#math-and-meta
1 messages · Page 388 of 1
I'm currently trying to debug my problem file for Zistacks python script to figure out the theoretical maximum for the new advanced-all pure settings and will definitely report back once i figure out how to stop this recursion error
it uses more SAM than exists, requires sloops.
slooping the trigons is pretty efficient on sloops to sam savings
higher up the chain is better iirc
oh i forgor they exist
Depends on what you're doing, I'm in phase 4 and I think I've used more than that many already lmao
2-3 in pretty much every resource node, I don't even use them on machines and I won't until I can automate them probably
I thought this would be enough.
damn it
I mean it can be, I just have big plans lol
is 1 industrial storage container per car station good enough for buffer?
If you are only taking one 1200 belt worth out of one station, then it will take 0.66m for 16 stacks of 50 to be emptied from the container (this is worst case, higher stack items will take longer). Belt is only locked for 0.4513m so it's good, assuming you have the train throughput to match
If you're trying to do more than 1200/m out of a single freight car then godspeed I guess
Hey guys i was doing some logistics but uhh is it not possible to hide these?
You can hide them all. I cannot remember how though
i figured it out thanks
factory carts are a really clean solution ngl
they have to be the ONLY useful car
I use them too
factory carts delivering nuclear fuel rods for some reason is the funniest thing ever to me
Sit in a vehicle and it shows u which button to press to hide those things at the bottom
FINALLY figured out the theoretical maximum awesome sink output for what i assume is all the Random>advanced ores>all pure maps:
801,043,720.27 points/min!
(it might vary based on how the resource wells are randomized, i havent checked that part too closely and just based it off my one save, but i'll look into that soon enough)
This is based on the output of a slightly-modified version of Zistacks Satisfactory Optimizer python script; had to futz around with some dictionary stuff causing infinite recursion, but i finally got this output file, which documents the entire theoretical factory.
Doing more digging into resource well randomization:
it looks like the resource wells are throwing a wrench in things. Because the randomizer changes things based on the central node (but keeps the number of satellite nodes confined to the location), saves can vary in how much nitrogen gas and oil are available. (and water, too, but that's trivial)
Gonna have to figure out a way to determine what the ideal theoretical distribution would be and re-run the numbers.
There are 17 central wells (6 with 6 nodes, 8 with 7 nodes, 2 with 8 nodes, 1 with 10 nodes); advanced random distributes the resources randomly between them with 6 as nitrogen, 3 as oil, and 8 as water.
Presumably the best seed would have the largest wells as nitrogen, followed by oil, followed by water (since water is infinite). This gives a slightly larger theoretical max awesome sink point total of 806150517.561/min, a 00.63% increase
(file for that math, in case anyone is crazy enough to try finding a seed matching these conditions and subsequently building it)
no, wait; prioritizing oil boosts things even more! 809,377,520.308 ppm. (i checked, water is only 800946260.122 ppm)
is me doing all the constructors lined up like this fine? im confused on how to get those specific number of iron ingots into all the diff constructors so i was thinking of doing it like a sushi belt
i was thinking that if i let everything overflow it would work fine but im not sure if that checks out
a tier 1 belt aint gonna handle that
i got t 3
i was only planning on sushi belting the ingots but idk if this would work
if it doesnt, anybody got any tips on how to split the iron properly?
manifold all the ingots into the diff constructors?
ya
k ty
wait do u think i should split the iron into the diff constructors by the belt in the middle, or do u think i should keep them all on 1 line with the three constructors on the right
do what ya prefer, makes no real diffrence
k
What language do you speak? 😭
huh?
Anyway, do you think it's sensible to research all the hard drives I have? Because it seems like they only offer alternatives to things I already know the specifications for, meaning I'll probably have to go and build new hard drives again when new parts become available in the future.
yeah u should research them all
but dont choose any alt recipes
save them for until u need them, and if u get enough u can easily get the ones u need like cast screws
Yes, I'm doing what you suggested, but I'll be opening up a lot of parts later on, moving to Phase 4, and I have no hard drives left. I'm thinking I wish I hadn't used them up, because I'll have to find another one later for new projects.
alr
what
yeah, just get all the HDDs you can, pick any recipe you get and scan next. No reason to keep them in the library unless you're looking for a specific one
cast screws are pretty overrated tbh
nah they a game changer, i hate making rods just for screws when its so common
they don't really offer anything compared to other chains
the only time when they offer anything is when you're pre-steel and want to make screws
The instructions coming from the hard drive are alternatives to the parts I currently have in my codec, right? They don't show alternatives to the parts that can't be opened, do they?
what does pre steel have anything to do with screws? is it for a better alt?
it's not exactly like that, but basically yes
oh okay
both steel screws and steel rod are part of chains that offer more resource or machine/power savings
ohhh oik
i lowk hate dealing with steel since the foundry has a weird shape
either i have to space them apart by 1 or deal with it by putting them next to each other
yopu can make smaller adjustments when the item is in the hold mode by pressing ctrl plus the arrow keys
it helps with the annoying shape when laying out splitters and merging
tbh i dont mind the splitters n stuff, i got a decent way to do it, but i just hate how asymmetrical it is
it just genuinely pisses me off
can just make it symmetrical
wdytm
you can downclock machines to have the same amount of them, makign symmetrical
this came to min for some reason
Hey Pioneers...and welcome, to Satisfactory 1.0
Today i want to show you how to make some foundry's designs ready for 1.0 and the new players or old starting a brand new playthrough.
Satisfactory Info
A 1st person open-world factory building sim by Coffee Stain Studios. Conquer nature, build multi-story factories, and automate to satisfactio...
or just make more and sink what you dont use
dont know if this is the right section to ask.
but i need to split the iron rod output from this 50/40.
it generates 90 rods a minute and i need 50 to go to screw constructors and 40 to go straight to the rotor assembly.
you can just use single splitter, it will self-balance
or you can have two groups of machines, one making 50 rods and one making 40 rods
i dont think im at the point of the game where i can change what the machines output yet
but self balance sounds good
that's like at the point where you can build MAM
yea i havent touched that thing yet outside of scanning a few random tree nuts
yeah that's the most important building in the game
I went through stage 1 and 2 without it. Regret
(Without overdrive not the MAM)
do mob enemies like when a stinger attacks a spitter need to have line of sight to each other to trigger?
The idea behind merging them onto a single T2 belt and then using a single splitter here is that it will split them 45/45, but when the side that only needs 40 eventually fills up (which takes a lot less time than you think) and backs up the extra input all the way to the splitter, the splitter will take that extra 5 and send it to the 50 side, thus splitting it 40/50. It will just take ten to fifteen minutes before it reaches this point, until then, your factory will run slightly below optimal performance
If you want to speed up that backup process, you can underclock the 40 side temporarily. Or just manually fill up whatever is using those rods on the 40 side. But, personally, I just wait.
The only case I can think of where you need it to be running 100% reliably immediately rather than after a few minutes of operation is for your very first coal power plant. That’s about it, all future power plants should be supported by batteries and prior plants while they are still onlineing.
question for anyone who uses satisfactory tools website, is there a way to input an available amount of power shards to the layout it provides so it doesnt tell me i need some crazy amount of machines
it uses clockign automatically
4.34 machiens is 434% clocking
Yeah, arguably it "should" report it as 434% rather thatn 4.34, though that would presumably be even more confusing for more users
so this is like 2000%
But the tool doesn't actually care about the implementation details at all. It's up to you to decide how to divide up your machines/belts/etc, and the details of how you're providing the required raw materials and such
okay this is good to know, thanks much
yall how do i remove these paths in 1.2 experimental?
maybe you need to physically delete the 'rail' ?
yeah i did that but i think i couldve also just deleted and replaced the truck stations for the same effect
my factory carts seem to keep attempting procreation here instead of moving along
any ideas why
@meager shadow
i mean
it looks like theyre curing their own depression
also can they go up 4m
4m ramp
They can probably go up 8m roofs too, can't they?
Ghosts, probably
Blocked by invisible collision box of their own making in all likelyhood
A quirk of the current vehicle system
Is there possibly a pause node on your route around there?
Is there a good guide for general advice on starting layouts? It's difficult for me to do initial setup every time I play the game, everything always starts off so disorganized and by the time I get to the point where I can rearrange things with foundations I get lost on how I should do so.
ya Spectrumdad has some good videos on the subject. Although you should check the dates, any older then 2025 are pre 1.0
mind you these early game layouts are the games way of teaching you. they only get more complex
Naturally, I just need something to build off of. Thanks for the recommendation :-)
amny would advise buckling down and figuring it out yourself, When i started playing i found visual aids really helped until i got experience in
if you keep building new thigns attached to old things that'll happen - since you're not building from an endpoint
use a planner like so to help manage new sections https://www.satisfactorytools.com/1.0/production?share=FGl6dYQHsHttJZsT5vTn
and keep them seperate
What visual aids?
Actually seeing someone build a layout on youtube
this is what helped me build my first own factory
yeah try to use photomode, P, to take direct overhead shots pls
details are important with pipes
ok you're branching your manifolds
so your HOR purpple pipes, how much pm total in them?
each should be 600
but it s not due to fuel blenders not working properly
last 2 blenders look like this
so this is 600?
what's the issue?
Fuel is not getting out of blenders and not getting into refineries in middle of stuff
I marked fuel route and which machines are having problems emptying/being filled
I cannot even tell what is going on with your fuel here https://media.discordapp.net/attachments/558721941410807812/1484160575599677502/image.png?ex=69bd37bf&is=69bbe63f&hm=6e638e087c4d5a3870842bddb3579c1482c339cd25e10db89fab317d24568a89&=&format=webp&quality=lossless
I makred it with red line how it s going
look it s messy because i m trying to fix it
what is going on here? another net worked connected to the first ?
no... this one is seperate and having it s own issues but those 2 networks are not connected
it s cursed rn because i have 2 pipes basically clipped into each other but it s 2 seperate networks
and right now trying to figure out what's wrong with red one
do you have any valves on this part of the system?
i have a valve before water towers on floor level
yeah get rid of all valves
that's step 1. Just every time you see a valve , kill it
step 2 is check all the refineries inputs and outputs, because in none of hte pictures do any in this section have yellow lights
which isn't definite info, you just might have taken pics at the right time to avoid it, but if they are all fed and outputing right then you probably have a math issue
Also water towers are kidnda just pumps with extra steps, I'd remove them
ok take off the hover pack and manually check them. Hover packs can stutter machinery
huh
if you have power switches anywhere in your grid, hover pack can stutter machinery
hence, take it off, then manually check the refineries and show me images of their inputs and outputs
hell it's possible the stuttering is happening because you're flying around and stuttering the system, backing up the fuel in the blenders
ill be glac when 1.2 is live and that issue is gone
did the ysay that was fixed in 1.2?
i am on experimental
yes sir. they mentioned it specifically
ok please, manually check your refineries,
are their inputs full? any starved? are their outputs clogged?
are all of them starving? just a few?
just 3 in middle out of 9
did you flood the system before ?
as in , underclock a few consumers , let it flood, then clock them back up?
i did put some machines for like working on 10% for 2 minutes instead of 222.2222%
ok and did you wait until everything was absolutely flooded?
maybe not... i ll try to underclock them a bit and then bring them back to what they were once every machine is absolutely full
also this pump might be above or just edging the headlift limit , flatten the pipe and replace the pump
yeah just flatten it and put a pump somehwere before hand
it's hard to tell but it might be a headlift issue
cool, flood the system and ping me , 50% underclocks is good so it can finish the cycle faster
and the machines?
nice, kick them up
i'm bringing them back now to 222.2(2)%
let it run for 5 minutes
seems to be working now, thank you!
no stress! prob just on the edge of the headlift you had 🙂
just a few things thoguh - in general
avoid valves
and I know you didn't have an issue here, but in general avoid branches https://cdn.discordapp.com/attachments/558721941410807812/1484161087569006682/image.png?ex=69bd3839&is=69bbe6b9&hm=f6cfd7afd63b9c6802038bd9ff4d8f976837e42299da9e8ad492083daee88137&
have fluid go from A to B, no branches or weird merge/splits with other lines
but mah aesthetics 😮
I'm not saying its impossible - but tons of issues happen from that
how is my factory layout
in that case you'd have 1 pipe for each row - which doesn't really change much
looks like a circuit board
this is the first one ive done with designated walking spaces
something else to keep in mind, once you fix an issue further down the line, you might find you have flow issues in the previous steps
yeah... i noticed that...
i still have to go back and fully fix my turbofuel power plant i made in phase 3...
i ll get around it someday...
I'd probably just let it be and run at whatever % it is, learn from it.
patching messy fluids is often more work than building it in the first place
and accepting a % loss on a power station isn't a huge deal. Just slightly less power
yeah i think i spent like 2 days building it, and another 2 days trying to fix it and it s still not working properly...
there's probalby a simple issue - but branching manifolds and valves can cause issues
and if you were doing it here you might have been doing it there
1 sec bcs i m curious about sth
sure
the reason i started building water towers in the first place is because this bauxite refinery was not working at 100% even when prefilled due to the pipe on the left constantly fluctuating, but once i built this water tower all the issues disappeared instantly
correlation vs causation, a lot of times with pipes you just need to give it time, but people fiddle with it , do X thing and go 'oh, X must have fixed it'
for example, unless pipes are full full , those valves were probably causing flow issues
and it looks like youre ... feedign waste water back into fresh? that's notoriously unreliable
this is build i m having here that is actually working correctly
yeah feeding waste water directly into fresh is a flip of the coin if it'll be stable enough in most designs
ignore 2 not working refineries
seems to be working fine
i guess i just love my hate - hate relationship with pipes
thats why I said flip of the coin
unreliable doesn't me 'can't work'
they are very delicate though
fair
blue is fresh, red is waste
completely unbreakable, should be able to restart from being clogged w/o manual interference
ooooh i see
and you can use that same basic design in the future with waste gasses since you really can't feed waste gases into fresh
also don't feel bad for not realising such a simple design. I don't think I've ever met anyone on this server that instinctually kept waste and fresh split
including myself
it's blindingly obvious when someone shows you though xD
example ratios for all the recipes
example clockings on my first image
thank you for showing me this arcane knowledge this will be invaluable when building the large scale alumina processing plant
oh absolutely , something to remember is you're better off NOT interlinking them
meaning process each belt of bauxite on it's own.
basic rule for pipes in general honestly - keep systems in discreet units. Simpler to build design plan and troubleshoot
ok so dedicate pipes to each bauxite belt and then feed waste water into machines for the same belt
basically
again, interlinking up like 10 bauxite line processes isn't impossible... but it can get real obnoxious real fast
one of those thigns where you could spend just as much time trouble shooting as building and still not get it to work right
just too many variables and points where the issue could be
complete the needed rituals and pray to the machine god.
where as if you have 10 seperate systems you'll find the problem spot much easier
heading to bed though, gl with it!
Remember, every possible process and system in this game can be basically as simple as you'd like to build it, or as crazy complex as you'd like. But the difficulty is always optional
it's just particularly true with fluids
are micro spikes in energy (like my full factory going from 24.350MW to 24.368.3MW for like, one second sometimes on the monitor) just a visual error?
got trains?
I do, not consumption though, generation
regenerative braking
weird it only started showing now after so many hours
I've had like, tens of trains for the past hundreds of hours, never seen that until I just turned off some machines in my older factory
I might've just not noticed. I guess it's a downside of having trains - not having the absolute straight gray line in the graph
I have weird fluctuations as well. 1225000MW production, and sometimes 1225007.8MW production. It's weird.
Yeah, that's just trains giving power back to the grid as they brake
It's easy to miss; most of the time it's such a small difference that you won't even notice on the power graphs. You'll generally only notice if you're looking at the actual numbers, etc
but i dont have trains?
Well, then something else is causing it for you. For anyone with trains, though, that's the culprit
my other guesses are idle buildings and biomass burners
@subtle wasp in the futue if you post here we can help in #screenshots we cannot reply
or in #1038092680493801533 , even better choice
I built a factory that produces iron goods, and I don't think I've overestimated the number of products it should produce per minute (have I?), but it says it requires 2700 iron. Miner V2 only produced a maximum of 450, or maybe 300. How am I going to find that many nodes?
by looking around. There's almost 100000/min iron available on the map, so you should be fine
Of all the alternative recipes, I chose those that contained iron. I wonder if that's why? Because I thought it would be simpler to produce everything from iron.
it's more expensive in terms of weighted resources
Yes, I know that, but the railway points are very far apart and I haven't even started the train yet, and I don't want to deal with trucks and tractors.
(and generally, I'd recommend making small separate plans and factories, rather than placing everything in single plan and single factory)
i make all this across three factories in the grassly plans
Yes, what you're saying makes sense, but looking at the statistics, I'll still need the same amount of iron to produce the same products.
HOW
for sure, but you can place small factories in places where the nodes are, instead of having to build single factory and moving everything to it
since your issue was "I don't want to move things to one place", that seems like a reasonable choice
the center of the plans has many impure nodes i made all the phase one related things there.
then near the Coal node to the south west i made a steel factory for personal use.
in the south west is another pure coal nod i routed that to near the sam and build a third factory for SAM and motor and rotors for personal use
Iron Limestone and Coal nodes
Copper and sulfur
Yes, what you're saying makes perfect sense right now, but speaking of maps, it just occurred to me that I can't access the Satisfactory Calculator. Why is that? I was trying to calculate the locations of my factories from there.
its down. youd have to ask there discord why. I do not have a link
If it doesn't open, I'll be in trouble. damn
use tools for the calculater and ping in game or use rader towers.
I have the benifit of not knowing any of these cools tools existed before putting in 900 plus hours
I have one more question. I've unlocked almost all the alternative recipes for Phase 3 items, but in the Satisfactory Tools, I only selected the less demanding, iron-heavy recipes. I think this is wrong because if I had selected all the alternative recipes, it would have given me the most perfect factory.
I would like to use radar towers myself, but I don't have enough equipment.
"perfect" changes based on preferences and goals. There's no single optimal way to play or build
greeny is responding he made tools lol
Tools just optimise for one property in one way, but that doesn't mean it's the best or anything. It's just one of the reasonable optimisations which I kinda subjectively picked so that the Tools optimises for something
but if you don't like that, you are free to change the recipes to your liking
Friends, it's almost time for iftar (breaking the fast), can I eat quickly and then we can talk? This is important to me; if we discuss it, I'll be designing my factory tonight.
you shouldn't have to ask, this is digital, you can pause and resume whenever you want
im going no where
well, then you go design a factory 🙂 don't need our help with that anyway, as you should design it in a way you find fun, not in a way we tell you to do
will i run into issues with pipes if i merge 300 and 600 pipe like this?
these are both coming directly out of oil extractor
Possibly. It should theoretically work but complications are things you generally don't want to add to your pipe networks
The fluid simulation has a ton of odd behaviors which aren't obvious, and if you do experience fluid flow problems, the first advice is always gonna be "simplify the system"
i m trying to process 900 crude oil to keep numbers nice later on :/
I'd recommend just sending the 300 directly to a bank of machines that can support the 300, and the 600 directly to a bank of machines that can support 600
That way the two systems are totally separate, and if you have problems, you've got a simpler system to debug
Remember that you've got machine clocking, too! Once you free yourself of the desire to have "clean" numbers everywhere, you can do basically anything. :)
alr thanks
why not use 300 and 600 separately?
because then i get 400 and 800 heavy oil residue and i need 300 in a pipe to make 600 diluted fuel. if i feed 2 rows of refineries 450 crude oil i get exactly 600 heavy oil residue out of both
you can get 3x400
or any other number
there's not much reason to max belts/pipes anyway
maxing belts seems like a no brainer, pipes not really but i ll think about it
600 throughput is nice too look at -_-
So, the people here are helping me, and it would be rude of me to just leave suddenly; I wanted to be polite.
i get that, but like, you can just say "I gtg. I have to do something important"
people here are very understanding
Yes, you're right, but I wanted to be more descriptive. You're right too.
Fast over? Eat well be fat
Yes, it's over, and Ramadan is finally over, thank goodness I can finally have breakfast.
Now, getting back to our topic, I was last talking about alternative recipes.
You just pick whatever meets your goals. Each have trade offs. More of one resources for another is common. Power, water, and space are something often overlooked as you have access to so much
The pure iron recipe is a perfect example of this as you input 1 ore and get 1.8 ingots back
This costs you more power, you need water and refineries are huge
I've unlocked almost all the recipes for Phase 3 items, but in Satisfactory Tools I've only unlocked the iron recipes because if I unlocked all of them, I'd be too lazy to manage it. Bringing plastic, then iron, then copper, etc., would be tiring in a factory, so I decided to make everything iron. But now that seems a bit wrong because it requires almost 3000 iron, and I have other factories to build. I know there's a lot of iron in the world, but getting it from somewhere will be difficult. As you said, building small factories makes sense, but it will still use the same amount of iron. How will I manage the storage system when building factories on widely spaced nodes?
Yes, refineries are very large and consume a lot of energy, but Satisfactory Tools says it designs the best factory mathematically, which is probably true; it adjusts the settings accordingly.
sftools solves for "least resource usage" based on some hardcoded weights of the various resources. It's not necessarily best (and not even necessarily "best" for your local resource nodes, unless you've also gone to the Inputs tab to limit the solver to what resources you have locally available, or if you happen to value resources differently than sftools' hardcodes) -- I'll often tweak recipe selection at least a bit after getting the initial suggestion
And I don't know how to build small factories because the satisfactory calculator isn't working and I can't check the mine locations; otherwise, I would build them accordingly. And I don't have enough materials for the radar.
Choose the recipes based on the nodes you are willing to access. There is no water of note in the south Grasslands. That cut off all the pure recipes.
I have a pure coal node. Thats a lot of coal you can extract your max belt speed easily. Which since you are planning on encased beams is a mk4.
So standard coal. Redue the tools calculations with just standard recipes. Does you resources support your need?
I think the translation got this text a little wrong; I didn't quite understand it, but what you said was still helpful. Thank you.
You can also split this up into multiple tabs to make it easier on you.
For example take steel beams, steel pipes, encased beams and sam into one tab.
Oh, sorry! I'll try to phrase it more simply. :)
sftools tries to give you a graph which uses the least amount of resources possible
It does that using some "weights" on the resources. Like sulfur is "worth" more than iron, so it'll be willing to use more iron to save on sulfur
Those weights are hardcoded, and might not match what your local nodes give you.
Like maybe you're building somewhere that has a lot of sulfur but hardly any iron
I think it meets the requirements, I'm not sure.
(sulfur and iron were weird examples to pick, but I guess I'm going with it. :D)
But just because it's giving you the least amount of resources used, based on those weights, doesn't make it the best factory plan
You might want a simpler production line which uses more resources
Yes, while trying to make similar things, I saw so many similar recipes and wanted to gather everything into one factory, but I think that was a bit of a mistake.
Or maybe you would prefer to use more sulfur instead of iron, etc.
So just use sftools as a starting point, is all. :)
You didn't need to go to all that trouble, but thank you anyway.
All good! I tend to write in complex multi-clause sentences
yes i think i know that
Which is harder for translation software. :)
this is just the Sam pipes and Encased beams you listed
the south east of the grassy plains easily handles this no alts needed
My writing style tends to err on the side of "Victorian novelist." I've never met a sentence I couldn't spin out to a full page of text. :D
Ah, that's great then, I didn't know that. I just thought he was trying to produce the most using the least amount of resources. I didn't know he was calculating the value of the minerals.
Instead of making a HUGE facility break it up to small ones that the local resources use
Yes, that's true, Satisfactory Tools can't calculate that; I need to do it myself.
Yes, that's exactly what I wanted. Iron is everywhere, after all. I initially thought I'd produce everything from iron, but I didn't think it would require so much iron.
What you can do is go to the "Inputs" tab and change the available resources, if you want
It'll still have the hardcoded "weights" of how it values the resources, but you can at least tell it how much you have locally available
Okay, so what can I use for bigger things? Could I perhaps build all the factories I used to produce all the items in Phase 3 myself using satisfactory models?
Yes, that's why I was translating your sentences one by one, but I couldn't quite grasp it. Writing it like this is much better. Thank you for your effort.
"alt" is alternate recipes right?
Yes sir. Ill try not to abbreviate
What you're saying is true, but setting up such small factories creates another problem. How am I going to establish a storage system? If these small factories are far apart, I'll have to walk quite a distance to get the necessary materials.
And it's difficult because I haven't opened the train services yet.
I'd recommend finding Mercer Spheres while exploring, and researching them in the MAM
You'll unlock a thing called "Dimensional Depot"
It gives you a "cloud" storage which gets used while building stuff
You won't have to walk around to pick anything up, after awhile!
It does take a lot of exploration to build it up to full functionality, but it's worth it
ohhh you are saying this okay
it makes sense maybe i can use this tab
Yep! The site will recalculate the graph whenever you change anything
Changing values won't always change the results, of course
Brooo, please don't tire yourselves out, I'm just trying to understand the translation. and you dont need to say sir :DD
yes i have it
YOU ARE REALLY A GENIUS, DAMN IT, I'M GOING TO DO THIS, YOU ARE REALLY, REALLY A GENIUS.
I hadn't thought of that, it's so clever!
Yeah, it's very nice once it's fully upgraded
If I do all the research in my knowledge, how much of the Mercer sphere will I have left?
About 200. :)
hollllyyy shittt
(There's about 300 on the map, and you need about 100 for research)
201 are left for use after research
I tried to write this without using translation, but I made a mistake, I apologize.
you will not run out of spheres making depots, don't worry about that
I wrote "above" but I meant "below".
Friends, I might have bored you all a little today, thank you all so, so much.
Your help has increased my enjoyment and knowledge of the game a hundredfold. Thank you all so much!
what>>> how am i supposed to bet 2 thousan
2400 iron??
how am i supposed to logically do this
more than one miner
At those scales, it's often useful to build stuff in "modules"
you chose that plan though, you should've already thought about that 😛
Not merging all the shit onto one belt
Like sure, you need 2400 iron total, but you could process that in like four isolated groups of 600/min each (for instance)
(assuming you've got mk5 belts, anyway. :D If you're not there yet, then your module size would have to go down)
even then, nothing works out neatly
okay lets see, 12 refineries is the max i can take in one belt and that feeds exactly 7.06 constructors. is this how i do this?
Yeah, once you free yourself from the desire to have "clean" numbers, the world is your proverbial oyster
You can edit machine clocking; anything is possible. :)
i have mk5 btw
could add a little coal and drastically reduce iron needs :p
4x16=64
Shots
okay i figured it out, i hope this works!
you mean shoot the local wildlife?
I thought shots. I didn't realize i typed it lol
I have alot of limestone in my randomized seed. are there any alternate recipes in particular that i can abuse that will use limestone to reduce the amount of other resources used?
Basic iron ingot
Distilled silica
Are the two that i can think of
How can I see where all the nodes are located on the map?
Oh sam limestone to iron as well
In game
You need to set up radar towera
but i dont have the parts
tysm! this is exactly what i was thinking of
also is it distilled silica? or was it dirty silica
Distilled. Just checked wiki
I was going off the tip of my head before lol surprised I got it right tbh
Then I do not know what your options are while the interactive map website is down
Just explore using the hand scanner and place map markers of what you fine
its back up
I just tried. Down again for me.
Although my internet connection is spotty at work
now how would i split this in these ratios
it seems ill need 2 full belts and 1 belt of whatever is left... but how would i do split this properly
hows this? high priority is marked in red arrows while lower priority is marked in green
all smart splitters (low priority is overflow) and priority mergers assumed
i feel this should work
wait no what am i doing
how muhc uranium power is possible if all nodes are pure?
Add up the total of that and input the details into a calculator like tools or scim
A bit more than 1.4TW
ok thanks, i think an all pure node save next patch will be funny
If all nodes are pure, there's ~2.2857 times more Uranium, so we can just multiply the base Uranium power by that (50.4 / 0.2 x 2500MW) x 2.2
here, this seems to work. what i have done is i balanced all the three belts, then priority merged them as shown, so the top and bottom belts are 780 maxed and the middle one is unmixed
i feel pretty smart for this
Ive never tried nor intend to try and max out uranium production. Imma use one node at a time
you did make a balancer for 3 to 3 with that clippy mess, btu then ruined with the stuff after it
this means 42.148 clock right?
if i have 27 smelters and they are working at 200 and one at 14.8
it will work i think
right?
42 at 100% = 21 at 200%
i am idiot
I've lost all my math skills trying to design a factory for the past week.
Anyway, the number here is the sum of the clock percentages inside the running machines, right?
Essentially yeah, you could set this up in any configuration
Could just as easily make 20 machines do the work if you like even numbers
An all pure mode is such an amazing addition to the game
I’m getting trouble seeing if there’s a miscalculation somewhere (1st time using Satisfactory Modeler): every machine is at 250% and there are 2 sommersloops per refinery (the ones using the heavy oil residue alt recipe).
Used diluted packaged fuel alt recipe too, of course.
Result (in theory): 120,000 MW with 192 fuel generators (at 250% too).
With just 2 pure & 2 normal crude oil nodes (western beaches).
Can someone confirm? I’m not saying I’ll build that exact factory (so many sommersloops and power shards), just to verify if I understand Satisfactory Modeler well enough. 🙏
ive used modeler before and i still dont get overclock and somersloops.
i hate that in modeler honestly
I don’t think there’s a mistake but if someone here’s used to Satisfactory Modeler?
dont know anything about modler but my power is largley 900 oil- HOR - PDF
if you are using double of me your power will equal around 60gw
I higly recomend a BP that has two packagers and a refienry for the PDF
its a nice closed loop system that gets around needing high tier blets
Yep but there are 2 sommersloops per refinery using heavy oil residue alt recipe, that’s the point, so it doubles again
how many sloops are you sueing total?
That would be… 42
would it not be better to get 2gw of free energy then the 10% boost in the long run?
I know, it’s crazy, just want to know if it works in theory
seems okay
I persnally wouldnt go this hard on a mid tier fuel though
And hundreds and hundreds of power shards
thoise arre practicly infinite, you only get 106 sloops
I cant see any. doesnt mean they dont exist. MY eyes break when i look at modular
The math is correct and it's 48 sloops
thats a lot of sloops
OK so you confirm 👍
Thanks buddy
Yeah, but it's not something I would build 🙂
I would imagine 🙀
So I need to feed 15 assemblers would one long manifold work or should i split it into smaller manifolds
I have them in three rows of five right now
depends on belts, throughput and preferenace
I preffer smaller manifolds
It’s only 45 reinforced plates per minute for all 15 machines
then mk1 belts will do. now which do you prefer. do you like long connect runs?
do you want to split it up between floors?
choose whatever you like and what fits your situation
It might look nice with one long snaking one but I’m just wondering if it’ll take too long to saturate every machine
it could. you can hand feed some in
Alright thank you
I was just sharing a quick way to get the number, skipping the use of planners ^^ (wasn't trying to tell you what to do)
lol i get that. I more against ppl that show up not wanting to do the math hoping someone will do it for them. I was giving the information to figure it out themselves ^_^
That's the clock speed percentage shown as a mixed number (whole number plus proper fraction) - Modeler's underlying math uses fractional relationships and avoids floating point and decimal rounding errors that other calculators have.
To put that into a Satisfactory building enter 246+2/13
i rarely get offended.
the other day someone came in her dropping hard Rs
i didnt get mad i just blocked them lol
I didn't understand the part 246+2/13. How many machines do I need to bring to 246, and what is the remainder?
there is 13 coal generator
i think 12 generator work at 246
the 13. generator
What should I do with it, for example?
That shows 13 coal generators, each clocked at 246 plus 2/13 (decimal .1538) %
Ah, but the logic isn't like in Satisfactory Tools.
How do I add that small percentage? Is it even possible to add it in the game?
Like I said, enter 246+2/13
oh shit
The machine UI will do the math
No problem.
I don't understand why people produce so many screws, why is that?
when you need them 🤷
same as why you produce so many of other items
I just saw someone in the chat producing 2400 screws per minute; I wonder if we'll need that many later in the game.
i dont know :D
i am making an aluminum factory, possiblly as efficient as possible.
i want to use the sloppy aluminum and the pure aluminum ingot recipes
i have 3 bauxite nodes, impure, normal and pure
for coal i i have like 6-8 nodes next to eachother, 1 pure, 1 normal and 3 impure.
im tryna build the factory at the swamp biome but im not sure if i should just bring the coal to the 3 bauxide nodes or just use the 2 nodes closer to the coal (normal and impure), so i dont have to route all that far
basically tryna find out if i should train the coal nodes to the factory or just make it closer and then how many smelters/refinerys i need
can someone tell me how to understand this im far 200 hours in and im dumb af
so what im using atm is the blue one right and my ax is the grey one
blue one is what u would use if all your machines were running at 100%, in other words this is at max how much ur factorys can use, orange is how mcuh youre using, grey is what u could be making if all your power making machines were at 100% usage, black is the amount of power youre making
Not sure if this is the right place to ask this but is it anyhow possible to make a 30 degree curved road blueprint connect to the straight part and to itself if I want 60 or 90 degree bends? Im a little lost here after trying for hours...
yea, just aim next segment at the end of the curve and use default
tho there is an even easier way
NOt sure if I understand you correctly but I tried default snapping before and it doesn't work. It's not snapping to anything really in default and I have to guesstimate which always comes out as of by some metric.
you gonna need to nudge it in place, buti default build mode should angle it to be on same angle you aim it at
pretty much how i made this
build your roads on zooped foundations you put the BPs down on, snap them that way
Oh I didn't know that it at least equalizes the height and positioning relative to another blueprint if you aim right it. It works - lots of nudging (which I dont mind) and definitly some adjusting of the blueprint but I think this is workable. Thanks so much!
I have to try that too. Its nice to have alternatives. So it works like with single foundation pieces when u aim and rotate them by pressing STRG and aiming at foundations?
the zooped foundations act as a guide line
you can make a 30 degree turn like that
or, depending on how yo ubuild the BP you use a completely straight zooped line of foundation and pu the turn piece on it to create the turn
Because it’s crazy regarding the number of sommersloops & power shards or (also) because it requires lots of energy to run, since everything is at 250%?
Just checked the numbers, machines only: around 24,500 MW.
If its not a 90 degree turn wouldn't that become a hindrance as after the first 30 degree bend the angles dont align anymore? Or am I overthinking this? Sorry if those are silly questions 😄
no? you just zoop foundations along the new line you placed things in
that 'resets' things and you can continue straight
Oh NOW I get what you mean 🙈
Yeah that makes sense. The hoops we jump through to make things palatable to the eye in this game 🤓
I don't understand if the Satisfactory Modeler application is working incorrectly. It says 900 cubic meters of water is enough for 8 coal generators running at 250% capacity, but 8 generators running at full capacity require 904 cubic meters. Wouldn't that extra 4 cubic meters disrupt the system?
if i need 8.5 assemblers should i round up or down
no
8 coal gens at 250% need exactly 900 water/min. Just be mindful of pipe throughput limits
Didn’t understand the 1st part of your answer, what’s that 2 GW of free energy?
45/min base, *2.5 for OC = 112.5/min. 8 of those is 900.
I guess the 904 comes if you round up the 112.5 per gen, but that's incorrect
^
but in game it says 113
in game is clearly rounding 😛
ohh okay
The game needs to fix this; if I hadn't consulted anyone, I would have made a mistake.
Is this information accurate?
or is it a guess?
what is 45 x 2.5?
all clocking is just a plain multiplier to the recipe speed. If you run a 2.5x as fast, it will need 2.5x the input
Bro, I understood that too. I just wanted to ask here after doing the math. The game shows 113.
hell you might be able to hover over it for more decimals in the tool tip?
but you're really going overboard on all of that.
plus you don't get more power per coal OCing generators
try changing it by much smaller values. what does a 101% show? 102%? etc. I expect it'll just suddenly jump up to 46/min at some point
bit of a waste early on.
I understand what you're saying, but the game displays the number differently; maybe it wants a slightly rounded version.
it does not
Alien power augmentors give 500mw each plus 10% of your poweer grid
they cost 10 sloops to make
More sloops 😱
so if you used 40 sloops for Augmentors instead of Fuel they would scale with your grid
My plan is definitely not realistic
i say make 900 oil worth of fuel no sloops and build a few APA. if you need more power later build more power then with whatever power you have unlocked by then
!wikisearch Alien power Augmenter
The Alien Power Augmenter is a special power generator building that boosts the total power grid capacity by 10% and generates 500 MW of power. If supplied with 5 Alien Power Matrices/min, its power grid boost increases to 30%.
Only a limited amount of Alien Power Augmenters can be built, as each requires...
turbo fuel is good later. I usually skip it but its a great lesson and good building experience
That was the basic plan with 1,200 crude oil.
Nitro rocket fuel is ridiculous and Nuclear is great too
I get that. Do you think youll need that much power before you get to the endgame options of Nitro rockett fuel or Nuclear?
Then skip turbo/rocket fuel and go directly into rocket.
skip TF line and go nuclear
I can build nuclear now and im using 14gw of the 30 gw im making from oil -HOR-PDF
Yep, it’s just I had that crazy idea I talked about earlier, a 120,000 MW fuel power plant using 48 sloops and around 1000 power shards. Crazy shit.
With just 4 nodes.
But do you need that power atm?
i just dont want you to build all this to then be at nuclear adn nitro and not need it you know
you may want all that oil for other things down the road and it sucks to destroy things
Yeah I’m sure you’re right, it was my 1st time on Satis Modeler and I went crazy 🤪
Plus I have to be realistic, there’s no way to build such a plant without duping sloops
naw i got 60 sloops and I just got to phase 4
there are, what, 103 available sloops after research?
Yeah but you know I’ll need some for some other projects
Can’t just use 48 just like that
Except if I collect them all first for the lore THEN dupe some
But you know
That’s still cheating
But with the new game modes, everything’s kinda relative now
Always a matter of point of view, I often change my mind on that subject
It’s even worse now
With pure nodes everywhere
And very soon perfect seeds that community will share
I guess the point is if you still get satisfaction, in your own way of doing things, it’s OK ☑️
Thing is, with that 2,400 polymer resin/min, I could do a LOT of things
Stock up enough fabric for the rest of the game
And make a good use of the plastic & rubber I could get from it
Cuz I don’t need much fabric
And 2,400 polyester resin/min is GREAT
Got any ideas, with good alt recipes, with plastic and rubber?
(I’m tier 5)
check out the wiki page for rubber and plastic - it shows all recipes they're used in
Yeah depends on what I haven’t automatized yet
does the satisfactory calculator work for you guys? Is it me? https://satisfactory-calculator.com/en/planners/production
its not working
SCIM has ahd issues all day
</3
got a better ui too
Are total world resouce amounts changed with the new Random resource node setting?
The amounts change, but one should still find all basic ores in each starting location, more or less
yall, i dont completely understand how fluids work, i got 360 total crude oil but pipes can only hold 300
will it work fine if i just fill every pipe before starting the factory?
like a manifold?
Or unlock mk2 pipes they should be around the same time as oil iirc 
should have a spegi oil phase where you stackc plastic rubber in a box and unlock mk2 pipes.
a planner that's planned your plan https://www.satisfactorytools.com/1.0/production?share=qVpIX4sR0ih4GjzONPLS
i wanted to first learn properly how liquids work b4 using tools
i dont wanna build somthing i dont even somewhat understand yk
that's just math - got nothing to do with how they work 🙂
with just math, it's like any system
what would you do if you needed 180 ore but only had mk2 belts?
Yeah tools just gives you the numbers you still have to work out how to place everything in a way that works
have to use math to be sure your not foceing more then possible into a manifold.
sometime the math dictates a manifold or direct feeding.
You presumably have that 360/min oil coming from two different extractors, yeah? What I'll generally do is construct the factory in two essentially-isolated modules. If one node's giving me 240/min and the other is giving me 120/min, then I'll have one "module" that's twice as big as the other
(It might make sense to only split up the first few steps and then combine things further down the line, of course, but I'd at least start out that way)
ahh
Trying to centralize things which don't need to be centralized is the source of many headaches players run into
k thank yall for the help
@frosty owl sure, but across the whole map does the total capacity of production vary on Random setting? I.e. are there still gauranteed 13 pure copper nodes in the map?
Provided you havent changed the weightings or purity, yes
Also looking at that graph, another thing that changes is deposits on nodes, resources that previously didn't have deposits on nodes can now have so, like uranium
But if you go for just basic randomisation with priority on fossil fuel, advanced or basic, you should just have the same amount of resources as a default game...just....random
guys for liquid, do i need to add 1 or 2 pumps here and there for extra pressure even if everything is even to the ground?
like here should i add a pump?
Provided you aren't trekking the output somewhere with headlift, you shouldn't need pumps here pretty sure
ok thx
quick question for pumps, is it a bad thing if the ring thingy goes into a machine, where that machine is pushing out?
like does it make it harder for fluid to leave
just aesthetics
Nope
k
Why is this happening? When I place one storage unit, it looks like this, but when I place another, it fixes itself. However, when I destroy all of them and place them back, it gets corrupted again. Why is this happening? I hope my save file remains intact because this is my first save file and I put a lot of effort into it.
Your save is fine -- it's a visual glitch that can happen sometimes
It shouldn't happen a lot, but I've seen it too. It's possible updating your graphics drivers could help
Everything is up-to-date, but it's still happening. I hope it won't be a big problem, please don't let it be.
yeah nah its fine
happened to me just today
usually for something to damage your saves it has to remove things from the game files
Oh, then that's great, you've relieved me, thank you.
I hope this problem goes away, but it's been going on for 2-3 days.
if youre REALLY concerned you can just make a backup of your saves
I'm doing this but thank you for information
Why are these cables invisible? I'm finding my way using the cables, but they're not visible.
I checked the graphics settings, and there's nothing about cable distance.
Why the conveyors on top of the water pipes? Why not just run them through each other
And how do you make it do that so it looks better
bc then it looks absolutely terrible
do what specifically?
Like when I try that it tell me my conveyors are too steep
im not using conveyors
im using lifts
lol
but its specifically a glitch that the devs left in
usually u can only make the lift 3 high, but with a glitch u can make it 2 high which looks generally better and keeps everything compact
Greeting fellow Pioneer!
Not left yourself enough space for a full-sized conveyer lift on your logistics floor? Well, you need a mini lift. Easy to build and compact, they are perfect in a tight squeeze.
Like what you se...
do yall think i should dedicate this part of the map for fuel? im not sure if its a bad decision but i just dont wanna worry abt power for a long time and also seems like a fun lil project
if you go oil > HOR > diluted fuel you could do a couple nodes and be fine for ages
Is this (https://www.satisfactorytools.com/1.0/production?share=5XmeKeqL0m8WAuEIF0Nm) a decent start for a rocket fuel factory? Or are there other alts that I should look for? And what do people do with the polymer leftover?
I personally wouldn't bother wit hrocket fuel
Just turbo?
I mean diluted fuel will take you to the end of phase 5 pretty easily
and if you're planning bigger projects past that I'd just go nuclear
instead of 1000 fuel generators, 100 nuclear for hte same power
and if you do go with that plan I certainly wouldn't bother with alloy iron ingot - unless you happen to be right on top of some copper. You need very little of it for nitric acid
Turbo is certainly a LOT easier by the looks. https://www.satisfactorytools.com/1.0/production?share=7A7KJMfSGSBk7Ea4zSFA
Nicer ratios there too, thanks. Might go that route.
even easier https://www.satisfactorytools.com/1.0/production?share=UyiWObL94KtalOClPQka
tons of fuel
every step of fuel processing basically converts other resources to oil
turbo blend? just turns some sulfur to oil
because you could just use more oil.
But turbo has a slower burn rate right? So more efficient for the inputs. Though I guess there's still a fair bit more in terms of inputs for Turbo except for water which is unlimited.
that still jsut turns it to more oil
a couple oil nodes turned to dilutted fuel is a LOT of power - and yo udon't need all that extra work or have to bring in resources
up to you though
Yeah, flexibility of placement is HIGH with base diluted too. Was originally gonna go Blue Crater, but could go pretty much anywhere with straight diluted.
basically
all it means in this case is that the fluid cannot travel from the output to behind the pump, but it still travels normally from the output to anywhere in front of the pump just fine 👍
pumps are pretty much only used for when you need liquid to move upward, there are edge cases for pressure but they're rare (usually pressure issues are because of underproduction, not because of a lack of pumps)
at least, from my experience
I’m thinking about rebuilding my factories / restarting with 1.2 in a few months (console player), really dunno (because I like the way the ressources are the way they are), question is: is it a good idea (seems a good idea to me) to build my factories with the ratios in mind corresponding with the max upgraded dimensional depots ratios? What’s the point of producing more?
Don’t know if I’m making myself clear (I’m french)? 🫢
it's good idea to produce as much as you need
what do dimentional depots have to do with deciding how much to make per min?
Are you saying you want to only make as many resources as can be uploaded per minute? That’s not really a ratio-related idea, but it is still a good idea because the max dimensional depot upload speed is pretty fast. However, this will be very challenging when you build early game things like modular frames, they aren’t meant to be automated at the same output speed as, say, iron rods.
I would just play the game “normally” without any particular plan in mind until you reach aluminum tier machines, then start thinking about planning things out long-term from there. Anything you build before that will quickly become so outdated that you will eventually want to rebuild it anyway, so there’s no point in trying to make it last forever.
This is my first coal plant on my new world. It doesn’t look particularly nice because I know that I will eventually want to tear it down once it becomes completely obsolete. I made it look and operate just good enough to last until that point.
May be a dumb question but this is the first time I am dealing with huge volumes of water pipes , I read somewhere that you can build a single water tower with a buffer at the top and then set a valve to 0 to provide headlift for a unlimited amount of pipes. How would I set this up? I can't find a video of this specific case
not a valve, you make one water tower and connect it to each of the pipes that you wanna use
you also dont need a buffer at the top, just make pipe go up and down
Won't the (water tower) pipe then just empty into all the pipes ?
not if they full and you attach to the back of em
Just use pumps
water tower is just pump with extra steps. Not recommended
just use pumps.
water towers are more work and pumps are essentially free
also consider building closer to the water. Like right on top of the extractors
As I understand it:
- Fluids can only travel upwards as far as their headlift will carry them.
- Headlift limit determined to be a single plane in space that is not relative to the current pipe’s position (so it’s not “the pipe’s position + 5 meters up”, it’s “the pipe is 5 meters below where the headlift is able to take it”, this difference is significant).
- A pipe’s headlift’s maximum height is equal of the pipe’s highest point or however high pumps could have taken it (so if the pipe was 50 meters up at one point, then the headlift should allow any other segments to push their fluids up to 50 meters for free too, but if there was a pump providing 20 meters of headlift placed 40 meters up, then the limit is actually 60 meters even if there are not yet any segments that actually go that high)
- Headlift stops applying properly when pipes aren’t completely full of fluid (so if you don’t produce enough, you’ll slowly get batches of fluid delivered all at once when it finally fills all the pipes enough to push fluid over into wherever it needs to be, then it gets consumed and almost kinda siphoned up, which drains the pipes and- basically, it’s just janky if you aren’t producing enough fluid)
- This means that when you extract water and immediately run it up a super tall water tower, any pipe that is feeding out of that water tower will be able to climb back up to the height of that water tower for free without any need for additional pumps, so you can just do all the pumping one time as it climbs that tower
I am not guaranteeing that this is 100% accurate, but it’s worked for me so far and I have yet to see any contractions
It is always far easier to just skip the water tower and spam pumps everywhere though
They cost very little energy to run and make everything easier
whats the difference between pipe position +5m up and pipe 5m below headlift? is it just that the headlift is drawn from the last highest position/pump?
Yes
It’s not “this pipe has 25 meters of headlift”, it is “this pipe’s headlift limit happens to be 25 meters above its current position”
When headlift is “added” by a pump, that only takes effect if it’s high enough
Like if the pipe is 25m below its headlift limit and you put a pump on it to “add 20 meters of headlift” it will do nothing
It’ll just make the pipe one-way in whatever direction the pump is facing, that’s it, no headlift added
But if the pipe is 15m below its headlift limit, when you add that pump, all of the pipe on the receiving end of the pump will have its headlift limit increased by 5 meters
And the reason why I make this distinction is because if the pipe goes down by 5 meters then it’s “headlift potential” goes up by 5 meters cuz it’s relative to a certain height in the world rather than relative to the pipe’s current position if that makes sense
It’s a single flat plane
Even if the pipe goes up and down, the maximum headlift for that pipe would look perfectly horizontal if visualized
Think of a graph with a squiggly line (the pipe) and a straight horizontal line (the maximum headlift for that pipe), if the squiggly line goes above the straight line without using pumps, it will stop working
And if it used pumps, that straight line will go straight up wherever those pumps were placed, then immediately flatten back out again
Head lift is measured vertically from the machine that applies it
If theres some pump somewhere in a pipe network and it can do 50m, then the headlift of the rest of that network is "50 m above the height where that pump was built at"
If that pump was 300 m above ground level, then you can move fluid up to 350 m above ground level.
Anything below 350 doesnt need pumps
That pump's height will always be the reference height
And in water towers, you usually need pumps anway
so there the measurement starts from the last pump placed up near the top
the normal fuel
no turbo fuel or ionized one ??
no, I want to do nuclear at some point and this is more than enough until than
i see thanks man
Neither of these is better than regular
more energy for the same volume of oil extracted...
yeah no that's not a particularly useful metric if that's all you're optimizing for
I planned to make up to 75GW thx to turbofuel
in the blue crater area + the impure oil nodes in the north
i will use all the heavy residues to make plastic and rubber
Hello I was wondering there is any math model for load balancers? Or is more like by method?
not sure what do you mean by "math model"
I refer on a way to know how many inputs and ouputs I need to use for the balancer
well, that depends on what you want to balance
but tbh, in this game balancers are kinda meh, there's not much reason to use them apart from a few niche cases
Lets say I need to balance a 3 to 3 for example how do I know where to connect each conveyor belt
why not use each belt separately?
That's specifically a "belt balancer"
Srry I didnt knew the name
if you have 150/min on a belt, hook it to machines that need 150/min
no balancing needed
if you really want to balance though, usually M:N balancer is just "split each of the M inputs to N, merge one from each M to each N"
there's often easier method, but that's specific to given balancers
Even in a game like factorio the only real reason to balance was for long trains to ensure all the wagons were empty at the same time, but in satisfactory the default train criteria is "one transfer"
Okay thanks
yeah, we don't really have a reason to build balancers
Startup time
that's... not a reason to build balancers
Is a reason
Yeah, manifolds starting up, maybe
usually building a balancer takes more time than just prefeeding your manifold
Maybe not a good one, but it is a reason
or you can just not use manifolds
I was asking mostly because they are interesting
I just use hybrids everywhere I can, I cluster machines to use resources at 60, 30, 20, 15, or 10 per min, then manifold those clusters and feed it with a mk1 belt. Now I can make the manifold as long as my fastest belt can handle and it's always balanced
Anything that uses less than 10/m per machine I just have to accept I need to preload with a normal manifold
||or, again, not use manifolds||
there arent many alternatives
?
just hand feed
matchin ratios ?
machine makes 60, other machine needs 90. You build in 3:2 modules
still pretty much direct input
You could have an issue with trains in the case that you have differente inputs of an item in different wagons and you need to get the full belt for machine efficiency thats my theorical case that I can think rn
My steel factory has foundries direct feeding constructors. I just changed the clock speed to match inputs and outputs.
some people consider "direct input" to be only 1:1, hence why I included it
but they are still alternatives that are easier than balancing and don't reuqire startup time like manifolds
The distinction is that direct input is more 1:1 and self regulated, the machine turns itself off and on, or you underclocked to match
My favorite ratio setup was when I feel like I "cracked" aluminum with a little underclocking here and there. Like if you underclock alumina solution to use 3 refineries evenly the third refinery can exactly use all the water coming out of the scrap refinery
For any balancer, every input has to be connected to every output
If you underclock the foundries to use 60 scrap/m then you get a nice even 6 foundries to 1 scrap refinery, or 3 pairs that use 120 each. And if you do that it will be 100 silica/m for each pair....... which is exactly how much silica is generated by the 3 solution refineries
Annnnd if underclock silica constructors from 22.5 quartz/m to 20 then you'll make exactly 100 silica/m from 60 quartz/m being split evenly using all the outputs of a splitter
So different thing, I was looking at the caterium alts and Tempered Caterium is pretty terrible right? It uses the same ratio of ore but adds coke to be a little bit faster? Doesn't seem to at all be worth the added complexity
50% more ingots/m, hmm
There's a few recipes like that whose niche is often along the lines of "I have this byproduct anyway that I'm not making use of; may as well use it to increase the production of this other thing nearby"
Like if you'd had some coke going to a sink, might make sense to redirect that over to a Tempered recipe instead
Yeah just making use of an excess
(Which is part of why it's so hard to compare a recipe in isolation; what matters is the whole chain of recipes involved, etc)
These days I never make coke, I plan for fuel first and then make plastic and rubber out of any resin that isn't sinked, so in my case coke isn't ever laying around heh
whether it's worth to you or not depends on you
Greeny, are you the person who made Satisfactory Tools?
Very true, the tangiblity of a speed increase I could see as far more subjective over a cost change of a key material
Wow, I can talk to the developer of the website I use most often these days!
It’s faster, and being in the foundry means less power and space needed for that increased throughput.
So the coke is the only reason to not use it
Except for solid steel
less power?
Foundry I think is 15MW, refinery is 30MW
but you need a refinery to make the coke
Compared to however many you need to make all the caterium using the pure ingot recipe
I can’t remember the numbers per minute of the tempered ingot recipe but the pure recipe is only 12 ingots per minute
50 refineries for pure, 27 foundries + 7 refineries, 1500mw vs ~ 600 mw, yeah fair
If I have two alien power-generating devices, will that increase my power by a total of 20% or still be 10%?
20%
oh nice
I'm comparing it to the default recipe, which has the same 3:1 ore to ingot ratio. The difference in making coke and using a foundry is quite a bit from the single smelter.
But either way, the value in the recipe was mainly having excess coke that was destined to be sunk anyway
Does anyone use any of the leached ingot recipes?
Leached copper is marginally less ore efficient than pure but is around 3x as fast
copper is a downgrade to using just water. iron is same as basic and caterium isnt needed in such amounts it makes sense to use it
3x as fast?
if you mean the amount of copper ore per craft its not really "as fast" it just reduces amounts of machines
110 ingots per minute vs 37.5
And yea I meant faster per machine and thus fewer machines
Its great for compacted builds
I forget how much acid it is per ore
you need one acid refinery per two leached refineries
you save a little, but its not that much
Eugh
I view sulfur as a optional resources. If this is how you wana spend it all the power to ya. I usually don't use any sulfur. Which is the true waste
If anything I don’t use it because I’m overly cautious about it
i like using the instant scrap recipe. sides theres enough sulfur on map to use 4100 for instant scrap, 3200 for rocket fuel and 3300 for nuclear power
with like 300 left to make bombs with :p
I’m still traumatized from the time when you needed 5 black powder for a single nobelisk
From just a ore to ingot standpoint and normalizing for 2 ingots, default is 6:2, pure is 4:2, leached is 3:2, and tempered is also 4:2
(I coulda sworn when I first looked at it it was 6:2 like default)
So the main value of leached is just if you're desperate to get everything out of the ore you have, which I suppose could have significantly more value now that we have the potential for "all impure" challenge runs
But all impure means impure sulfur as well
Only if you want to get through phase 3 in 20 minutes
im on phase 4
Answer is still roughly the same. More you build fast you go. Phase 5 is the end of the tech line. I view it as no rush.
i spent 20 hours making a factory that makes 50 magnetic feild generators per minute only to get more magnetic feild generators i will ever need in like 20 mins
building more takes time, so more you build, slower you go too
Sounds right
Do you know what you need for the future?
nah im going in blind
i did make it to phase 5 but that was a year ago
this is a different run
If you want a quick reference
If not I understand
My first 900 hours were blind. I didn't know this community existed or the online tools there then the (now) bad wiki
these are the materials that i have already enough of to finish phase 5 in storage
i could easily get smart plating and modular engines soon
thermal propulsion can be a challebge but i only need 450 of them, and i have all the parts i need to make them in storage, so i can set up 20 manufacturers set to 250% and make all the thermal propulsion i will ever need
Cool, that all being said. Do you have plans after credits?
Is there any reason that i shouldn't use manifolds to distribute the uranium fuel rods to my power plants?
well, you cause excess radiation everywhere, and as slow as fuel rods produce and consume it'll take forever to fill up, its one spot where one might consider a balancer instead
But radiation is usually not an issue and you don't really need all the power immediatelly, so it's up to you
why is my refinery not at 100 % efficency
either water buildup or just because u set it up recntly and it wasnt running eficently before but with time itll climb to 100 precent
i set it up 2 days ago and played since then min. 4 hrs water is completly fine
thats my aluminium production the water from the 2. row of refinerys is used in the first row the water is completly flowing and the silica is used for the alu ingots
i only play for project assembly
alright its geting up
Would a alternative be to cut off water and let the rods accululate, then turn it on?
@half geyser @wind spade It was an actual real question, I’m thinking about reorganizing my production lines, so, like, for exemple, let’s take concrete. Max is 2500 concrete right? And max upload upgrade is 240/min? So let’s imagine, if I build a concrete factory producing 240 concrete/min and filling even just one single industrial storage (=24,000 concrete), that’s basically infinite concrete right?
2500, 5 stacks
Sorry, let me correct
depends how much concrete you use. blueprints can use up a lot. I usually have ten dimensional depots doing concrete
max is 2500 not per depot
Yep I corrected
its not per
its 2500 period
more depots only affect upload rate, not the amount of storage
OK, got it, lemme rephrase
yall this might seem like a stupid question, but do most blueprints for train rails have 2 on either side
But I mean, is it a stupid way of thinking or a smart way? Should I apply that to all my chains?
.
yes, only one makes kinda pointless :p
@meager kettle I mean base my production on the upload speed of my dimensional depots? So my dimensional depots can refill very fast? Does that make any sense? I’m french so I’m trying my best 😅
yes, you can refill very fast with more depots
Talking about just one dimensional depot in my exemple with concrete and the 240/min production
For concrete?
yea, ten for concrete, ten quartz crystals, and like four plates/beams/pipes/rods
That’s a big production! Talking about concrete, how many nodes?
just a pure node, wet concrete, and split it up into ten industrial storages each with a depot ontop
more than enough to buffer and refills when i dont build
Starting to think I should build separate factories mass producing stuff like that
So that’s 2,400 concrete/min
Shit
you're not using it at that rate
its why you have a buffer storage
you have a short period where you use a lot, then it refills, and then the buffers fills up when not building
a storage that acts as a buffer
You mean the more dimensional depots you got, the more if buffes the upload speed?
Meaning… your upload speed is 10 times that of just 1 dimensional depot?
yes, and each depot has 49 stacks of materials to draw from
And that upload speed is…. 2,400/min?
yes
And your production 24,000/min?
OK I still have things to learn 😅
the depot stop uploading when its full
You sink the rest?
so the storage fills up over time, then when i build and use like 10000 items in a few seconds, then the storage refills the depot, and the storage slowly refills when i dont build
can i do it with just one depot? sure, but i dont like sitting and twiddling my thumbs waiting between placing each blueprint
and its not like spheres are scarce
Wait, how can you use 10,000 concrete in a few seconds when the max is 2,500 with the dimensional depots?
cause its uploading at 2400/min
and theres a build time for the blueprints, by the time i can place next its refilled
Yeah so in 4 min you got around 10,000
And you said 4 dd for all the other products except silica?
i add more depots depending on what i use
You probably won't ever need more than one depot uploader for motors, for example
You got a central depot?
naw
no need for a central one
dimensional depots make that kinda pointless imo
I know but some people just love building central depots, like around the space elevator
the only case where it makes sense is if, say, you're uploading metal frames at only half the maximum upload speed, so you want to use that other half of the uploader's speed to also upload something else like reinforced iron plates
so you'd want to keep those all roughly in the same area
if you do this for a LOT of things, splitting many of your depots into uploading multiple different products at the same time, then yes, you would want to make a central uploading area
but otherwise, no, it doesn't make sense to do that
it'd be purely decorational
Yeah I see what you mean
Plus it’s a TON of work to centralize everything in one place, depots + dimensional depots
How many TRAINS?!
Or trucks, now that 1.2 made them better
But still
You DO have a main base right, with your HUB?
What else have you got in that place?
well hub can be anywhere
i dont have a main base, no need for it, just place the hub in the middle-ish of the map
Yeah but I mean, what have you built around your HUB?
usually crater lakes, since its pretty
Near your power plant I guess?
no thats in blue crater lake
Oh yeah
I mean I’m interested in main bases ideas, if they’re not central depots
I guess the space elevator can be part of it
In some way
I have my hub next to my starting iron and copper factory since I spawned in rocky dessert
Could be a central station for exemple
The hub just has some small storage boxes, the mam, awesome shop, and equipment crafter
Conveyor belts are still better overall
If you’re worried about space, you can clip like thirty tier 1 belts inside each other for 1,800/m transport, and if you’re willing to splurge a bit, even just t3 belts are 8,100/m
And that’s just a single line
Faster than trains?
Plus, it’s constant
Oh it can definitely be faster than trains
Yeah but I LIKE trains
I was just talking about one singlular line which could be hidden within a train rail
Oh, for sure, that’s why anyone would even use them
They have a slight convenience factor but only in theory, in practice belts are cheaper, more efficient, and more effective without even taking up more space or anything
The reason why trains are so popular is because they’re cool
Tractors/trucks are similar, you might use them because it’s more convenient for transporting a relatively small throughput of items over a long distance, but once again, belts are just the better overall solution
Clip belts into each others?! Nether heard of that
You can also just run belts underneath the map
Yeah, put 4 conveyor poles in a row
Then run a belt from the first one to the third one
And a belt from the second one to the fourth one
That will create a space between the second and third poles where there are two conveyor belts perfectly overlapped
No extra space needed, just extra free throughput
can anyone tell me whats wrong with dis 4 refinaries are making plastic while the other four are making rubber the 2 refinaries that are up are making residual fuel from the heavy crude oil and are feeding it to 4 fuel generators but the power keeps dipping even tho i think i got the math correct
you can just run this out indefinitely, I dunno how many you can practically fit before you start running out of space to put the poles, maybe you can just keep breaking and replacing poles to infinitely stack conveyor belts all in the exact same space