used the term base recipe lol. I was trying to clairify
With that revelation, greeny might be updating Tools
Not sure though. @wind spade ?
Will you be changing some alts on tools to not be alts anymore now that they arent officially categorized as such?
Not old tools (due to how they are implemented, it could break/change existing production lines)
New Tools will be based on parser that already uses the official definition
Old Tools may be possible to chamge, however it would require much more effort that would be reasonable for a practically to-be-dead project
@shadow grove
thanks it looks excatly like i lined up
THANK U SO MUCH
over time the first machine will fill completely then the next as long as your total input belt is equal or greater to all the coal generators combined need it will balance itself over time
the time it needs to self balance is often called the wind-up time
you can reduce this by hand feeding the coal into each machine so it starts with a max stack
okey
if you got layout and math questions the ppl here love to help and we can share images here ^_^
ok ima show u how i made it ok?
sure
to be clear i try to help but im not a pro lol
is this ok?
well your better then me so ye
the coal yes. You many have water issues
wdym
fluids dont like to fight gravity. I try to fill machines from the same level or from above. BUT if it works your good. If it doesnt you now have a idea why
i used that thing that puts energy that allows it to go up
it should work
a pump yes.
lets see if i can find a well explained example one minute please
ok
pinned here is a Plumbing manual it a little out of date but most the information is rather relevant. is a lot of homeowrk though
leave it for now
i will just see how it looks
first see if it works. you already did the work no harm in it
ye well i can't wait for coal power I HATE BIO POWER I HATE COLLECTING LEAVES AND WOOD AND IT KEEPS BREAKING
i can't wait
btw my main base is a mess
we all feel that the first time.
by the end you are like
remember when leaves and wood were the issue ^_^
!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...
this will help
ok thank you
np
Now imagine what it was like before bio generators had belt inputs
oh lol i don't use belt inputs bc i am to lazy to make something like that
i put it in manually idk why i'm like that
i remember when coffee stain said they would NEVER add inputs on bioburners :D
Being able to just shove the wood and leaves (and even mycelium depending on where you are) into storages and have them automatically convert into biomass and then into solid fuel and then manifold into biomass generators makes that early game process so goddamned smooth
how do pipeline splitters work?
they're not splitters, they're junctions. each port can go in either direction
is there a flow limit cap, if so is it better not to split
that is marked on the pipes not the junctions
well for some reason when i split it, it only splits the amount of water in the pipe, not the amount of water that should be going into it
for junctions its depends on the pipe connected. miking mk1 an mk2 pipes can cause some confusion in the junction and generally better to use same pipe everywhere
well, I'm trying to pump a whole ton of water into my coal factory(Phase 2 btw) and it seems that it is pretty much kneecapped
i have 4 extractors
i am going insane
3 water extractors will feed 8 coal gens with two pipes
two?
i've been combining them all into one pipe
then splitting it for my 10 coal generators
... The pipe does 300/min max
add up the water production and consumption numbers
It says so in the description
then see what the pipe can handle
And in the gui
!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...
omg
how exactly do those switch toggles work? like will the train still go straight if its assigned to this station? or will it always only be able to go left
ok thanks ill fix my splitter spaghetti
It'll go wherever it's set to go and it completely disregards these switches
the arrows are for manual rail selection
so i can just ignore it?
for automation yes
kk thanks
I'm sure the answer to this question is "it depends" but is it better to refine oil into fuel and make rubber from the resin, or is it better to refine oil into rubber and make fuel from the heavy oil residue?
neither
?
have you unlocked alt recipes?
I think I've found like 5 or 6 hard drives total
ok well i believe there is one alt recipe that makes great rubber
According to the wiki, there is only 1 alt recipe that produces rubber, and its called "recycled rubber." The inputs are Plastic and Fuel.
damn
i must be wrong then
Ok so back to the original question. I need rubber for my modular engine factory, and I'd like to create a fuel power plant as part of that setup. So which method would be better?
recycled recipe oroboros is real. Like a snake eating its tail while making more snake
fuel byproduct resin
Is there a specific reason why?
it very much depends if you want easier fuel or easier rubbe but i believe they produce the same amount of resources
i go with fuel byproduct resin because its easie
if you need to make plubber, do that and burn the hor by product, if you need power, focus on making power from the oil
theres a bunch of alt recipes which can improve things. like Heavy Oil Residue, Diluted Packaged Fuel, Recycled Plubber
That seems backwards. The rubber recipe that uses resin requires water. That'd be a whole additional pipe system I have to set up
water is like the easiest thing in the game
Sure, but is it easier than just not needing it?
i believe almost every if not all fuel are directly near water and it involves less setup
a path signal at the end of the train station is the way to go here right?
like with that signal the train will stay in the train station until its safe to go
no, path signals dont do anything for merging tracks
That depends (you knew it) on what do you mean by "better"
yes
Ease of setup, more efficient outputs, etc.
those often conflict
Yeah each of those will result in different answer
(Assuming you mean "efficient" as "resource efficient", not other kinds if efficiency)
usually more output is less easy setup :p
Alts can trade off lots of things, including (non-exhaustive)
- different amounts of the same resource(s)
- using different resources entirely
- space
- power
- build complexity
- output per machine
- usefulness in/of other recipes in the process
Those first two in particular are also affected by where you build the thing. eg water is much simpler and cheaper if you're near the coast than if you're far inland
use path signals on the entrances of junctions where paths cross over
there's no crossing there so no need for path junction
path signals on the entrance to this junction means multiple trains can enter it, if their paths don't clash
you should increase distance between the path signal and the block signal before it, makes train slow less
yeah i done that since making that video, also tore it all up to be further away so the train didn't need to kink back on itself like that
long blocks before entrance, short blocks on exits
so sanity check, i just calculated that, if i use Instant Scrap and make 50.4 Uranium rods per minute, there is enough sulfur left on the map to make 16185 Rocket fuel per minute using Turbo Blend fuel and then using the compacted coal byproduct to feed more turbo fuel
which if i then burn in the checks math again 1,566 fuel generators (with 27 of them not being fully overclocked) it would generate (along with the uranium rods) 1.6 TW of power
this would also, because of how oil inefficent turbo blend fuel is, consume 54.9% of the maps oil (6920 out of 12600)
oil inefficient, but super sulfur and coal efficient
is my preferred way to turbo fuel
not that coal is that important but it's one less thing to import, and can go towards time crystals
the fact that, ignoring the rods for a minute, making that much rocket fuel that way costs 53% of the maps oil while only costing 35.5% of the sulfur is funny to me
yea its more rocket fuel per sulfur. But since you kinda want power before tier 7, what i and most seem to do is just make diluted packaged fuel in tier 5, then when t7 hits, just add the nitro rocket fuel to the diluted fuel you already made and pipe the rocketfuel into the pipes the fuel went in.
tbh i usually skip diluted packaged fuel
is there anywhere that lists the most resource efficient recipes?
and if you had forethough, you made 60 gens per mk2 pipe, clocked em down for fuel, then clock em up to 240% for rocketfuel :p
very easy progression for more power
i still have a diluted packaged fuel setup, for old time's sake
FWIW i want to saw diluted packaged fuel saves on power?
compared to blender?
the wiki used to have detailed alt recipe analysis but nobody updated it after 1.0
50mw with packaged vs 75mw on a blender
best bet is to go to satisfactory tools and go over that with a fine toothed comb
that said, packaged makes 60/min and blender makes 100 fuel/min, so adjusting for that blender saves on power
are the recipes themselves updated on the wiki?
yeah i've got the one they switched to
for 600 fuel;
722MW diluted packaged fuel
672MW diluted fuel
doesnt seem right
doesn't include water extractors but that's what tools gives me
600 fuel/min would be 10 setups with refinery+two packagers for 500mw. blender would be 6 of them for 450mw
no, because there's nothing like "most resource efficient recipe"
-# apart from heavy encased frame
it was removed due to being opinionated and misleading
decided to check what Nitro Rocket fuel would get me with the aforementioned "50.4 uranium rods and all bauxite using instant scrap)
got me 5766 rocket fuel, or 345.96 GW (975.96 GW when combined with the uranium)
including that one
yeah a lot of assumptions on earlier alts were made that broke the analysis
"all recipes are equal, but some are more equal than others"
it just kinda comes down to, want to use less raw materials, or make more product
even then it's not about recipes, it's about recipe chains
yeah nitro rocket is convenient but not super efficient on inputs
single recipe is not more resource efficient on its own
(the only case being RIPs vs bolted plates)
and do the other products matter? if you wanna max uranium fuel rods, the alts will definatly do that, but they also use more costly parts, but that might not necessarily be a factor for you.
diluted fuel and heavy oil residue are holding up many players entire games
with good reason
you don't need all that much to "beat the game"
and oil is everywhere and making fuel from it is dead shrimple
I'm still gonna make 600 uranium worth of rods just because I can
and I wanna dunk on the stinger nest it's built on
full stop if i ACUTALLY BUILD THIS SHIT, you have permission to come to my house and shoot me because i will be too far gone to care at that point
nah, why stop at 50.4 rods?
not just that, but also the rocket fuel
that said now you got me thinking
hard to make more :p you use a lot of the same to refine the plutonium, then you dont have enough to convert, and if you convert bauxite you might run out of aluminium to do everything you need etc :p
what is the MOST POWAH you can make using everything at our disposal including SAM
someone created a chain that uses sam to convert stuff to uranium that used less of everything, including sam, than a ficsonium chain
not a high bar
probably a scary amount since 31.72 uranium can make 50.4 rods and 112 ficsonium rods if somers arent an issue (meaning unlimited)
blaze did the math, was like 50.4 uranium, 22.4 plutonium, 39.4? ficsonium, store the rest of plutonium waste, then use the rest of sam to make 50 alien power matrixes and build 10 alien power augmentors and fuel em.
did that math yesterday
made something like 7.x tw
let alone then adding rocket fuel
yea i dunno the amount of rocket fuel they used
but it was 1.8tw before power augmentors
this was the highest i could get it on greeny's tool awhile ago
highest is 50.4 uranium, 22.4 plutonium and 112 ficsonium. Need to sloop one step making trigons to have enough sam. makes 1470gw total
if you just wanna store the plutonium waste, you make 280gw less
if you wanna sink the plutonium rods, you make 630gw
actually there was one thing we forgot to account for in this, using the Synthetic power Shard recipie to make all the Dark Matter Residue. because SPS is net positive on DMR
you also can't sink the shards
well making 112 fisconium rods will make exactly 480 Power SHards per minute
you know what THAT MEANS
this is most I can make (assuming waste is allowed)
power shards don't consume SAM to make, and are net positive on DMR
and considering how much of a bottleneck SAM was for ficsonium rods?
this is without byproducts at all
it's net power
22.4 plutonium rods go into 224 reactors for 580gw, and 112 ficsonium go into 112 reactors for 280gw
i guess its sam limited?
since that requires one step slooped
can't you sloop the entire sam production line?
and, in my fucking around in factoriolab showed, you also want SLoops in Ficsite ingots and trigon production
that's a lot of sloops
yes, but i think it used like 90 sloops doing all steps, reanimated + ficsite + residue
behold, 112 ficsonium rods and a bonus 7680 ionized fuel using 45 Sloops and a MERE 1493 Raw SAM (or 12.44%)
using 90 sloops it better give you a better power boost over the Alien power augmentors would have given you plus the flat 4.5gw
it doesnt, but you dont have any waste to keep having to make storage for
which i value more than a few tw :p
i am, frankly, afraid of what i just made here
Im okay with just sinkint the pluto rods
its kinda intresting. i got 16 pipes of rocketfuel, i could turn that into ionized fairly easily if i make the shards
how many sloops are there on the map?
that is, assuming my math-fu hasn't failed me, an extra 640 GW of ionized fuel
106
105 after research i think
but doing the MAM research costs 3
ah 103 then
could sloop some of the uranium line for even more then right?
slooping uranium, means more waste, into more plutonium, and then costing even more to refine ficsonium. fine if you wanna store waste i guess
the no waste is a hardline for me at least :p
i'm not building 50.000 industrial storages
dont want to store waste either
in fact, i might even considering going plutonium pellet option to make a little less plutonium :p
so, by using ficsonium rods you can make 2.11 TW of power
yeah, i think even 12.6 Plutonium rods is plenty to power even the largest drone fleets
oh i was gonna burn it and make ficsonium
fair, the conclusion i came to yesterday as well
only do the ficsonium loop when absolutely necessary
AKA burning the 50.4 uranium rods is no longer cutting the mustard and you don't want to build mroe rocket fuel
pellets make 18.9 plutonium rods over the 22.4 from isntant cells. makes ~472gw, and then makes ~94.5 ficsonium for 236gw. not a huge tradeoff really. might just go all the way, but i'm not there yet, still working on the designs :D
here i am procrastinating building the phase 3 parts
i made this, but i need to make the ring bigger, working out how big it should be :p
me too. I built the work area but i still have to make the Mod engines. Everything else is going though
its going to rain so i'm off tomorrow, will porbably build it then
god the more i dig into this the worse it gets 
any idea how i can get my stuff back?
so many "but you'll run out"
on top of a node and hit box merging it looks like try different angles and crawlign up to it poiting upwards at the box
im cooked for sure
And this is why I disable "drop inventory on death"
And also fauna aggression
I found the combat thoroughly uninteresting
i enjoy playing tough hardcore modes
just not in this game. this is my chill game
im playing gregtech and satisfactory simultaniously thats my version of hardcore gaming lmao
my friends hate me so there idea of a good time is rust
wdym by box merging?
tried rust but it didnt stick. I couldntt find a play group to click with
thigns have hit boxes, your loot box hit box and the node hit box are clipped together
@vapid gorge so my other gen system is running good now havent added more then ten to the system yet. but i decided to try the the compacted system as well
that's cool!
thoug hyou can compact it more with a bit of stacking - plus when you have hte 1:1:1 loop like that you don't need the container buffer
generally like 1 stack of empties in the intial packager should be ok?
ok awesome im going to add more around it and see how many sustems i can fit in a small area without it looking like shit lool
maybe make little structures around part of it? you c ould angle off different sections of foundation and make a rough circle of groups ?
im going to try and do an staked build and see of i can get it running nicely and have toi take less room
how many train stations/depots do I need for one line 1200/min ores?
Trying to plan my factory and know how big should I allocate the space for train station
what belt speed do you have and how long roughly is the trip?
right now 480, but I am designing this so that I can easily just upgrade only the belts/conveyers once I unlock them
so assuming this will be 1200 each in the future
number of machines won't change, so the space/area would not change
well, in general, you can eyeball things to be 1 belt per platform as a safe bet
this starts to be less true with mk5 and mk6 belts as the cars tend to fill up fast
and you need shorter trip times
your question is a little tricky since you're aiming to upgrade? so it'd b e easier if we just planned for what you want in the future. So 780 belts?
Basically I am planning this factory as I won't have to change anything in the future besides the belts. That is why I need a rough estimate on how many train platforms I need so that I can plan how big this area will be
So basically this will be 6 mk3 iron ores 1200
ok so you want it upgradeble with the idea you'll be making more and more ingots to move?
yes, to the max of 1200 per pure iron ore
ok is this train goign to go from point A to point B or multiple stops?
only 1 stop
ok SO there probably is a simple way to do this
I would dedicate 1 platfor mfor each belt then
this is also a trial run for my aluminum facitliy, where I want to take all the bauxite in the map and process it in one location. So anything I learn from this is helpful for the next project
as you use mk5 and almost certainly mk6 belts, you can still keep the train station the same BUT you'll almost certainly need multiple trains doing the route
you'd set it to only leave when full
mk6 belts fill up cars FAST
which is why multiple trains doing the same route
okay, but still possible with just one train platform each right? So in this case I need 6 train platforms will suffice
oh yeah def
thanks
no stress! It's why I was asking all those questions. There's... no general 1 solution to a train problem
you really want to know the details to craft the solution
but this should be an upgradeble solution with minimum effort that I've given you
i unlocked Diluted Packaged Fuel as an alt recipe.. but its in the refinery? does it not need the containers or the packager to make?
it does.
the simplest thing to do is to make a small self contained loop
packager > refinery > unpackager , then loop to start
oh i see im blind.. "Packaged Water" i read it wrong
it happens 🙂
an example of one someone just recently made #math-and-meta message
i was like whats the point of the packager? lol i see it now
@vapid gorge tat trick you taught me yesterday about reusing alu water, how would that apply to this?
I mean this layout shows a merging so you'd have to change that
you'd have an extra box of solution refineries that only work on the waste
yeahh but i dont think i have enough waste water to make it work nicely
of course you do
so you have 600 fresh and 300 waste right?
i meant as in with round numbers of machines xD
oh round numbers are meaningless.
Clock your machines. Clocking is THE tool to manage logistics in this game, makes ratios meaningless
playing without judicious use of clocking in this game is like breaking your leg before a race
I know I know, but if i dont have to clock I'd rathher not, dunno why
almost no system will work in a stable way in this game w/o at least 1 machine clocked to a degree
like i know about clocking, my power consumpion is perfectly flat and i definitely dont have perfect ratios everywhere
like there are so few 'ratios' that just work
remember, you can also underclock when necessary and don't need to use the full 50% gained per shard
another option is still have the 2 groups , but have enough machines that you can leave them at 100%
they'll turn on and off over time but on average you'll still get your production
i only overclock miners untill i get renewable shards
for example, a 250% Smelter making iron ingots feeds a 188% foundry using solid iron ingot. (which then feeds a similarly 188% clocked constructor making beams)
this kids, is why you sloop your slug processing
underclock some then 🙂
yeah yeah i know know
What's meta, underclocking one machine a lot or underclocking every machine a bit?
the differences are so meaningless that the effort you try to figure out it with is more work than what you save
AKA if you gotta pick one, pick underclocking a single machine
should I be bringing it in by train at this point?
drones are also a choice.
each node will give 600p/m, I'll need more drones than the US army has fighter jets
a drone will literally fill up in 1.5 minutes, per node, and there are five
Like I'm gonna need a mk5 belt for each of them (I could technically compress it onto four I think but it'll be going five identical factories next to eachother soooo)
depending on distance 3 per node would work fine
Wouldn't that require a stupid about of batteries?
(like don't get me wrong I love the idea of using drones, especially 15 of them, but still)
you can use regular fuel too - drones accept most fuel sources.
and no it wouldn't need too many. 15 drones? ... I can't recall the burn time but probably 60 batteries pm?
Hmmm, didn't know they took fuel as well
I have a bit of that
Hmmmmm okay but I'd need a lot of fuel
The wiki doesn't state exact values but turbofuel is 1/3 the energy density of batteries
And 15m/s slower
Oh damn they run on nuclear stuff too
!wikisearch drone
list of fuels should be on there 🙂
I like using plut rods
Yeah I'm looking on the wiki
I haven't unlocked nuclear yet, but shouldn't be too difficult
I'm assuming I can build a tiny factory (in comparison) to fuel the drones.
Wait....... do the drones become radioactive?
Ok so Im producing 150 uranium waste per minute, i need 112.5 to go to one set of machines and 37.5 to go to another set.
Would anyone know how I could split that?
Im dying out here
1 smart splitter set to over flow since, iirc, the second section is to a next step?
1 normal splitter would probably also work? but might be more jank?
Ill give it a shot
you could also set it up so you had reactors make those numbers. Just clocking
Oh true
but that would likely mean you'd have to rearange the last step if you've already built it
and an overflow smart splitter would work just fine too
Yes that too
like, many options and depending on what you've got and where you're at some may be easier than others 🙂
ty so much, my pipe spaghetti is saved!
How much do yours use? Would you say you'd only need a small quantity/factory for a handful (15) drones?
I never actually calced it. I just shoved them full of fuel xD
you could probably test a route , I think it says on the port how much it's burning? or maybe on the drone itself?
Dunno. I was hoping for a rough estimate so I didn't have to probably spend 4-5h researching both nuclear tiers early and then building a plant xD
so i made it as compact as i could without fazing shit through stuff and making it look pretty clean looking
Oh so it's basically worth it then xD
I also only just realized I could've just read the numbers......
better than points imo 😄
I like it 🙂
Do they make the drones radioactive? And do I get radioactive waste I have to deal with? (Cuz I'll have to plan for that beforehand but don't know exactly what is and what isn't radioactive
what it looks like with the walls up in the fron everything is in here
Yes, iirc they do become radioactive, like anything with a rod in its inventory, and no, they don't produce waste to my knowledge
iodine filters automated though makes radiation a non issue
is it possible to balance 2:5 out of a train buffer
because storage containers dont empty 50/50 out of each port
use one output each
do 2x 1:5s, merge one of each
or just use over flows and manifold it
if it works it works
I thought you just needed a basmati suit for that?
Why did my phone autocorrect hazmat to basmati wtf
xD
no need filters on top of the suit
Damnit
Yeah yeah but there's already so much stuff I need to automate 😭
Like I was gonna make some alu but now I need motors and nuclear stuffs and filters and aaaaaaaaa
that's the game 😛
skip nuclear, become a saudi oil baron
I'd rather burn it for power than burn it in drones
oh ur doing drone stuff with it i didnt read up
Nuclear is overrated. Rocket is enough for everything.
Isn't nuclear simpler as long as you toss it into drones?
Afaik they don't create waste
They don't
You can also toss the plutonium rods into a sink and that also doesn't generate waste
Hey ! Do you guys know what thing makes mobs spawn ?
I tried to put some fondation but doesn't seem to work
you mean STOP spawning?
powered machines that are not idle, and train tracks seem to mostly prevent hostile creatures from spawning near. they can still spawn some way off and wander in tho
powered machines
ok and any recommendation on wich machine should i use ?
whatever you want to make stuff?
Same for the other way around
