#math-and-meta
1 messages · Page 392 of 1
Bolted iron plate is not a very good recipe
It costs more resources in exchange for taking less power
Generally, power is not the issue
power isint a issue for me its space
if it does have a wacky ratio i dont want it ill just reroll
Lukewarm take: anything that involves screws it hot garbage
Yeah
Sometimes they’re fine but they do get annoying
Tempered stuff is popular iirc
which will you use in your next factory?
if you're making space parts, plastic SP really extends resources with a bit of plastic
Plastic smart plating… honestly I forgor if they’re used for production of anything significant cuz it’s been so long since I last was far enough into the game that it might be useful
tempered caterium gets you more caterium for a bit of oil without a TON of refineries like the Pure version
prob neither im prob gonna leave it in my hard drive library until i need it
up to you, the caterium recipe is a solid generalist
But yeah no need really
ill just get temperd cat then
I would just sit on those
how effective are splitters at increasing speed/efficiency with chaining?
I'm new to the game so I wasn't sure how fast or slow they were
They don't have speed caps, what goes in, comes out
At the same rate
!wikisearch manifold
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...
That's why we can make systems like the one above, and it works great for almost everything
They’re for simplicity, convenience, and making stuff look nice, but they don’t actually speed anything up
Still highly recommended
Kinda like asking why we use foundations when building factories
That's makes it sound like they are some kind of optional aesthetic thing, they are not
They aren’t super functional, but they help and are nice
they kinda are though
absolutely optional
Tf you talking about lol
this worked and didn’t use any manifolds anywhere
but it’s also awful, so just use manifolds and foundations
It's a game of balancing ratios, you can't do that without splitters and mergers
Big difference between "it works" and "it works well"
systems engineering is fun
Lots of opportunity here for that, naturally
My ocd ass could never
Correct, but you don’t need manifolds to do that
Well, and you don’t even have to balance stuff
Never said you needed manifolds for it, but it is the simplest way to do it in most cases
A lot of this wasn’t even balanced, it worked because resources are infinite so it didn’t matter if half my stuff was horribly unbalanced and dysfunctional cuz it would eventually poop out a supercomputer when it felt like it
Absolutely yeah
Sure, but like I said, there's a massive difference between something that barely works, and something that works well
Need a resource for producing new part? Split it off of whatever was already making that resource, done! Oh, not making enough? Add another constructor/assembler/manufacotry/blender/refinery/whatever, did that work? No? Okay, find whatever it’s waiting on and just kinda make more of that
It is a valid way of playing the game
But it is not something that people come to this channel for
Sure is valid, but also potentially exponentially more frustrating as the soup gets bigger
Now, I can see someone coming to this channel asking if manifolds do anything functional because they built like I did in this old world but like actually measure stuff out and now they’re worried that they’re missing out on efficiency
Yep
The two reasons why I stopped playing that save thee years ago were:
- I couldn’t really expand it, any time I unlocked and automated a new resource I would just have to afk for 40+ hours before I had enough of it to do anything useful
- framerate hell
Yeah, yikes
When you build 1 supercomputer per minute but it's so bad that the production in practice is more like 0.05
Now I build big boxes to hide the jank in, I still like building messy spaghetti but now I just have an input side and an output side and everything is carefully measured to be 100% efficient
You just don’t ask how the sausage is made
It works great, actually
if I wasn't so energy and mechanical oriented I'd probably make a career out of it lol
funny game it is
blueprints mean I can just spam little modules of perfectly measured jank and it’ll actually work
Hehe yes
"black box" is certainly a valid way to play, for me, i like to see clean belts and items go brr, so I don't usually even build walls, but semi-open boxes so I can see stuff when passing by
That's what a lot of the motivation is for me, building stuff so i can later pass by and be like wheeee look at them go #streams-and-videos message
is there a good reason I shouldn't be overlocking fuel generators? These things are massive so I feel like the less I build the better. I've heard the arguments saying I should save all my power shards for extractors and stuff but I saved all my slugs until I could sloop the output so I have like 300 right now, and as someone who just reached Tier 6 i've barely used any since I rarely feel like the additional power consumption is worth it considering it requires more inputs anyways so I'd rather just build more (I sloop way more often though). Should I still save them because I can expect to use them exponentially more as I approach the midpoint of the game?
If you are slooping your slugs, 300 isn’t that many. I believe if you sloop every slug on the map, you will have over 5k. When you hit tier 9, you can produce an infinite number of shards.
When I built a rocketfuel plant at tier 8, I used several hundred so I could cut the number of fuel gens I needed by a factor of 2.5
Why is my blueprint console not there.
That is a good question. Are you on experimental? If so, submit a ticket to the QA site. Are you running any mods; they may be causing an issue.
if you ahve the shards, why not? I don't tend to make huge fuel stations though, nuclear is much more compact.
literally need 1/10th the gens
nope
we got any good software for blueprinting stuff?
Yes, the game
External tools for BPs dont exist really
i think scim has some blueprint functionality, but never used it so dunno if its good or bad
how do I access that
unlock blueprinting milestone
It does and it has pretty much no size limit, but the files it makes are for SCIM only 🤷♂️
(So one needs to upload their save and paste the so called "megaprint" in before downloading the modified savefile)
@coral gazelle the only reason to shard generators is to not have to make so many generators its a pretty good incentive to automate power shards. You will see why when you build a rocket fuel plant. 75 percent of the work is placing generators.
when you're doing rocket fuel you're unlikely to have full shard automation available yet. But there are also over 5000 shards worth of slug in the world, so those will be more than sufficient
@tough roost Don't listen to people who avoid screws. bolted iron plates are amazing. You need to design a direct feeding system so screws never touch your belts. I have about a 4 by 5 area. direct feeding screws which could supply's enough plates for 30 heavy modular frames. currently making 10 sense other supplies are limited.
Is there anything like https://www.satisfactorytools.com/ where you can change the recepie cost to 0.25 ?
yes modeler. I recent had to use tools to deal with oil processes.
inputs being outputs can confuse modeler.
what do you mean change recipie cost.
hm i dont think any program has that feature yet.
for differnt game modes.
may have to use excell.
I adjusted the recepie cost to 0.25. thinking it would ease my life. Little did i know how depended i am on a visual blue print. To not get permanent brain damage 🥲 . Now i have double brain damage planning a bigger factory
may talk to greeny i think he desined tools.
im at a point where i need to learn excel.
Tools has its own discord too. They could answer many of the deep questions.
Yep... Me to... I'm currently using Gemini to help me set up a excel. Since i have never worked with excel before. and its doing a good job. But i'm verry close to restarting my save. Jumping to tier 4. Build in free what i had an start over on 1.0 recepie costs
I started playing satisfactory learn excel.
What program you used to made this professer
it not that i cant use other things but most of my planing involved keeping a budget for every resource at every location. and all the stuff has to adjust to every new plan.
@sinful glen i used modeler. most people prefer other tools.
Modeler all the way!
the only way to keep track off everything is for a speedsheet to recalute based on the all the inputs and outputs. otherwise i wont be able to seprate my concens.
what do you need a spreadsheet for if you use modeler? xD
it get annoying to feed everything i do though my modeler fact0ry and remember the right file name.
file name? 🤔
You are getting it backwards We use excel As it is just a good thing to know how to use. and is useful in many aspects of life. Tying your learning with something you enjoy really helps you make progress
yeah for some reason modeler doesnr remember the last few things you worked on so i write down the files names on paper.
can't say i've ever experienced that
you can see why i might want to start a new document then work in the facotory tab.
ehh, i think you need to be introduced to outposts/blueprints
i never used those features but the prgram was designed for that.
i make a spreadsheet book for my save. Each factory has its own page that links inputs and outputs to any factories that are connected. For example maybe factory A makes 5 smartplates a minute, then factory E uses them for modularr engines
ohh
they are a must if you want to use modeler effectively
interesteing im saveing all this .
wow so organized
blueprints allow you to "repeat" anything within it
i will do that and what befaolo said.
so you can organize a single factory line into a blueprint, then just set the number of factory lines you want to repeat as the count of that blueprint
how do you get the table in the top left
table?
oh so you drag all the thinngs you make to that
right, for the things you already have modeled, you can just select sections of it and cut/paste it into the outpost/blueprint
here's a simpler example of how i use outposts/blueprints, for my aluminum factory:
i have a set of blueprints in game which contains a single factory line (represented by the modeler blueprint), and it's repeated 8 times
i will learn about all these features as soon as I get back from work. its a bit confusing you feed one model into annother.
maybe at first, but it actually greatly simplifies things because you can organize things into much more managable pieces
but still have the "overall view"
Satisfactory Optimizer is probably your best bet for that
https://github.com/Zistack/Satisfactory-Optimizer
which i need so i can stay in the same file all the time.
yep, the only time i've ever dealt with files in modeler is when i was exporting it to back it up 😄
Thanks Djgrr and beefalo i will go back though chat history and get better. when i can sit back down.
Both are good options. Use what resonates with you ^-^
I can only power 2x100% coal gens with 1x75% water extractor but If I overclock it to 112.5% then I can power 3x100% coal gens, Is the overclocking worthit?
i just started working with oil and i'm lowkey about to quit the game, this is definitely the LEAST fun i've had so far 💀
it was fine setting up some rubber, plastic and packaged fuel production lines, but once i got to the fuel powered generators oh my GOD
it is definitely because i am using the diluted packaged fuel recipe to quadruple (i believe its quadruple) the potential output from my oil extractors but it was such a mess to plan with the packaging and unpackaging and recycling and water and all the fluid movement
and when i finally got a quarter, just a QUARTER of my fully planned powerplant done, ITS NOT EVEN RUNNING PROPERLY
i cannot for the life of me figure out why the generators aren't getting enough fuel. i'm using 4 overclocked ones and my unpackagers are definitely outputting 160, yet the last two are inconsistent as though they aren't receiving enough fuel. and because of how fluids work i can't even tell if my output is the issue. The pipes show a variance between 130 to 170 m^3/min flow rate so MAYBE im getting enough idk
i still only have the mk1 blueprint which really doesn't have enough space for the scale im trying to build on. the refiners are so big omg
atp im considering i just delay until i unlock turbofuel before making a fuel powerplant, because at least then i shouldnt have to work with the unpackaging and packaging mess that is the diluted packaged fuel
Yeah, diluted packaged fuel needs a proper design to not be an absolute pain to build at scale. Namely a modular design
Turbofuel still uses fuel though?
I can use 1 pure coal node to produce 120pm split between 4 coal gens so they all get 30 each would it be pretty efficent with each gen getting a extra 15 coal
yeah. i'ts my first ever playthrough and i've been intentionally avoiding tutorials/external blueprints because i typically enjoy figuring out a design myself. but for this one i might lowkey have to just use a video lol
you're better off making 8 fuel gens. that's the best ratio with the water extractors anyway
I mean it's not like you can't figure it out yourself
The one hint I can give you is that the canisters go through exactly zero splitters or mergers.
And blueprints are your friend
I have 1 pure node and 1 normal which I'll overclock to do 120 I will have 4 coal gens per coal ore so 8 total using 4 water producers underclocked to manage 2 per 1
idk if im overcomplicating it but it seems solid
8 each side would probs be better tho so they all get exactly 15 but my worry is that it would idle after 15 has burnt while it waits for the next 15
true but its more sequential:
crude oil -> fuel
sulfur+coal -> compacted coal
fuel + compacted coal -> turbofuel
three separate sequential sections. compared to diluted packaged fuel:
crude oil -> heavy oil residue
canisters + water -> packaged water
heavy oil residue + packaged water -> diluted packaged fuel
diluted packaged fuel -> fuel + canisters
canisters BACK into the water for packaged water and then fuel for the generators.
this is more space intensive with more winding pipes and conveyors
I can power 4 coal gens using 2 water gens clocked down to 75% so It gives the exact same amount of water, So all I need to do is get another 2 water gens clocked down also to 75% to power the next 4
what? i dont get it. the canisters need to be split into the water packagers, and the output canisters need to be merged into the-
wait
wait a minute hold on
if i have water packagers feed directly into the refineries then those feed directly into the unpackagers then THOSE feed directly back into the water i can avoid splitting and merging. i could then condense that loop into an individual module and then only need to deal with the input of oil residue and water and output of fuel
YOU'RE RIGHT
but then that still doesn't solve the problem of why my generators aren't getting enough fuel
not a concern you need to have
i'm having that issue rn technically lol but thats just because fluids are weird
im gonna get the 4 both sides all connected and pipelined and connected then go back for the next lot
if you have 8 coal generators receiving 120 coal they will guaranteed constantly receive the 15 they need per minute and never stall. the math is exact. speaking as someone who currently has like 24 coal generators with this exact system they literally never drop
the only thing is if you're using a manifold it'll take a while to start up properly. i circumvent this by just preloading it or putting them on standby until they are all filled up
as for the water 3 generators at 100% can also exactly power 8 coal gens
That's gonna cost you nearly double the oil on top of needing coal and sulfur just to get the same power as heavy oil residue + diluted packaged fuel
the 4 at 75% method works too and i believe actually uses less power so it depends on whether you value your building resources and space or your power more for that (but the power is honestly negligible)
yea ima stick with the 4 at 75
true but if i do it at this spot oil is in abundance and then i can just bring over the coal and sulfur
the main point of this is to hold me over until nuclear power right? i shouldnt really expect this to power me all the way to endgame. if i can salvage some of my sanity in the process then i'd prefer this option 😭
that's fine. just a warning though that overproviding the coal, like giving the generators much more than they need (double I think you said) will lead to your miners stalling a decent amount and create stutters in power consumption. i think that's literally the only "downside" though so if you dont care about that godspeed
yeah im js gonna get the first 4 either side all ready to start then get the next 4 either side ready
I made a tool to balance miners on any mix of nodes and set output it will give a list of way to optimally balance it with power shards. jesseloewen.com/tools/satisfactory-miner-calculator/
It won't let me send link since its unverified site but if a mod want to resend by all means
Its on my site which is proffesionally hosted and has no ads or anything
I am a web devoloper
optimal for power consumption im guessing ?
yes. For those that love seeing blue and orange lines as one
it also does belt balancing
you set your teir level and it wont set a miner above it
is 60 motor per minute enough?
It mostly so you can use as little power shards as possible to get desired rates out of the nodes you have
enough is never enough
do pipeline junctions work the same as splitters like splitting half of the input?
For what?
No, as they are bidirectional
Hey everyone, quick question about the 'Recipe Cost' advanced game setting set to 0.25.
Does this setting only reduce the input materials a machine consumes per minute? Or does it also mean I need to build fewer machines to reach a specific target output?
For example: If I want a total output of 100 Iron Plates/min, do I still need to build 5 Constructors that just happen to consume 75% less Iron Ingots? Or does the setting change the math so I only need to build 1.25 Constructors to get those 100 plates?
Forgive me, i have been awake since 4am. And i'm melting i should start playing candy crush
guys I always did single train rails because I find signs kinda confusing but I want to start using it, so in this example how do I use the signs so the trains from each station dont colide?
in-game it looks like this, two trains are merging into one rail, how do I make sure they wont colide
Block Signals. Though if you need your trains to go either way along one bit of track, you'll have a much better time if you put in a pair of tracks instead of just one
really you want #satisfactory-experimental for experimental stuff. But to my understanding it just changes the input amounts, not outputs or speeds, so you'd still need the same number of machines
(though not every input amount changes)
yeah, thats what I was thinking. I wish to merge then because this train line is veery long but ig thats what I need to do
Well yeah, experimental or math and meta.(my question was a bit both i guess 😄 ) I'm sorry.. But indeed if it would be less machines, it would be a construction speed muliplier right.
I have made my descission. And i'm either bringing back the 1.0 or starting over. But thats indeed for the other channel. This is to much of a headache the 0.25 🥲
bro fr I just dont know how to make a train network efficiently, I have no idea how I can make a train track with more than one train, I tried watching some videos but they dont show it in a pratical way, only theorical
Ideally you don't make a train network. You just build one route at a time, possibly connecting to previous routes
yeah but I see these youtubers like totalxclipse and kibitz for example making these train networks with beatiful complex intersections and I wish I had that in my world
so how much would it send off
instead I just have this monorail stations that turn back to its own rail which works pretty well, but are ugly
what am I doing wrong? why is the exit sign occupied if there are no trains?
theres a train somewhere
you dont seem to have any other signals, so everythign else is prob a giant block
Yeah but it can still grow naturally, rarher than being built from start
Variable amount, depends on a lot of parameters. In tge end it will self-balance anyway
how can i split crude oil i will be having full pipes coming in i need to split them to 180 crude oil
600 coming in
need to split it to 180
Pipe junction
it splits to 200 tho
300/3 = 200
need 180 how do i get rid of the extra 20 and put it in another pipe?
do i seperate it before splitting it?
should i remove 60 witha valve?
should i then split it?
should i do this
600--> remove 60 with vaulve-->540/3 = 180x3?
should this be done?
Set the current output to 540 for oil and just split it three ways? Otherwise, your extractor will run at 90% efficiency; the pipes will fill, and the internal buffer in the extractor will fill.
If you want the extra 60, you could have another junction right before your 3-way split and have that junction go vertical, that way, you will prioritize the 540 to your 3-way split, but your extra 60 will be diverted to wherever you want
ooh so putting a vertical acts like overflow?
so if i put the pipe going under will it work like the priority?
It doesn't. Fluid flows where it can
Just manifold the pipes and it will work
Fluid will fill your lower pipes first before it starts going higher. If you have your 180 lines on the same plane as your input, they will fill up first, and if you have another pipe at a junction prior that starts going higher, it will not begin to fill the lower section is full.
If you have ever watched pipes fill going up an incline, you can see this: the lower pipe segments fill prior to the next higher segment starting to fill.
rocket fuel acts as a gas correct?
Yes
thats what i thought
(Not only does it act like a gas, it is a gas!)
well yeah lol
oH so basically
same level = splitter
pipe that goes higher is overflow
pipe that goes lower than the splitter is priority?
As greeny mentioned above, fluid goes where it goes. Fluid and junctions aren't the same as splitters and belts.
would a 120pm coal miner here with a simple manifold line of splitters be effective eventually, I know at first the first coal gen would be getting loads and the last barely any but idk if theres a better way
yeah it would work
if u got enough coaland enough belt speed
i mean for one side of 8 coal gens a 120pm coal vein with a t2 conveyer until it splits should work fine right?
it'll just take a bit for shit to get backed up
Yes
Fluid will fill lower sections of a pipe network before they fill higher sections. Fluids will slosh in the pipe. If the machines you want to fill are lower in the network, they will fill first before a higher section in the pipe network will fill.
Manifolds balance out eventually as long as you feed enough resources and your belts can keep up
yeah everythings mathed out right so it should be fine
It might take a while though, if you want a smooth start up you can prefill the machines and the belt
ohk
I would also recommend feeding water to your coal gens from the same level or above
if you want to fill your gens faster put some portable miners neer the coal vein and fill the generators to fill the manifolds faster
If fluids are coming from below, you could potentially starve a power plant of water if you have the plants on a fluid junction manifold.
I dont think it'd be an issue but I'll have to wait and see
You will most likely be using manifolds a lot because while load balancing is really cool it's very hard to scale
Especially when you get to full mk5/6 belts
I'll cross that bridge when I get to it ahaha
unless you hit the pipe flow speed, just using pipeline pumps on the underfloor in somewhat regular intervals will be fine
Play around with it and see. The issue from feeding fluids from below in a manifold is that the pipe a coal gen buffer is trying to pull from may be empty when it tries to get water
only one way to find out
Uuh this humbled me before, i would avoid that whenever possible
it really is just a (slighly meaner) skillcheck.
If you go for the pipe flow limit, there likely WILL be trouble.
but other that that, its doable usually
im gonna be way under the flow limit tbh
Same here. Unless I have extractors feeding only a single machine, I avoid feeding anything from below.
This isn't an independent factory, is it? Because I've noticed that if I mess up even the slightest setting on one machine in my factory, or if I break one machine, the output rate per minute for almost all of them can change.
should i do separate factory for making ciruits, high speed conectros and computers?
think of using default/caterium circuits, propably normal computer thought i could make it plastic free since i am going to need oscilators anyway. but then i would need both quartz and caterium but now with decent rail bp it wont be hard
or maybe build it in main base with default recipes (got platic and rubber)
and expand using outisde factory
amounts are "random" i mean produced, i might not take fused wire thought, its trading 0.6 Copper mine worth for 0,5 caterium (with pure recipe)
not sure if i should maybe go with normal computer not oscilator
or maybe do it in base at small scale
since i propably wont have realistically issues with resources
is there a precaution against save scumming?
im trying to get the alternate recipie for diluted fuel canisters
no thought not sure if it still works
so ive got a hard drive, and i just keep on exiting and reloading my game whenever i don't get it
i dont think it works anymore
but istg i keep on getting the same stuff over and over
i think it was removed with 1.0 but if it still works there no punishment
I think if you save before you start a scan, you can scum it, but I don't know if they changed it
ye propably this
It's your game, do what you want to do
but its 10 miunute wait each time
should i build it maybe here?,
also its only 0.2 of miner for fused wire so 0.2 caterium ore for 0.6 copper idk
maybe rock desert but green zone propably has more copper
as of now i plan to make computers at home just to finish phase one but plan to make another one somewhere? or u dont need to much.
plan toi use caterium one
i just downloaded a mod that makes the research time 3 seconds lol
what site is the photo from on the left?
satisfactory calculator
From what site is this screen ? :o
finally finished my first coal plant with a perfect graph
I made this modular frame layout a while ago on a save whats yall thoughts on it. (yes its ms paint, no i didnt know about websites n stuff to design)
If you save after the scan finishes, you can reload and reroll and it should give different results each time, depending on your unlock pool
Is there an online tools that could compute production for specific settings for the 1.2 update? Or is it still only for 1.1
so this is my aluminum setup for sloppy -> normal scrap. it is SIMILAR to the layout in this image but I have them clocked at 120%, 120%, and 60% (for both scrap + solution refineries, top to bottom). this lets me use 600 bauxite instead of 500
I don't have the solution merging together into a single pipe, it's just going directly from each solution refinery into the scrap refinery because it takes the exact amount at these clock values, and the water still works out.
it's mostly working but I'm having some times where it'll just drop output a bit and it seems like some of the scrap refineries are idling because the water output is clogged....any idea why this might happen? should I put any valves or structure the pipes differently for the byproduct water?
The problem is that the loop is bad in this case and clog everything because of how fluid works. Package the liquid then feed them back, you'll recycle the empty canister for that.
Just get more drives
its satisfactory logistics
ty
When installing smart splitters on conveyor belt lifts, which side are the forward, right, and left exits located on?
it is the side at which the lift is. you can see the arrows - the side without the arrow is the "back" and you can look from that side for forward/right/left
Find the input using a belt, once you got it you know it? Honestly they're confusing on belt lift
show the back and how you've clocked everything
Hmm, okay, I understand. Thank you for your help.
back as in the input to the solution refineries?
yes, and how you've clocked things
how much bauxite are you processing?
600
do you have an overflow for the scrap to go into a sink so it never backs up?
I have 3 identical setups next to each other. one of them has been stable this whole time and hasn't had issues. one of them had a brief blip (I know because one of the constructors making the ingots into casings has like ~40/100 ingots in the manifold so it lost a bit of ingot production for a couple minutes). the third one had a bunch of downtime and kinda drained all the casing input manifolds but now it's back to producing the expected amounts
yeah it's going to ingot -> casing -> sink
nothing's backing up on the non-fluid side
I'd probably just rebuild the pipes at this point, make sure it starts off with the waste pipe empty and kick it back into gear then
might be something slightly wonky in the connections
wait so with waste pipe empty will it eventually ever fill up though? since it's using exact amounts. won't that cause it to stutter a bunch if the pipe is empty?
I thought you generally always wanted pipes to be full
no it should never be fully full
and in general yes you want pipes to be full
but with such a small feed pipe you can manage a non full pipe pretty easily
but in this case if it's fully full the nthe waste outputs can be full and stutter and lock up
will the 1 fresh refinery be enough to let it eventually run all 6 nonstop? how long does it take to get to that point?
it will!
because machines have a small spin up time before they turn on again it'll slowly spin up to 100%, doesn't take too long
mmmmm okay that was probably my issue. what I did was connect the fresh pipe to the reflow pipes before turning it on, filled it, reconnected the fresh pipe back to the fresh refinery, and then just drained one segment of the pipe to give it some breathing room so it wouldn't clog.
which I guess is what would eventually happen naturally if I started with an empty pipe instead? but maybe trying to prefill it caused some issues compared to letting it happen by itself?
yeah you might have slightly over filled it
or there might be some random jank xD
maybe something slightly uneven.
Hence the pipe rebuild.
it'll empty the pipes and hopefully clear up jank
and just making sure, don't need any valves or pumps or anything here right?
on the reflow pipe, that is
nope! a valve would make things worse,
now, worst case scenario that if you do end up getting more jank, put a powered pump here
this is just to avoid possibly rebuilding everything, this should bulldoze any jank that you can't immediately find.
You really really shouldn't need it with this flat recycle pipe though
but there is still a bit of jank in the game and I see this very occasionally
sounds good, thanks 🙂
yeah I figured it was some weird jank because the 3 identical setups were behaving differently
usually when I see this it's when people raise the output pipes up and then out? You see some back flow that kinda clogs up the inputs, it's a bit unusual with your flat pipes
and maybe you did do something slightly odd for this one? maybe?
but in either case, worst case, the pump should just paint over any problems
with basically zero effort
only difference I can think of is that this one has the fresh refinery from 1 extractor clocked to give 240 water
the other 2 systems share the same fresh water pipe coming from 2 extractors to give 480 total
that really shouldn't impact anything no
but I've had to have people send me their save file to find that the issue was some of their machines were 0.5m higher up than other sections.
because we just couldn't find the problem.
I stopped using blueprint snap mode entirely because it would do weird micro-adjustments like this x_x
oooh yeah I tend to not use blueprints much and don't use autoconnect in any way
When installing an elevator, does connecting an electrical line to just one elevator cause all the elevators on that floor to work, or is it necessary to connect them to all of them?
one will do
okay
How is this going to work? There's an exit in the middle, an exit upwards, an exit on the left, but no exit on the right.
I selected the "overflowing" option for the middle exit, but how would I have done it if I wanted the items going upwards to also be overflowing?
if you select multple overflows it will evenly split the overflow between them if possible
You've already set up splitters for the outputs here, they're already clearly defined, there's no need for separate inputs because they're coming from below. I'm talking about using smart splitters for the inputs.
But I don't want it divided equally.
Hello, just want to check my mathematics.
These refineries are producing 18.75 lots of 5m^3 turbofuel each minute, totalling 93.75 m^3 turbofuel per minute right?
then you would need to have two smart splitters in sequence, probably
Or is it 18.75 m^3 a minute?
Or is it 5m^3 a minute?
nope it is 18.75 m^3 a minute
the subtext on all machine outputs shows the total amount per minute, it does the calculation for you based on time of craft
For example, here the right and middle paths are open, but the left side is closed, and the top is open, but in the smart splitter, the outputs only have left/right options, no up or down options. How can this be done?
don't think of it as having top or bottom inputs or outputs, that is not a thing.
when doing something vertically like this, the conveyor lift is still connecting to the input or one of the outputs. it just then takes it vertically.
there is 1 input and 3 outputs. whether you belt into or out of any of them with a lift or a normal belt, doesn't matter.
Right, so I have 18 refineries. To double check that totals 337.5 per minute
If a generator consumes 7.5m^3 a minute, does that mean this array can support 45 generators?
yeah that seems right
If I do that, I need to add another smart splitter upstairs i think
will i need pumps even if i move fluids only like 2-3 foundations up?
depends, do the math on the actual height of the foundations and see if it's enough headlift
I think all machines default give like 10m of headlift? so that's 2 4m walls' worth
anything more than that I'd use a pump, and honestly I might just put one on anyway
gotcha, do you maybe have a slick way of connecting 2 pipes into a blender so it doesnt end up as a spaghetti? that might save me the pumps
for now id go like this, but this design would need pumps
I've had like 3 different ideas for blender inputs lol
keep changing it every time
I mean you're pumping the fuel up from the floor below anyway
yea put that would be 1 pump, but with this design id need 1 pump for every branch which gonna turn out to be alot lol
well just pump it from the floor below before you split it into each blender
Xd first automated manufacturer item
time to add 7k power to the grid. with those connectors.
how?
Geo thoermal power.
right it exists
it better then the wiki says even. it only varies by 1k not 6k
so like 6 batteries would be enogh to get annother 1k.
wiki says to use 36 battiers that is mathmatiaclly as much as you would need if every geryer went from min to max at the same time.
i mean so in case my gens break (high chance whenever i do anything to them)
i have about 30m to fix it
either way thats is 7k of free power that you just need to run wires for.
i mean i dont need it
i can double my power by just placing more fuel gesn
gens`
i plan to do turbo fuel at crater lake in phase 4
too
im produncing 10 hmf per min 2 adaptive control units and building aluminum right now with only 2.5k coal, 2.5 from, oil byproducts and geothermal
i mean i will unlock it and then place them whenever i am close i guess
soon i will be making rocket fuel the quick way for future consumption.
but it super easy to kick the can down the road untill then.
i guess i gonna end pahase 1 in 500 minutes xd
sloop and shard it.
@narrow plaza watch it go down as soon as the extractor gets fulll
i just gonna place more got space but gonna sloop it
only heavy frame left and then wait (i propably gonna expand my fuel setup and maybe setup space for turbo fuel
anyone know the exponential path that power takes when overclocking
thanks
Always takes me a bit of clicking around to find it; there's a few pages related to power on there. :D
Now I understand why people build such huge oil power plants... (I guess the place I chose is also a place where people build power plants)
I'm doing exactly that right now. Lol. Using a few alts to maximize my crude to fuel ratio. Just worked out the math and even if i only do 40 generators I'm still cranking 25,000 MW
Oh yeah. I'm working on mine right now actually. Plus it's just a great spot. Crude oil, sulfur and coal all in relatively close proximity meaning minimal logistics to get one working. Plus the geyser right there in the lake is just free power
I built my adaptative unit controller in the blue crater, need to import only 120 iron
But i will make a huge oil power plants without destroy the view of this beautiful lake
Lots of space off the map there ^-^
Blue crater is a popular place for nitro rocket fuel
@meager kettle plutonium fuel rod, 100 meters per second
same speed as ionized which is fun, just last's significantly longer
84 gen is tinny
i think wiki is quite wrong now
distance, about 4400meters, roundtrip time 4min 44sec. loading/unloading time is about 45sec on each end. so take out 1m 30. leaving 3m15s for ease of math. 8800meters /195seconds = 45.13 m/s which is pretty close to the old value of 45m/s
so whoever changed those values on the wiki, put back old ones :p
@deft lichen seems someone put in wrong speed values on the drone page
@copper lark might wanna revert your change
you need to facotor in the 51 seconds of hover time taking off and landing which occor at any two point right next door.
i did
i did some rounding, but no amount of rounding will take 45 to 100
The times on the droneport are wrong, you need to actually count the seconds yourself.
Did you time it? Because it can be very wrong.
yes
i will admit i can have messed up some
but again, a few seconds, not measuring a roundtrip to 4min instead of 2
Ye i am not sure what the right values are really
i just know there have been a bunch of discussions because of the round trip time and item throughput counters on the ports being wrong
some people trusted them and got bad numbers sometimes
IDK if they have been fixed in experimental or something
the ports show fine if you're not letting it fill up, if the drone has to wait to unload it all. the values will be extremely wrong
this was done in experimental
even without waiting to unload, just unloading with mk6 into a sink, it was sometimes very wrong in 1.1
inconsistently so, even
yes, cause you can deliver more than 1200/min with a drone, carrying stacks of 500
not stacks of 100 across the map though
no
also thruput rate isnt really the issue here anyway
its the speed of the drone
its a little wrong. but not hugely wrong. 9 stacks a trip, at 4,47s a trip would be 9/4,78 = 1.88 stacks/min not 1.99. 4500/4,78 = 940 which is spot on tho
its limited by the number of drones. there's a 20second lag similar to what train have loading and unloading.
old post writen before tier 6 belts.
i timed it to 45s, so close enough i think
but if you have one drone with about 3 min your getting only about 300 for that one drone.
15s faster that trip, which is odd
and his drone could only run on batteryies.
his over design was for ports handling around 480.
it is faster now
do drones train themselves some?
i'm timing it to 4:29, and its showing 4:31
rather than timing it to 4:43 and it showing 4:44-47 before
its taking much faster now to land
its not hovering nearly as long
seems to be 40-ish sec total to land load and take off
not close to 50
it used to wait much longer before taking off/landing at the height it leaves/arrives
after it done like 10 roundtrips
put in the leftovers into a box. 1200/min belt, 1009/min into drone should leave 191/min into the box. 191 * 4,5 = 859, got 849 in there, close enough imo
856 that time
really hard to time the landing/take off time, done it 5 times now, and the average seems to have dropped from 45-46s to 38-ish
which means flight time is around 4m30s - 2x38s = 3m14s. making the speed 8800/194 ~45.36m/s, again margin of error in timings
cant trust anything in the wiki im wondering if batteries are faster then rocket fuel.
Na
Why can't you trust wiki?
mainly cuz wiki was just recently updated with very incorrect numbers
Because anyone can change the info to wrong ones anytime (see convo above)
What do you want me to do? I don't have the numbers myself
Revert back to before?
https://satisfactory.wiki.gg/wiki/Drone?oldid=60952 so these are correct?
but they overclocked
Yes
So I have 3 coal mines doing 60pm, 1 iron mine doing 120pm and 1 iron mine doing 60pm, going into 3x133.334% Foundrys, This produces a total of 180 steel. 60 Steel gets split and goes into two constructors both making steel pipes at 100%. the last 120 gets split into two constructors doing steelbeams at 100%. How can I improve this with only mk2 conveyers unlocked? (sorry if its confusing)
I have just unlocked mk3 belts
improve in what way?
making more steel beams and pipes with only the 3 coal veins and 2iron
You'd have to do different recipes? or over clock the miners more?
yeah most liekly I did just unlock advanced steel tooso I need to find another area for that
I mean overclocking yoru current miners is easy
yeah I was thinking of using mk2 miners for my steel stuff tho tbh
and if you find the Solid Steel Ingot recipe you can dramatically increase steel output
do both
wdym
place mk2 miners, and over clock them. Your limit is your mk3 belts
yeah thats what I was thinkin
should I have a place that just makes the basic steel stuff then another area that does all the advanced shit
up to you, that's just a personal choice. And you're still learning so do whatever is convenient
Guys, I want to ask something. In a factory using a manifold, let's say all the machines are full and the belts are also full. The belts are never empty, right? After each machine receives input, won't the belts empty a little and then immediately fill up again? If the belts start to empty after a while in a manifold-based factory, there's a problem, right? It means I can't meet the required input volume per minute for the output, right? I didn't calculate the math inside my factory myself; I used a website as a reference. But from what I understand, some inputs and outputs are insufficient due to very small numbers. If I reduce the overclocking of the machines a bit, this will probably be solved, right?
As long as the machines are running fine then there's no problem. Have that on your radar
how, I don't understand?
look at the lights on top of your machines
if they flicker yellow you know they are stuttering
the fullness of belts isn't a useful measurement unless the main belt is supposed to be at max capacity
I think these tiny percentages are disrupting my factory a bit.
so it's more reliable to see if the machines are working fine
I woudln't trust any of that
Are you referring to the statistics in the photo I sent?
look at your machines - see which ones are flickering yellow, if any, follow the problem backwards
So yes, I can tell from the yellow lights, but my concern isn't the machines' efficiency. After all, when a machine overproduces, it also clogs and the yellow light comes on, but the yellow light also comes on when the input is insufficient.
I have no problem with those whose warning lights are yellow due to production issues; my problem is with those whose warning lights are yellow because of insufficient input.
yes.
so check on the machines that flicker
see if they have insuficient input
follow the problem backwards and see if you have a math or a throughput issue
Hmm, okay, I think my machines aren't getting enough input because of very small numbers. Maybe lowering the clock slightly will fix it.
you really want to math the whole system if you care about 100% up time
not just tweak things w/o knowing the precise issue
Here, they're all smart splitters, and they're sending cables down, the overflow cables going forward, and the remaining cable going to my storage unit. Have I done this correctly, or is this an inefficient method?
doesn't make a difference if you use smart or reg splitters as long as the smart are set right
So I used a website for this, I don't know how accurate the math was anymore.
was it SCIM? realistic view?
How could it not matter? If the last smart splitter were normal, there wouldn't be any leftover cable, and the machines wouldn't get enough cable because the leftover cable goes directly to the warehouse.
'as long as you set them properly' , if you used a regular splitter you wouldn't send items to a sink
bit painful to look at you have a LOT of end products
How
you'd have a much easier time if you broke up your factory into multiple plans. Can't really tell what is going on sorry
ok you have like 11 products in one plan
make more plans with fewer products
So I thought I'd build a factory that produces all the items in the first stage.
you still can, just break dow nthe plan into multiple groups to simplify it. But yeah I have no idea if any of it is right or if you built it to what it says
Yes, I'm already planning to build my future factories that way, but I've already constructed this factory, and the cleaning process took me a week, the math took another week, so I dedicated a total of two weeks to it.
in any case, in the section of machines you think aren't running right, check the total clocking you're doing, and check the incoming items if they are clocked right
figured out I can run 6 foundrys off of a coal mine and iron mine doing 270
Yes, I was thinking of doing the same thing, but then I thought the problem might not be insufficient input, but rather an issue with the belts and separators going to the reservoir, because the one going to the reservoir doesn't have an input like a machine, but I did that correctly too, so the only problem is with the inputs. I'll probably change the clock rate of the necessary machines.
Thank you for your trouble and for informing me.
as long as the last smart splitter is set to over flow there shouldn't be any issue with that if you're sending the right amount of parts per min
in fact you should never even need an over flow
unless the system backs up I guess and you don't have a sink further up
So, as I said, the manifold has a working system, right? If the belts and machines are full, it's abnormal for the belts to become empty after a while.
the translation got it wrong
well as the manifold goes forward it'll be less full
You might misunderstand the sentence, I apologize.
But yes if they start off full they should stay full
Unless you have a smart splitter sending items to the sink I suppose , it might clear it up a bit
what does this mean?
as your manifold travels past your machines, your machines will have consumed some of the items on the belt
so your manifold will have fewer parts on it
so it will be less full after feeding machines
Hmm, what changes when it becomes a sink?
if you have an overflow and there are items not getting used it'll get over flowed
I'm talking about a scenario where all the machines and belts are full.
yes so am i
So, will pouring the spilled product down the sink damage the manifold?
it shouldn't if you have the path to the sink set to overflow
if you have the numbers right
Hmm, okay, I understand, thank you. I hope I can finally leave my factory alone forever with peace of mind. I've been working on this for days.
Thank you for informing and helping.
Almost all websites probably have the math done correctly, right?
No idea if it's up to date sorry
I have 5 foundrys making a total of 270 steel, I cant figure out how many constructors I can have doing steel pipes and how many I can have doing steel beams can anyone help
you could just decide how much steel you want to use on one, and then use the rest for the other
Sometimes things like this pop up; I wonder if these are things I can adjust in the game?
For example, entering the overclocking number there makes it display differently in the game.
I mean 166.288 is just the number of cable pm you make. You can set your machines to make that
@cerulean stratus thx
glad I could help
this took literally 3 seconds to make https://www.satisfactorytools.com/1.0/production?share=6NLjNWGATIUmnIGZN4vf
no need to manually make everything
can you chose the recipe
i am skiping the iron rods
yup, just go into recipes and check and uncheck what you need
you can change the whole plan with a couple clicks
Hello, what is generally considered the best start location when making a new save?
they're all pretty equal with different plus and minuses
my general feeling is that north forest is best due to its centrality, but all of the starts are pretty equal. If it is your first time through the game though, i'd recommend rocky desert or grass fields due to the terain being flatter and reasonably easy to navigate
now i need only to wait, wont be increasing this, modular engine is going to be slower anyway
why north forest's centrality matters a bit to me is that i spend a considerable amount of time in the early game front-loading research and being able to travel smaller average distances to gather stuff makes things nicer
mod engines are soooo slow, lol. every playthrough i've done, it's like a surprise
ye u need 500 while 100 control
got this much
or 50k on 100x, lol
never
i'm right now on phase 2 of experimental on 100x, things take a while 😛
ye it will take a while
i have 3k/100k smart plates done, lol
i'm also doing 5x power which limits what all you can get cooking
take ur time building something while it produces
power production might be power negative
like for one diluted fuel u need
i've been doing a lot of underclocking
can u downlonad satisfactory calculator or something?
at 50% clock speed, you actually drop the 5x down to 4x
So u need 340 power to make 250 power XD
nwm less with canisters
i guess this is more realstic also +10mV
so 90*5 for 750MV
MW
300 MV remain
bott XDDD
I used a mod to extract the exact speeds for each fuel type from the game's internal data (same way I got the exact jet color values), and measured the travel time one-way in a straight line to verify.
Keep in mind that the distance value displayed in the drone port UI does not take into account the fact that drones fly in a most grid-aligned path and not a straight line (also yes the estimate round trip time is terrible, it takes ages to stabilize to a useable value)
your change is still incorrect tho and does not come close to ingame speeds
the distance is not a factor of two
and the travel time was only off by a few seconds when timing it with a stopwatch
sides internal values aside, there could be a factor applied to the speed thats not reflected in those values
reverted it
let me know if you come to another conclusion as I can't really test the values myself
thank you :)
I just reopened my test world that I made and the ionized fuel drone is in motion for almost exactly 40 seconds while traveling 3,920 meters between the two drone ports I placed in a straight (grid-aligned) line
3920 m / 40 s = 98 m/s
There's certainly a lot of variability in the docking time and such which is why I only measure the time when the drone's are actually moving
Not sure what you and whoever added the previous wiki numbers are measuring, but it's clearly different
measured round trip, 4400m distance. took 4m 30 seconds. subtract the time to land/take off which was 38secs on either end. means flight time is 194 seconds. since its round trip 8800m / 194s = ~45m/s
I will say that my ionized port is showing over a minute faster round-trip-time than this despite being only ~400 meters shorter
38 seconds for landing AND takeoff in one?
Yeah that's definitely not right
yea, it sped up after like the 10th roundtrip
drones will rise high enough to go above enough terrain
at start is was more like 45-46s, with a 4m44s roundtrip
if your drone port is at the bottom of a ravine, that will be different takeoff / land time compared to one on a mountain
then suddenly it dropped to 4m30s
Like I said, the docking and takeoff time is nonsense, that's why I stopped even measuring it
could visually see it spent less time being still in air before landing
i can't be in two places at once, so i need to account for it
still, too much of a variable tbh
My wiki numbers are definitely accurate for actual travel time
yey phase 3 done
i dont think fuels speed up the speed of drones ascending / descending.
From what I've seen the fuels only affect horizontal speed
if i take a drone port on a mountain, the drone barely rises 50m aboe
even if the landing/take off speed was 51s total (which i did not measure up close to at all). the speed would be 8800/168 = 52m/s its sitll not even close to being 100
ok phase IV stuff is scary i mean receptures XD
There's definitely a factor of two sneaking into your time measurement somehow, cause like I said I measured a 40 second one-way time over roughly your same distance, which should mean an 80 second round-trip-time not 160
i wonder should i save up phase 3 parts? or sink it all.
since i wont be starting particle stuff until 20h +
I would share my testing save but I hear it's against the rules here
how are you measuring flight time from A to B only?
cause i cannot see the destination
start stopwatch when the drone starts flying (horizontally), teleport to other drone port (either with portal or respawn), stop stopwatch when it stops flying (horizontally)
about aluminium should i just manualy (or as much manualy i can) make it first or get drives alternatives first?
by manualy i mean to unlock stuff like blender (idk if it is needed for alts)\
i wonder if i should go for this reicpe
i cant even properly test my own drones because they wont fly a straight path between ports on the same height with nothing inbetween 
it would rather fly down toward the ground and then back up than just going from A to B
Yeah I do think it's worth noting that while I am confident my speed values are correct, knowing the exact speed of drones probably isn't that helpful for actual efficiency measurements because realistic drone setups are going to have the drones flying in all sorts of crazy paths that would make a linear speed measurement useless, not to mention the extremely unpredictable docking/takeoff times
made a shorter run. 1428m one way, 2856 round trip. time takes 2m37s 1m37s spent landing/take on either end. leaving 60seconds. 2856/60 = 47.6m/s
That's not a grid-aligned straight path
The drones aren't going to fly along the straight line between the ports your distance measurement is assuming
it would have to take some hugely roundabout route for that to become 100m/s
My point is we're trying to compare different measurements here, of course they're not going to match
this is the path it takes
The original wiki numbers probably measured it the same way you are
which shows actual times and speed you can expect
even if i time flighttime only like you, its 30 seconds
Did you do the this type of measurement with that setup?
1427/30 is still ~45m/s
i can see the drone if i go into the middle
no teleporting or anything needed
can see both ports without turning
stop watching flight time, been 29, 30, 29, 31, 30, 30
which is probably my own error at stopping
but its consistent
Are you starting it when it "lifts off" from the platform or when it actually starts flying off horizontally?
when it stops wobbling and starts flying
wobbling?
yeah its doing some funky dance before landing
Well just to be sure for travel speed I'm only measuring when the drone is moving along the green line
yea
those are toilets
Give me a bit I'm gonna try setting up that drone path in my test world so we can compare actually equal things
i clipped the full flight roundtrip, but... the file is like 5gb
6k not good for video :p
the drone does brake a bit before arriving to hover before landing, so i guess the speed isnt exaktly 45m/s
i may have a better method
but its a few seconds, like 2 seconds on either end from what i can measure
which takes speed up to around 55m/s
on average
average speed if you include landing and takeoff is like 15m/s :p
Yeah like I said lol
yea most important bit is kinda how much faster each fuel type is i spose
The relative differences between both sets of numbers are the same I'm pretty sure
Same drone port placement, same path taken, ionized fuel, 15 second one-way time
Interesting
You sure that drone's using ionized fuel 🤣
how are we off in time by a factor of 2?
you gotta be stopping way earlier than i am
ionized is like 105 m/s
my number from the game data was 100
im trying to repeat my test a few times
also, do we know if the distance between ports is the flight path or the shortest diagonal?
Actually mine also says round-trip-time 2m36
So we're definitely just measuring from different points
How does this happen?
The factor of 2 different is still very suspicious
its an average over time
CONVEYOR THROUGHPUT MONITORS HAVE A GRAPH????
It seems like it's averaging all the numbers shown on the graph, right?
yes
yeah :D
I have never even thought to interact with them I guess 🤣🤣
ok yep 100 m/s
Ok so McGalleon and I (and the game data) are all saying 100 m/s
so the actual brake time before landing, when timed the way i do, is actually halving the speed average
So the question is where is @meager kettle's mysterious halving coming from
its gotta be diffrent points when we decide its stopping to land
my speed test is pretty reliable because i just let the drone fling me and then use the ingame debug screen to show velocity
when i am flung off, i am moving at the same rate as the drone
Oh so we actually have a third independent measurement method that's also giving 100 m/s
well two
I'm counting the game data table as a separate one
Rocket Fuel 75 m/s
well, seems i was wrong
exactly matches my number
In the interests of full resolution I am still curious WHY you are getting different numbers
Uranium Fuel rod apparently 80 m/s
if i stop where it is on the left vs the one at the right like i was doing. speed comes out to around 90m/s
game data said 90 but still close enough
and if i shorten distance with about 20m on either end, its kinda close to 100
yeah no i misread. it was 90 m/s so checks out
nice
Plutonium Fuel Rod: 100 m/s
Yep same as ionized
now i feel kinda bad for telling ondar to revert the numbers
neat detail: apparently the fuel type changes the exhaust flame color
yea
also got that data from the game and put it in the wiki table lol
Ondar didn't revert that part at least
Speaking of, @deft lichen we seem to have come to a consensus that the new numbers are accurate travel speed values
Perhaps it'd be worth adding a note that they're not useful for estimating actual round-trip times though
Standard Fuel: 50 m/s
no, the landing times are inconsistent, and also seem to get faster with time
happened twice now, after the drone done a few roundtrips, like ten or so
the roundtrip time drops cause its landing faster
Yeah that's why I said even the exact speeds McGalleon is confirming aren't useful for round-trip measurements
There's too many other variables
Yep same as rocket fuel
Hey ! I'm wondering what, after having the technologies to extract ressource well, do in this area ?
i am building a turbo fuel generator (500m3 per minutes) in the blue crater)
the blue crater is great for Turbo- and/or Rocketfuel
yes, i'm doing it ; but what usage to do with the other oil well ?
I think I converted a complete pure node to RF the last time and never used the rest... my plastic/rubber production was on the West-Coast
Ive re-added the fuel values to the drone page now
thank you
RF ? what does that means ?
Rocket Fuel
oh ok
(Nitro) Rocket Fuel to be more precise
i planned to use all the heavy oil residue of my energy plant power (blue crater) to produces rubber and plastic
@meager kettle I finally managed to put together a full video of what I'm measuring if you're still curious
yeah you're starting and stopped much earlier than i was
I guess my scribbled diagram wasn't clear enough then lol
at least we have like 2 independant tests now agreeing on the values
whenever i ran my momentum test, i always arrived a few seconds before the drone due to the detour it was taking
i guess coincidence had me measuring it more or less indentically to how they get numbers before
Would be great if someone with a lot more time on their hands could figure out exactly how the exact docking/takeoff times work
i tried to go for a pretty straight line after jumping off.
while the drone took a dip down the valley
Yeah you can kinda see in my video I have a very long straight line of world-grid aligned foundations I was using to avoid that
mine were aligned too
but my ports were up on the highest mountain in terms of verticality
and the drone decided "you know what? going down there is much better than staying up here"
On the other end of my line the drones actually dock into the ports from below lmao
few meters diffrence of a diagonal and straight line shouldn't affect results too much, but timing it so diffrently would
At the end of the day, the drones just do whatever they feel like
lesson learned: fast fuel make drone go brr
Yeah really the most useful piece of information (and one that both sets of numbers agreed on) is that plutonium/ionized and rocket/batteries are equal
drone fuel stats
Yes I am the one who put in 80% of that table's info lol
gotcha
Oh btw @oblique hollow were you testing in 1.1 or 1.2?
1.1 actually
I didn't test all of them but it seems they did not shadow change any fuel speeds in 1.2
what mod is this
mods ? the maps is this website : https://satisfactory-calculator.com/fr/interactive-map
i mean the buildings showing up on the maps
oh you can import your save in the website
oh i thought people modded for it to show up ingame
You can see nodes in game on your map if you use radar towers
i just wanted to see my buildings 🤷♂️
Alright, great. Was there an error in measurement?
Moreso just confusion over what exactly was being measured in the first place
McGalleon updated the wiki already
guys do i need valves or anything for this pipe setup?
the last machines get barely any fluid
Here's the advice I've got saved which will nearly always get you to working 600/min. IMO it's good advice even below that point, though the system is usually more forgiving before then. Note of course that people have gotten working systems while ignoring large swaths of this, and occasionally due to build styles or other vagaries you might still have problems even with all this. But IME it's nearly always "the pipes Just Work":
- Keep the system as simple and short as possible.
- Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
- Feed fluid from above, so gravity does part of the work for you
4a. Avoid valves entirely (they've been improved for 1.0, so this one might not be as important, but you still don't actually need valves)
4b. Avoid fluid buffers entirely (except as buffers for train lines, where they are rather necessary) - Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
- Place junctions before pipes. If you do snap junctions onto pipes, dismantle and rebuild the pipes afterwards.
See below for an example of 2+3 specifically. And of course, as mentioned, the fluid simulation tends to be more forgiving as the rate goes down, so keeping your pipe systems below 600/min is another option too.
Oh, and since we're in a channel with embeds, here's that image. :)
Keep in mind that the possibility of flow problems does go up as the number of machines in the manifold goes up
I expect 14 should be fine, but it's not impossible that you could run into some issues
thats the setup
Yeah, it looks like that's not following points 2+3. 2 in particular is nearly always necessary at those scales
You can feed from below like that, but be prepared to encounter problems while you work on the system. Using gravity to help get liquid into the machines can be quite helpful
yea that would have been the next thing id try
il just connect the input at the last machine aswell and "loop" it
But a looped manifold is generally more important than even that. I know CobaltOfDoom does looped manifolds "under" machines and then feeds from above (with the manifold egress going "underneath" the top loop still). But I believe they say they don't necessarily recommend it. :)
Ah yeah, stuff like: #1484524638993121310 message
(that'll say #unknown until you click; it's just a Questions-and-Help thread, and discord doesn't really load the details until you've joined that chat)
damn quite alot of information thank you so much
i think il just loop it this way and see what magic happens
Hey ! I have a question, do train are really worth it ?
i've done some testing and i have the impression that even if we make, for example, 120 item/minutes in input and at the output, the total item rate is way lower than 120 item/minutes
trains cannot lose items. If what you said happens, that means you need more trains, more cars, or better buffering
but if built correctly, what you put in is what you get out
ok ! i will do some more testing !
Trains are kind of the game's primary logistics method for high-volume transfers. The throughout rates for a single freight car depend on factors like the item's stack size and the round-trip time of the route, but a single freight car can support over a single belt's worth of throughout if the situation supports it
And of course if a single freight car can't support the throughput you need, you can always add more
One of the biggest advantages is rail re-use. When you put down a new route, it's probably just carrying material for that one transfer. But then when you add more trains over time, that one bit of rail can carry a staggering amount of material
get rid of the valves as well
but you're feeding liquids from below which often causes issues
Might be dumb question but how do you figure out how much of a product you should produce? Ive always guessed in the past but like, ive just been lazy this save and use coupons for most of my materials so now i have to take a huge project and produce everything i've been procrastinating. I dont want to eat like all of the maps recourses though
heres a current list if anyone has suggestions
so im planning on going for 10/min of all t4 and t5 items, would u guys say 1000/min of each t1 items will be approx enough?
You can usually finish the game in one or two biomes. If you are able to make 1 running machine of an endgame product, you're making enough materials.
And then there's people like Amin who like to challenge themselves
the problem is i always talk about t5 items etc but i never actually really know what those include
thats what i got so far
but i bet i forgot some important stuff
the only way how i could get a feeling on how much t1-t3 items i need is by making a planner for all t5 items, the website literally about to crash lmao
I am thinking of making swamp as place to make phase 4 space elevator parts, while i plan to make stuff like computers. heavy (basicly phase 3 stuff) in separate factories and ship it with trains/drones. Is this bad idea? i mean logistcally
i got base on dune desert so there mess
seems fine
il just start of with 1000/min of all t1-t2 items, and 100/min for t3 items
The BWD is the only space elevator part there, you will need Nuclear Pasta, Biochemical Sculptors, and AI expansion servers
Plan them out one at a time
yea not planning on automating them fully, the only reason bwd is there is cuz of awesome sink points
Also how much nuclear pasta per/m is decent amount?
Ibwas looking a bit in its recipe is 1/m enough (without sloop)
1 machine makes 0.5 per minute and you need 1000
i automated everything already, im moving my base to a megafactory now tho and having problems to plan my factories now.. no clue how much i should produce from scratch
For elevevator with sloop its 2/m so 500minutes
I gonna need 100 for phase iv
Cool, so just plan to scale it up or let it run.
Not sure how big is particle accele plan to have design so i can always slap more pressurized prod and then more pasta
I am going to abuse sloop for it all xd
If you want to prototype a floorplan, there's options out there.
Thought i might slop pressurized since it costs 2. I might consume all the copper
What?
I am yet to do aluminum thought so it will take a while
Good to plan ahead. How is your power supply?
Since I plan to make dedicated factory for computers, heavy.
Also rocket fuel power plant on lake next to green zone
Only 9k planning to rush rocket fuel/turbo with blender
You don't have aluminum but already have blenders?
When I get aluminum
I mean I could hand feed produce it
It's more of matter of choosing recipe and then delivering stuff
Since I might need to belt quartz
I've done computers in Dune desert maybe once. I trucked over a bunch of Caterium from the eastern edge to the quartz nodes in the north.
silica CBs and crystal comp is good for the dune desert, good chunk of crystal nearby
I am doing d
Silica circuits and normal computers at my base I guess i can definitely increase circuits amounts so I guess I could make more there
Same with heavy I don't have a lot of ores used there most of pure ones and most miners aren't overclocked I guess I can expand some stuff there
how do i get 120 screws per min
by using a 3 simple rule
120/390 x100 = %
target over base rate times 100 to get the %.
remember your math classes
okay i just kept messing with the buttons and i got it so its 30.7693
you really really want to try to remember the basic maths for this as you're going to have to keep doing this over and over
well i would love to run stuff at 100% but i dont have fast enough belts so i have to underclock
that has nothing to do with running thigns at 100%
the base screw needed for the recipe at 100% is 390
and you want it to be 120
so 120 divided by 390 , gets you a decimal
yea it does when i need 390 items and not 120
then you multiple that by 100 to get the %
I'm trying ot explain to you a very basic method to find the exact clocking you have to set to machines in any situation
instead of just wiggling things
oh
so
Number you want
divided by
Base number
times 100
= % you need to set thigns to
so if you wanted it to use 450 screws pm instead of 390
it'd be 450/390 x100 = X%
and remember to round up the 4th decimal if you ahve furtgher decimals behind it
ik it saves me a lot of time but i feel like i can replace all the trains with conveyors and just make my life a bit easier with the downside of efficiency and resources
if you acknowledge trains save you time why replace with belts?
it takes less time to set up conveyors than to set up trains. For trains you have to put every input that goes into the train into account like how many per minute, how many cars you need and if you add another input its not as simple as just adding it to the route you have to adjust ur other inputs because of the increase of time to reach the station. I dont want half of my playthrough figuring out my train stations if i can just make a cool conveyor bridge and just transport items through that. There simple and easy to track
sorry if my punctuation is bad
you can easily zoop foundations the whole way and print towers on them connecting them.
it's pretty fast to set up stations, 1 belt per platform tends to work, at worst you might need a second train on the route
you can also then reuse the same infrastructure to new factories really quickly
instead of having to create dedicated belts that really can't be changed or reused
how do i compress pipes like a belt compressor?
you dont
you really want to avoid interconnected pipe systems
like really really
clock your machines so they output what you need on each pipe
thats the thing this turbo fuel recipe sucks if i put the output i want then the input gets all wonky
these pipe for this RF plant are driving me nuts lol
Nitro rocket fuel or normal
normal
What's driving you mad?
i did the normal recipe to save on sulfur, the turbo fuel is what's driving me mad, because the numbers are so shit
I really should make some turbo. I always skip it. Im always at a lose to help ppl.
im not doing myself any favors by trying to make 7,500 rocket fuel per min
Certainly not
gonna be 450 GW tho
im only making 2400/min 😭
man i can't go past that honestly it's just too much
i dont blame you lol
haven't really even started on the architecture but sooo many machines
What are you planning on using all the sulfer for?
i still have 720 fully overclocked gens to make
math??
ive got the whole platform filled out by now but this the size of 384 overclocked 150% generators
i plan on also doing a nuclear plant using all the uranium in the world, idk how much sulfur that uses but i should have plenty left for that
what fuel do you use on that 👁️
this is about half
rocket fuel
im pretty sure there's a small amount of sulfer in the world
i second this
yeah so about double the amount of gens then fully overclock them and thats how many i need lol
Too little too scattered
yeah it's just one more step in processing for more power
though just fuel gets you through the game
midgame i mean
oh alright that should be fine, i think you're only using 3750
oh dope
I was like seeing it and it doesnt seem to worth it at all, at least where i'm playing at, the northem forest
oh is this the original recipe not nitro fuel?
you got like 2 impure nodes of sulphur only nd i guess they'll have better uses laater on
im recycling the compacted coal from the rocket fuel back into the turbo fuel
ic
northern forest early game is so terrible
but yeah just move south and there should be some
if you're at blue crater it's also just south
yeah those are the 2 i'm talking about lmao, 2 impures
? it was 1 of each purity for me
1 impure 1 normal and 1 pure
what where's the pure at?
and thats still not the exact number, i have 90 Somerslooped to 180 otherwise id have to go out of my way to grab 1/8 of some random node far away
Ahhhhhhhhhhh
that's way too far away 😅
i mean you may as well just set up a long poewr line string and travel there
there's several oil nodes nearby and some coal and sulfur
also nitrogen gas just west
all you man, just build it wherever
Ye, it was just the thing for what i wanted
i have everything crammed together working at the most effiency i could get at tier 6
i guess for simplicty i will go with normal fuel, and use the other stuff for later cuz there's really no sulphur arround
and there's a LOT of pure nodes of fuel
and water
anyway thanks for the help
just have to bring in materials and connect some conveyors, literally the only hard part was making the gens
they are a bit more inland from the top of that map section in a small lake with some geysers
Hey engineers. I got tired of trying to figure out how to split input between two recipes evenly with no leftover. The current online tools require you to change outputs until you get the numbers you want. So I wrote a script to help. It will ask for your total input and the required input of your two recipes then tell you how many of each machine you need (you can even ask for every possible setup with remainder 0). You can also get info for running machines at 50% and tell it if you have a required minimum input (i.e. you want to produce 240 aluminum plates then calculate how many aluminum ingots you need to input). Please check it out and give me feedback. I hope I made the instructions as clear but if not please let me know. Bonus points if you broke it somehow, I spent hours plugging in different numbers trying to break it. The code is on Github you can just copy and paste it into an online python compiler but for those that want the simplicity I also made a downloadable executable.
https://github.com/WaheelaWalker/Satisfactory_Input_Optimizer
As of now I don't need to split inputs among more than 2 recipes or use increments smaller/larger than 50% but if there is a desire for it let me know.
Is this just to get around clocking?
@random plume
oh mb i didnt see
What are the tools you're comparing this to? ^^
Ie: what different tools did you try before trying to make your own?
what calculator is this?
satisfactory modeler search it on steam
thank you
hi, is there any good site which will help me with buildin mine factory? I want to make computer factory (like 50/min) but i don't know how i should do it
just calculate backward from 50/min and figure out how much you need
yeah, but I don't know how to arrange it all to make it work well
it's done, now to let it stabilize
@vapid gorge I mean I'm a way however you can calculate your required materials at a certain clock speed then plug it in to the script. Say for instance you want to make iron plates and iron rods. It requires 30 and 15 ingots respectively. If you have 2250 ingots. You would get a result of 50 machines for iron plates and 50 for iron rods but if don't like the idea of 100 machines you can plug in the 200% input requirement of 60 and 30. Then you would get 25 and 25. So it's really for any amount of input over locked or not.
how satisfying
Satisfactory calculator and satisfactory tools. Now satisfactory tools does have something similar with maximize. However it will give you just one option. I wanted to know all of my available configurations. Especially since ever time I get to aluminum because there is not much to put it towards I have no idea how much of everything to make and I end up having a bunch of aluminum backing up which messes with my power consumption so I'd rather have everything running at peak capacity instead of turning on and off.
will this properly connect to both sides?
yes
If you haven't tried it already, I think you'd be interested in checking out Satisfactory Modeler or Satisfactory Optimizer ^^
They both provide different calculations approaches, with Optimizer being the one you can fiddle the most with and Modeler being a bit of a bridge between Optimizer and SFTools (still on the side of manually creating the recipe chains though)
guys im struggling with simple logic right now, i have 20 refineries i wanna overclock them to 30 in total. if i overclock 4 of those 20 to 250% would i have 30 or 26?
4 on 200% is equal to 8 on 100%, plus another 50%*4 which are two on 100%
so you would have 30
wait im actually dumb, you should have 26 then
because every 200% machine is like an extra one, overclocking four to 200% is like building an additional 4 machines, the extra four times 50% is like an additional two machines, so in total 26
my bad, can't do my own math plus side math at the same time 
I have 12 foundrys, 6 making 270 steel and the other 6 making 270 steel but I only have a total of 90 conrete at the moment how many steel beams can I make with 1 lot of 270 on one row and the next row also steel beams then to assemlbers to make encased steel beams I cant seem to figure it out
Use tools
Its pinned to this channel
i was trying to use that but shits js confusin me
I'm afraid there isn't anything that's easier
what specifically is confusing to you?
js the way tools works bcos Im tryna get it so It tells me how many encased beams I can make but when I input the steel beams and then the encased it wants to split only a few beams off and the rest to stay steel
share the production line using the blue share button so that I can understand what the issue is
I havent set the amount of encased yet because I dont know how many I can do https://www.satisfactorytools.com/1.0/production?share=5NGhpM2o5YVazrVDQBPR
well here you told it to make 67.5 beams and 1 encased beam, and it made that for you, what's the issue?
I dont want to save beams I want all my beams to be made into encased
then remove the 67.5 beams
because at this moment, you told it:
- I want to make 67.5 beams as output
- I also want to make 1 encased beams as output
so it obviously needs to "reserve" the 67.5 beams for the output you want, and then converts the remaining ones to the encased beam you requested
set an input to how many beams you are making pm, as the only option, then maximise the encased beam from them
Wouldn't building separate factories result in the same amount of ore being wasted?
Ore is never wasted unless you sink it
I first set up the factory where everything is produced on a site, then I built separate factories for each item one by one, and then I combined them in the modeler. However, while I need 600 iron ore, now 600 is not enough in the modeler.
Greeny had said the same amount of ore would be lost, but why didn't that happen?
Even if you sink it you get points for tickets
For the same output rate, one requires 1000 units of iron and the other requires 600?
It'll depend on the recipes you choose
I created the exact same schematic diagrams for the modular factories I designed for the logistics website in the Modeler application; all the descriptions are the same, everything is identical.
