#math-and-meta
1 messages Β· Page 393 of 1
It's just not useful information to help you :\
Neither of these calculators are known to make mistakes so if they differ by more than like 0.1%, the plans are not identical
Here, I calculated the amount of iron needed for each of the factories I built separately, and it came out to 1058, which is the same amount needed for the factory I built in Modeler.
I didn't add all the fractions together; the difference is insignificant.
and all the necessary alternative recipes are opened
@wind spade As you said, I built modular factories, but the amount of ore didn't match.
Then you had math error
(Or didn't use the exact same recipes, etc)
how
If you're using the same recipes, it is impossible for there to be a difference in ore consumption for a given set of outputs, regardless of whether you chop the factory up into small bits or keep it all in one
But I did everything exactly as you said.
I think I understand the problem; is it because two steel pipes are produced in the larger, dependent factory?
If your "modular factory" design didn't also use those recipes in the same ratio, then yeah, that could account for some differences
That's what I mean by "if you're using the same recipes"
Producing the same products in different locations is probably the reason for this.
No, the same recipes are opened in all of them.
To avoid any problems, I cloned the factory and removed all products except the one I wanted produced there. I repeated this process until all products had their own factories, meaning they were all identical.
plug it into tools, it's a reliable one
Well, as we've said: so long as you're using the same recipes in the same ratios, there cannot be any difference in ore consumption unless there's some other kind of user error
I've never used whatever tool you're using there, so maybe there's a bug in there, I suppose
Ah, now I understand the problem! I prevented the same product from being manufactured in two different locations within the large factory, and now I need the exact number written on the modeler.
Hmm, I guess limiting ore levels is a bad thing.
Okay, I understand the problem now, thank all of you for your helps.
Looking for some opinions, Iβve been thinking about consolidating all of the bauxite nodes into one big factory to process into aluminum, is it better to consolidate it or just make separate factories closer to each node
no right answer, it's however you liek to do things
do you even need all the bauxite?
Honestly not sure yet
How can I convert such a factory into modular, independent factories that use two separate recipes for one product?
@left niche and @cinder silo both did this not long ago. looked like a pain
have an input of part of the item come in from a different direction?
Yes
While you can and gathering all the ore into one location certainly works, Take your estimate on how long the logistics will take to lay down and at the very least, double it, you're considering a colossal build.
do trucks produce waste if i fuel them with plutonium fuel cells
No.
Id just like to ask where you found this calculator @tropic zephyr . as per how you make independent factories in modeler im still learning that the community tab in modeler discusses the outposts and blueprints features inside modeler. which can put your entire world into one modeler file. I'm in the process of condensing my save into one file.
Excellent. @tropic zephyr once you put any of your factories into and output it will tell you when you have a negative balance.
it is satisfactory logistics
awesome
Satisfactory Modeler is excellent for this; your entire world can be contained within Satisfactory Modeler, meaning it's a great place to perform all your mathematical operations. However, I first use Satisfactory Tools or Satisfactory Logistics to plan my factory, and then I draw the schematics of those planned factories in Satisfactory Modeler.
I mostly use only Satisfactory Tools... and do the rest "by hand"... works out reasonable most of the time π
I think doing it this way will give the best and most certain result, but I'm a bit lazy about doing it manually, so I use multiple programs.
I liked to dable in machine placement to get something within a certain area...
How did you make your lines all straight?
Thanks.
Oh whoa everything looks so much... cleaner.
yeah :D
i was just looking for that and could not find it.
well what
im making a "city" with a bunch of roads. what would be a good way to distribute fuel to the trucks? would I just have to have a belt that goes underneath all the roads and distributes fuel to all the truck stops? bc that makes me sad lol
trucks delivering fuel works too
Right? The answer is staring you in the face
Im considering that, but thats an extra truck stop at every single building
which is the reason I didnt want to do it.
Drones?
im not entirely sure yet, but some of the buildings will likely be much smaller than the big ones.
i mean the travel distance isnt too far which is why im thinking about using belts
the roads are taking up about half the dune desert atm, and ill probably expand to cover the entire thing. so drones dont make a whole lotta sense. trucks moving fuel definitely sounds like a good idea for longer distances from the fuel production building, but that would mean smaller buildings would require an extra truck stop. unless I leech fuel from a nearby larger building which does have a fuel truck stop.
thats probably what i will do. use a fuel truck and a few belts between buildings for smaller buildings. tysm for the help!

is the impure or pure nodes better
that depends
do you mean "better" as in "can mine more raw resources"?
do you want your answer or not?
this is frying me lmaooo
no idea why you're behaving this way towards people that want to help you
just ignore him hes trying to waste your time
I mean the two minutes for code compilation don't give me much to do anyway, so it's not really wasted π
yeah but youre just giving him what he wants
does anyone have a graph for aluminum water balancing using the coke scraps recipe? rn somehow i am introducing less water than necessary yet i keep getting overflow dropping efficency thx prior for any help/resource to get infos
omg thx a lot
just starting to really get into teir 4 and 5. should i make more steel beams or more steel pipes with the limited resources i have at the moment?
do you need more of them?
idk. I kinda have a design process in mind right now so i dont really want to have to expand it in a days time. If my math is right. From my 720/min steel production, i can make 120 steel beams and 160 steel pipes per min
i think MFs are gonna be the choke point anyway
don't make things you don't yet need π only make what you need now
I need versitile frames and automated wiring
then make those π
i fixed the problem 3 per second loss in my swamp project.
is this worthit?
it's one of my favorites
I will take it but i doubt im gonna revamp my encased beams factory for it
might use it for my motors tho
nah, just keep it in your back pocket for later
um with 1440 iron ingots per minute post phase two starting phase three what should i be focusing on? modular frames & motors?
focus on whatever you don't have automated tbh
yeah
well i just tore down my entire iron factory
im suprised u dont have a modular frame factory already tbh
i did but i tore it down to make it better
make sure u have all the basics automated first tbh
how many u aiming for now?
50% more steel from same amount of resources. What's not to like :p
well its 480x3 so maybe 480 goes screws 480 goes rods and 480 goes plates
is it worth getting it before i make my motor factory
it all depends on how you feel like making it. it couldnt hurt to have it
yea I'll take it just tryna hyper tube launch to where my factory will be but its a pain making it there
bro theres just no way i have to use 40~ constructors to make 480 iron to screws (using cast screws)
theres over 300 constructors and 100 assemblers and over 100 smelters on floor one of my megafactory, i think youll be ok
no coal nearby should i just not make screws at my iron factory
probably closer to 500 constructors actually
whats an ideal amount of motors pm to go for?
whatever you think is good
js started phase 3
however many you need tbh. i've made it to late phase 4 with 2.2 motors per minute
how ?
fully upgraded DD. i only have ever had an issue whenever i go to spam fuel gens with RF lol
i think im gonna be doing 30 motors? i cant remember
i'm also not the fastest builder in the world so your mileage may vary
whats dd?
dimensional depot
im guessing motors is important for the fuel in phase 3 too??
they're important for trains, fuel generators, and later advancement
@tropic hazel i told a tiny fib. i looked on my map XD
Lol
Slowly Becoming a plague on this world
I'm trying to build a factory housed inside walls, which i'm not very good at
I noticed this gap between the framed windows and the half foundations above them
Is there such a thing as a quarter foundation, or is there something i can do to close the gap?
You can use pillars
that's right, they can go vertical or horizontal
thanks for that suggestion
no gap!
all alt recipes are useful in their situation π bolted is very compact, coke steel replaces coal with oil
hey question, my rocket fuel gen pad with how big it is will end up going out into the zone where it starts to kill you, if i build out there it wont effect it from functioning correctly right?
should only affect you
you can also jsut build upwards instead, make more floors
well yeah i wanted to build this part all flat though to really show the sheer mass of the gens and to better show off my gen blueprint design, i think ive just decided to cut the leangth in half and just go twice as wide
yeah I'm just not a fan of massive fuel stations
yes im aware you've said that before lol
Just attempted my first vertical factory to make 8 motors/min. How did I do? Any suggestions as to how I could improve it in the future?
Oh god i regret it already
well yeah
im to deep into it im finna add a entire grid to the map
what does adding a grid have anything to do with it/
so i can input/output anywhere in the map
and all you've got is a zooped line of foundations with 1 belt
that's nothing
especially if you're using AGS
what does ags stand for?
advanced game settings, seemed like yo uwere for a bit
but yeah, 1 zooped line of foundations, 1 line of belts is... not deep into anything at all
there is 8 lines connected
if you are wanting to do it this way why are you not using blueprints and auto connect???
i am
hi everyone, i vibe coded my own satisfactory calculator since existing calculators were lacking certain features i wanted (namely the 1.2 game settings and adding somersloop to machines in the production chain). i thought it was way too cool not to share with the community. let me know what you guys think and what i should add next!
satisfactory.eshahrestany.dev
maybe an automatic ID button if it does what im guessing (a form of exporting and importing the calculator) and autosolving since having to click solve each time feels a bit tacky
also doesnt tell you what belt you need which for me isnt a problem but im sure its a problem for certain users of it
oh and i cant tell if this is supposed to look like that
okay thank you for the feedback
i actually need to take it down for a sec while i make some changes
this one wasnt important so dont stress yourself over it
Is there actually math in satisfactory
Iβm ass at math so please tell me there isnβt
theres a calculator
and tools to do it for you
the math in the game is very basic even then
@limpid robin buttons are still a bit finicky but then again, not the biggest deal in the world but i do also have a bit of a problem with not being able to exclude certain recipes / machines (eg: being unable to remove it using a converter)
Oh alright
iirc you can get the ingame calculator by clicking n
how much plastic and rubber should my next factory make per minute combined?
- 6400
- 10,000
- 16,000
- 20,000
the answer: how many do you need?
an amount a lot more boring
why not make the amount you need then?
bruh
Have you tried SF Optimizer yet? ^^
(It's on GitHub)
Hello!
First of all, I love the design.
Secondly, I don't know if the feature is actually in or not, but I would like to be able to "disable" some machine so that it doesn't give me any chain that contains it.
For example, to test the tool I've put 10 HMF and clicked Solve, the tool created a chain where it uses some converters, I would love to be able to disable them.
Same with ores, just like other tools like satisfactorytools do.
Except that, I find that's a pretty good tool
for this could I just chuck all the rods onto a manifold and do it that way?
even if one side will "fill up first", the Assembler will block after a while, which will balance the manifold
or the input of the Screw-Constructors will
would it eventually end up being 100% efficent?
with the stack size of Screws it "might take a while"
at least do yourself a favor and do NOT manifold the Screws
you could also make two groups of rod constructors, one making 50 for rotors, one making 62.5 for screws
I just remembered I have cast screws so im looking at the layout for that
eh, it's still fine to do so, by the time you're finished with the factory, it'll already be half-filed anyway
there is a reason why "you are screwed" is a well known saying in Satisfactory
screw hate is very much overrated tbh
tbh its the same "issue" with Quickwire... if you just produce them more locally you are fine with both
tbh If I chuck all the iron ingots into a manifold which then goes into the line of constructors of rods and screws and then seperate the screws and rods
use whichever you like. I mostly dont mind machine Quantity so i would not use Cast screws
yeah, there's no difference between wire/quickwire/screws in that regard
put three Constructors for Screws besides each Assembler (one underclocked) and the issue of Screws go away
I have a steel ingot -> steel rod -> screw and pipe -> rotor blueprint for that reason hah
BPs are insanely useful for small modular machine groups...
even though the space use is slightly higher but it is worth it
I also have one for stators
came in handy with having to build 375/min worth of motors lol
just wait until you progress to Motors and Turbomotors... it gets even more insane π
this is labeled lol
I tend to add labels to the inside of my BPs... so I can read later what they need as input after using them for a while
I love when newbies say "all this" and it's like a dozen machines π
its a lot to me ahahha
Both.
not really been bothering to make any factorys look nice tbh
For sure. As you play your perspective will shift. 2km away will begin to feel close. A large factory will become a small supply building
Yeah I did oringially try a hypertube launcher over to my motor base but I kept dying so I just made a fat long line of hypertubes over addded onto the launcher
I typcially take the train everywhere π
getting enough Motors and Modular Frames can be really annoying when you aim for trains... thinking about trying a new run when 1.2 hits stable to test out trucks
Im lucky enough to have a Desktop and a Laptop that can play the game. So ive been tinkering in creative mode. The new vehicle pathign is nice. I imagine they will take this and apply it to trains eliminating signal issues.
I like working with train signals
i like them but the bugs are frustrating. When learning i though I was failing but it was just placement bugs
Trucks are feeling real good in 1.2, it's something to look forward to
Haven't tried fluid ones yet, but I'm excited to unlock them
I used quite a few fluid trains, so I am curious about both solid and fluid trucks...
@long bridge I essentially make one Googlesheet for a world. every facility (separated via Power priority switches) has its own page in the book. this allows me to record all resources gathered and parts produced by a facility
this allows me two LINK pages when resources are sued between facilities.factories
this world got out of control due to my mental state adn i gave up. Last world i have a 26 page document
there is many Sheets made the community online already you can use one of them as a starter and get ideas of how to make your own
Is there a website with the community made sheets? I have an idea just not sure how feasible, although separate pages could definately help
no clue. I havent looked into it since Early access
still waiting for it to be running at 100%
exponential waiting time...
yeaa its taking its time sadly
there are a couple of tricks to reduce wait time, e.g. switch off the first machine in the manifold as soon as the input is full...
continue until they are all full... this way you reduce the exponential to linear waiting time
I'll js let it run it works atleast
I think I remember waiting for a 16 long Wire Manifold for some Rotors... -.-
daymnn I mean now my motors are being made Im redoing my encased beams
welp I got shit for using normal fuel instead of diluted fuel lol. I need 194 plastic and 75 rubber / min to automate all the stuff I don't have automated yet (computer, ai limiter, HMF, ACU, modular engine, circuit board) and I figured I'd make a bit extra of each even though I have a bunch of containers full. seem like a decent plan for my first time doing some interwoven production lines?
any advice this is gonna be my tier 2 factory in the dune desert anything yall think i should improve on
anyone happen to get why my 10 way isnt working? or if anyone happens to have a mk1 blueprint for a 10 way split, id be happy to take it/
i can come into ur world to help u if u want
Im not playing anymore
But uhm, is the loopback not working just modeler tweaking or?
just..... use a manifold
!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...
Nu uh, i wanna split
My autistic brain cant handle a perfect factory
whether you use manifolds or balancers doesn't change that factory is/isn't perfect
True, but you get what i mean
I dont wanna wait 5 hours ingame for it to work at full capacity
yeah that doesn't happen either
I donβt overproduce anything. So like how would it even fill fast
Doesnt it take like ages
1:10 splitter lol
Bottlenecked
il go crazy if this goes on
holy modular stack, this is mk3 isn't it?
mk6
i mean the bp designer
oh yea mb
allg
So then my chart was right, it was just modeler tweaking
are the lifts outside of the planner ?
nope
Your chart wasn't right. Here's a suggested non-bottlenecked 1 to 10 way split - it's just 2 x 1 to 5 ways.
If you want to have it in Modeler it can be done - just realise that Modeler wasn't designed to do this and loads of splitters/mergers can affect the calculator time.
first attempt at crude oil stuff. Made a 150pm rubber and 150pm Fuel factory, probs isn't the best i can do at this stage in the game but never done anythin with crude oil before
-# rubber is borderline useless early on
only making it for 1 the milestones and 2 js to learn how crude oil stuff works
BUT Heavy flexable frames !!!
actually now that i think of it all my poly byproducts are used for rubber. almost no plastic at all and im coming to the end of phase 4
^ what the parent call the one queer child
admitedly this is because i choose to make my ACU and computer component facilty before i used any oil
Need it for modular engines
honestly you need a shit ton for generators
17k for only around 350
Is there actual math we can get from the devs on gas functionality? Like who do I have to ping?
define 'gas functionality' ?
gas tries to even out across a whole system, and doesn't care about headlift. What else do you want?
The actual gas calculations that go on in pipes = "gas functionality"
How fast does it propagate, how much density in a pipe is enough to allow a generator to function? Volume doesn't matter in the case of a gas, unless pressure is also involved. So how much of real world closed loop gas calcs actually carry over to the game. As I already know UE is great with fluid dynamics and modeling systems. So....
there is no density, pipes hold certain volume that's it
propogation also doesn't matter, you want to flood your system in any case and you don't have any real control of that
I take my fun seriously. π€£
im the spaghetti master i have no business being in here. in my factories, conveyer belt is conveyer belt.
HELLP I HAVE A DESPERATE MATH/GAME MECHANIC QUESTION
IF I HAVE 180 INPUT IS THERE A WAY TO DIVIDE IT UP INTO 100/80?? I'm on phase two so far (i gave up on the caps lock bit lol)
1 splitter
it'll self balance
that's just a manifold π
as long as one side isn't heading to a sink it'll self balance π
the other easy way is to clock your machines so 1 group makes 100 and 1 group makes 8 and put them on 2 belts
manifolds are a life saver , you can basically use them everywhere
i just started actually making a layout of machines and stuff and not just ploping down some spaghetti
part of the learning process π
well anyway. Thank you very much Ima go do more math lol
can someone explain satis maths to me please? shouldn't the cycle time be 8 seconds not 32 for 7.5 per minute?
60/7.5 is 8 not 32
8/7.5 x 60 = 64 seconds.
that's 2 cycles. Maths out
60/7.5=8
why does that matter ?
i still feel like the cycle time shouldn't be 32 seconds
2 cycle times is 64 seconds
2 cycle times is 8 parts
i'm not as great at maths as i used to be so forgive me if i sound stupid in this convo
8 / 64 = 0.125
0.125 x 60 seconds is 7.5
yea okay
no sweat, you're just looking at it the wrong way π
if it's more helpful the parts per second on that recipe is 0.125 xD
okie
what's the main purpose of em?
To distribute parts to a line of machines
4 items every 32 seconds. 4/32 = 0.125 items/second x60 = 7.5 items/minute
think you missed its making four items in one cycle, not just one item
also, you're using wrong wiki
how? i get that for certain things but like, those are the values in game
you're using fandom, right? that hasn't been updated for ages and is not the official wiki
some things may still be true due to game not changing it, but that's still not a reason to use old wiki
i was busy and wasn't going to boot up the game to check because i've deleted the worlds that had access to that item
use the official wiki instead π
exact same values
yeah, but up-to-date wiki
aight
and less annoying popups
is there a formula for how much the energy cost increases per overclock?
i thought it was exponentially increasing
don't they say that when you unlock the shards?
acc wait nevermind i read that Γ as a + mb
its a power law, not exponential growth, in every day speech those often get confused
eg. a fixed exponent rather then the variable in the exponent
so it is or it isn't exponential?
it is not, its a power function (not power as in energy, power as in .. math)
the formula is on the wiki page
but there are no powers to be seen
(please forgive me for my ignorance, i haven't finished high school yet)
Energy usage = usage at 100% * (clock speed / 100) ^ 1.321928
The clock speed is taken to the power of 1.321928
where on earth did the 1.321... come from?
its log2(2.5), which means to double the clock speed, you need 2.5x the power
its directly stated in the wiki
(also explained on the wiki)
Or, as greeny corrected me once, log2(2.5) rounded to the 6th decimal place
Not that it makes a difference
I need to plan out Babies first nuclear plant today. Im going to setup in the swamp. Anyone have advice before i start? My plan is to sink plutonium rods
im no expert but u should prob sink the plutonium rods
@subtle wasp this guy is a never ending fountain of comedy and cheer π
I'm no expert but u should prob not sink the plutonium rods
I don't know how sinks work, but I would be real careful handling nuclear materials. Throwing them in your trashcan is not safe work practice
You give them to doggos obvi
sounds like a good plan...
Don't use fertile uranium, instant plutonium cells or plutonium fuel unit
Build the reactors above a large body of water, with enough space to fit extractors underneath or right on the surface with enough space to fit extractors right beside the reactors
recipe choices are up to you but I agree with the "build on water"
yeah, Nuclear tends to be "water hungry"...
and you might need a plan how to black-start your power if the worst happens π
I was going to start my phase 4 nuclear pasta today but realized I wont have enough power. I'm forcing nuclear as i always default to NRF since 1.0
advice is appreciated ^_^
honestly, as always - play on your own and make your own decisions π
I run a Main grid system using power Priority switches to make sure power generation is always the top priority.
generally how i roll. Just wanted some feedback to pump me up for doing it. ^_^
geothermal is also great for a "cold start"
I'm really confused by something right now. So 1 constructor is making 50 cast screws a minute. One assembler is using 100 screw a minute for rotors. For 10 rotors/minute you need 7.5 assemblers with a total 750 screws a minute. I currently have 7 @ 100% and 1 at 50%. This means i should connect 2x7 constructors at 50screws a minute to 2x3 assemblers. What will give me an total overflow of 100screws a minute right ? Then i have 1 constructor left for 50 screws a minute. What gives me a total of 150 screws for my last 1.5 assembler ? That uses 150 screw a minute. (Well omg.. now that i have writen it down it all makes sense)
don't forget you can overclock and underclock to get exactly what you need
oh, and beware that Manifolds with a high "stacking count to usage/min" ratio will take a LONG time to balance out... which happens quickly with Wire, Quickwire... and Screws
(Nuclear Fuel Rods is another thing you should better not Manifold)
tbh it's fine, as you usually don't need all the power immediately anyway
yeah, there's radiation, but if you just build the nuclear somewhere far (usually on top of ocean anyway), it's not a big deal
I think the problem would be that its difficult to debug if something is wrong or its just you have to wait 10 more hours until the Manifold is ok
Well yeah, i'm just very rusty. Before 1.0 i had a lot set up with drones, and trucks. And so on. Now that i'm back. Simple screws are messing me up π
Also i'm missing my smart splitter so bad π
That overflow thingy made things so easy for what i used to build. Working without is making it all a mess again
Sounds like Dark Matter Trap is a reasonable tradeoff if you have loads to power to burn to trade for half the SAM ore usage
If im reading the wiki right U Rods burn at 0.2/min generating 10/min of Waste. there is no Water byproduct? for some reason i thought there was (i am likely thinking of a different game)
indeed no water byproduct
ty
I am having issues getting my nuclear plant to roll at 100% (generally 97-100%) but I am putting it down as lag due to water piping hah
I think I'm going to direct feed each reactor with underclocked manufactures
I did manifold them and did take forever to come online fully but that's fine lol
if I ever try to build a nuclear powerplant again, I will again balance them... its not that difficult, regardless the numbers... and there are ways to make a balancer reasonable compact
I ended up getting balancer mods haha
not that space is a issue considering how big reactors are lol
its not that bad in vanilla... you can make a balancer for 100 receivers just with 7 belts stacked on top of each other (and one return belt)
Water byproduct comes in the second stage (Plutonium), maybe that's what you're thinking about?
likely, I havent mathed that far yet, Thankyou
Im going to build out nuclear rods, set it all up. but not turn it on. Then ill build out Plutonium. I Do not want to store waste.
NO CAPESWASTE!
for the Waste water can i feed it back into the reactors similar to Alum setups?
please don't try to use waste water from a different set up to feed yoru power systems.
why would you link those up
You can, but it's so little advisable that earlier on I was considering suggesting it to you as a meme 
ive tried nothing as of yet ^_^
you really really don't want to have your power system fed by a future step
I think the easiest/quickest solution is to feed the byproduct water to one of the Acids productions (you need both acids for Plutonium). The numbers should work out to a 1:1 iirc, with at least one of them (ie: acid production needs as much water as Plutonium production makes)
thats fair
whats the best wa y to pipe 30 pipes of 140 water into 2 machines of 500 and 8 machines of 400?
little 800pm quickwire
why 30 of 140?
aluminum scrap clocked to like 133.333333
My advice is: don't! If you need 500/min in some pipes and 400/min in some pipes, just merge together the necessary extractors right at the source (underclocking/overclocking the extractors so that the number line up) and then pipe them direct to the machines (so you end up with 2 pipes carrying 500/min, and 8 pipes carrying 400/min)
Pipes like being simple!
(Pipes also like being short -- try to build in places where you can get the water to the machines with as little intermediate space as possible)
im not using extractors for my question, i should of been more precise sorry, its regarding my aluminum waste water recycling
and due to the fact their is so many machines it also isnt very possible for the pipes to be less than like 60m
I fear this much quick wire Isn't necessary but we ball
it will be lol
good when the time comes I'll probs like train whats needed over
exactly
Ah, no worries. I always do that in "modules" and under/overclock to suit. For instance here's a couple modules of electrode/sloppy setup. (I think the electrode refineries on the top are at 100%, and the sloppy refineries on the bottom are at 75%/75%/60%/15%/75%)
i think my ||electromagnetic control rod|| factory needs like 3600 quickwire
are all the mahcines here scrap?
also im confused on which side is inpute and output lol
Sloppy on the bottom, Electrode on the top. Fresh water's coming in from the bottom; everything else gets recycled
crazy, At the moment I've just been focusing on working on getting all the baisc material factorys running like I have my encased beams at 22.5pm which I could upgrade now with better conveyers but I'll do that annother time, plastic and rubber at like 500pm i think and so on
(Of course it'll look different depending on what recipes you're using and such, but the same concepts will help regardless: build in modules and you can make nice little closed loops that are isolated from each other)
ahh electrode scrap.. interesting
i actually need to check on that i forget which recipe im using, made this factory awhile ago - it broke and now im trying to fix it
almost done the game, running on 4.5 encased beams πͺ
well if thats the case I wont bother upgrading it ahaha
This is an obviously-much-smaller vanilla setup, btw. Alumina Solution refineries at the "top" are all at like 66.6667% I think
I may have done some fiddling with the clocks so that I didn't have to worry about repeating decimal stuff; don't recall
all my basic steel basic iron and basic copper factorys are all on pause
i think there is a lot wrong with my setup... i have like 90 different pipes just for 6000 aluminum ingots per min
theres just too much going on in too small an area
What could be the reason for this ref to not "pull" the hor? (sorry bout colors, I play w/ hdr lol)
Yeah, if you're gonna build "at scale," modular is the way to go. Lets you refine your approach and correct "mistakes" before you're too far in, too
how so would you do modular for aluminum tho?
Make one module, make sure it works as well as you want, and then repeat until you're making the quantity you want
oh... fair
Essentially stuff like that first image I showed. I think each module there is processing like 600/min bauxite
i went all in immediately, 15 pipes of alumina, 40 pipes of water, like 60 conveyors π
maybe i just scrap all o this
oh yeah also 250 smelters
The pump below the floor seems awfully close to the junction behind it 
I'd start by making sure there's at least 1m of exposed pipe between any elements of the pipework (eg: 2 junctions, pipe & junction, junction & floor hole...)
If moving the pump wasn't enough to fix the flow issues, I'd be worrying about the short pipes between junctions and floor holes, below the refineries...
pumps dont pull, they push. might just need time to let it settle
also i would just pull pipes thru the floor holes, not connect to them
would this type of fuel layout be efficent in larger scales?
not with that piping :o
:p
My advice would be to pipe the fuel directly from the Fuel refineries-or-whatever into the number of fuel gens it supports (ie: rather than combining the output from multiple Fuel refineries, have each refinery send fuel to a specific set of gens). Avoid buffers, and avoid linking up pipe systems like that
a bit more resonable
that looks pretty solid is that effective If I run fuel from one refinery into however many fuel genns it can power
yeah the buffers are only there because its residue fuel and needed some place to store that so the rest of my stuff in that chain runs
you can use auto-connect to scale
The Fuel refinery will tell you its output rate, and the fuel gen itself will tell you its consumption rate. Some math will get you the answer! (I don't recall any of the numbers off the top of my head)
yeah oki I just thought I'd make a temp one but sometime once I've finished my other stuff im gonna use a specific crude oil node for the fuel
Buffers are never actually needed for situations like that, and are far more likely to hide problems (which then suddenly show up hours later when you're no longer looking at the systems) than they are to solve anything, btw.
If you want the easiest time with pipes, you want your pipe systems as simple as possible -- Buffers introduce a lot more complications than many folks realize
KISS
Keep
It
Simple
Stupid
or Keep It Stupidly Simple :p
Keep It Surreptitious, Shhhhhhhhh...
the reason I had the buffers is because once the refinery of residuel fuel gets full the whole system stops I dont 100% know why but Isn't it because when mmaking rubber it has to make the oil residue so when oil residues full rubber wont get made right?
I couldn't much get a good angle so pardon if this is a bit hard to unpack. This is a compact manifold-fed furnace stack capable of supporting 300 Iron per minute (10x Furnaces 5 per side). It took Its time backing up but it works for my uses. Id like to know if anyone has a better concept for future reference?
yes you need to clear buffers (the resource pool in the machine) at all times
You do need to make sure that all components of your fluid systems keep "moving," for sure, and if you don't have an automated way to deal with byproducts and such, having buffers would technically buy you a bit of time inbetween having to manually flush things
But the buffer won't solve that problem, it'll just make it marginally easier to deal with. Longterm you don't want to have to keep going back to flush buffers, though. :)
The best thing to do is make sure that you're fully processing all byproducts and such so that machines can't shut off in general
If you've got unwanted liquid byproducts, the simplest thing to do is convert them into a solid and then sink it.
For excess Heavy Oil Residue when you're first starting out with oil, that'll often mean converting it to Petroleum Coke and then sinking that, for instance
forgot what you meant by sink for a second
so yeah because im starting out I'd have to convert it to petoleum coke but what about when im more advanced?
One marginally-more-advanced thing to do with converted Coke is send it into some Coal-Powered Generators; that'll often make early-oil processing net-power-positive, which is nice
There's a lot of alt recipes out there which give you great uses for spare Coke as well
I mean I already have a solid coal power plant setup that works good at the moment
should I be running all petroleum coke refinerys at 100%?
And there's also a bunch of alt recipes which can kind of drastically change the oil processing in general, should you want to do so. For instance, the most oil-efficient petrochem loop has you starting with Heavy Oil Residue; that's the resource you want most of.
Sure; didn't mean to imply that you'd want to tear down your existing coal power. Just if you do have spare Petroleum Coke you don't care about, you can use it to generate even more power. :)
I know dont worry! im js gonnna sink it all for now
If you're converting HOR->Coke to deal with HOR byproduct, you'd want to be running as much Petroleum Coke refineries as you need to fully process the HOR, yeah. :)
okie thanks for the help
(honestly the newer :ficsitpepsi: bot reaction stuff is a bit much; when talking oil, the word c0ke is likely to pop up with relative frequency. Those things are better when you're not liable to have like a dozen lines in a row all getting the same reaction)
lol, triggers on a 0 replacement, too
apocalyptech, hows my new modular aluminum scrap lol
40 oil in 90 water in bauxite in and 300 ingot out
@cinder silo been whispering in ppls ear today.
Im planning out babies first nuclear plant any advice? Im going to be sinking pluto rods. making a small single impure power facility in the swamp
almost all backed up
Sinking the PU is probably the simplest for clean nuclear poer, otherwise you wind up having to go all the way to ficsonium which I feel is more for the challenge rather than actual gain.
if i had a long ass pipe but it was perfectly horizontal, would i need pumps?
Nope, pumps only provide headlift -- you would not need pumps. Though note that sometimes people have problems with long horizontal pipelines; if you are gonna transport liquids a long way, packaging or fluid trains are usually a better option
probs a stupid question but would this keep my pipes constantly flowing, each first refinery is producing 10 heavyoil residue pm and the 1 refinery uses 50 hor pm
yes, if you use up the product that last refinery using the 50 hor is making
okay cus the 1 refinery is just coke > sink
Yeah, producing 50/min total, eating up 50/min to make the coke. Seems good, barring unintentional errors and such. :)
Is this simple enough? on the far right 3 refinerys making 50 HOR Pm and the single refinery is using 50 HOR PM, On the left 5 Refinerys making 100 HOR and two refinerys using 50 HOR each
can somebody explain load balancers for me? i currently have like 8 mk6 belts that output like 934 of smth, and i wanna basically just minimize the belt amount to the most necessary so all belts cover the most possible which would be 1200, is that what load balancers are for? or can anyone give me a simpel solutions without having to do too much math and yes i know that i would need 6.2 belts, but i don't know how i would connect that ingame
not sure what specifically you want explained?
also, even easier option for you is to just use what you have on your belt - if you have 934/min, hook it to machines that need 934/min in total
its actually worse than this.. my belts have a output of 1180 and the machine im hooking it to needs 934 or smth
10 hours into the gameplay and i built my first proper factory alongside with 1200mw coal plant what do you guys think
yeah, then clock the machines so that it fits exactly
so theres not some spliiter/merging mechanism that could just fix this?
like "balance" it
there is, but is usually way more trouble than just changing clock speed
is there a name for it?
balancers π
so thats what load balancers are? ive seen some blueprints about it
yeah
gotcha thanks, thats all i wanted
load balancer basically takes X inputs and outputs Y outputs that should be all equal
but even with blueprints I would still prefer to change clock speed instead
it's way simpler and easier to do imo
looks nice, whats being made on it? also when It comes to bringing stuff from a higher level down into a machine I like to use the lifts not that you have to but imo they look nicer
another stupid question but would I need a pipeline pump for the incline here?
Depends. Machines give 10m of headlift if the high point is within ten meters no pump is required
defo needs a lift then cus its no where near the machines tbh
it should still flow perfectly up until the pump tho right because it's all horizontal
No i mean on the vertical plain. The pipe can be a mile away and only be five meters higher and be fine
ohh right on the pipeline support Im guessing each like time u move it up by 1 its 1meter
Ya, pumps only care about verticle height. When you use a pump it resets the headlift to the pumps value.
ahh okay well the raise is only 3m
Then you are good.
sweet
anyway to get rid of these?
try a nobelisk
if its a destructible thing, you can blow it up with a bomb, if that doesnt work, outta luck
isnt it better for the throughput to set all trains to wait until fully loaded/unloaded?
only if you're evenly feeding all their cars
yea i am
but you should keep in mind trains that ARENT evenly fed.
but it's less about more throughput
it's more about less traffic on the train line
i think that will fix my current issues, cuz i have way too unstable downtimes between the trains like the timing is very off
wdym?
"Better," as with most things in this game, is rather subjective. Personally I basically never use wait-until-full
like i have 3 trains on that line for iron, the first two come too early before the buffer gets empty, and the third one comes after the buffer had been empty for around 3 minutes
ive been trying to fix the timing for around 30 minutes now but without any success
so i thought that option might help me out here
If I had three trains picking up iron from the same site, I'd have three stations and feed each the exact throughout those routes need
3 trains? how long a distance are you going?
(Or if all that iron was going to the same place, I'd just have a longer train instead of three separate ones)
idk like 2-3 minutes
havent tracked the timing yet
ok the problem might be too many trains
every extra train you add to a path reduces the PLATFORM throughput because it adds extra lock outs
there's no reason a 2-3 minute trip should need 3 trains to do it
how come? a freigt car has 32 slots, 2400/min output per min, 100 stack, so 3200, thats empty within around 1min30sec
1 platform cannot move 2400 parts per minute
ever
Is all that iron going to the same place? If so: add more freight cars, not more trains
yea im just trying to get as close as possible to 2400
you cannot
and every train you add to it makes it LESS than 2400
my goal is to improve the output of 1 freight car, not increase the amount of freight cars
hmm so 1 train gives the best goal?
Every train you add decreased throughput
well makes sense
is there no mechanism to go around the lockout? like some sort of buffer system?
That's 27 seconds of lost throughput on two belts, whenever a train docks
you need a buffer system but it doesn't kill the lock out no
If you're trying to get the max throughput on a single freight car, any more than 1 train stopping at that station will work against your goal
i mean yes and no, its not completely true, cuz like if the iron is empty its empty, it cant get worse than that
with items that stack to 100 , you will be lucky to get 1200 per car
try to stick to that
well guess what
you could prob do 2 trains doing a loop
we at 1.8k rn
and it looks like its stable at 1.8k rn i think im happy with the result
no clue how the buffer system is supposed to work yet tho
nvm we even getting higher
I suppose I should make a caveat that my statement here was assuming that you're not already at the the capacity limit of the car. :D
well i definitely am more than over the limit lol
idk i have to overthink again if yall right about the 1 train thing
cuz like i get the idea of more lockdowns = worse throughput, but 0 throughput isn't better
ig the equation is, if throughput = 0 for over 30 seconds = add second train, if not = stay with 1 train
i think i need some explanation to what im seeing here lmao
thats my buffer system rn
oh wait u talking about the train at the iron provider
every platform, buffer in, buffer out
is that neccessary tho?
yes
cuz like my iron provider platform is always full when the train arrives
that's not good, that means you aren't moving all your iron
yea but u just said more trains = less throughput lmao
the more trains at any particular platform will reduce teh maximum throughput of said platforms, yes
but if your platforms fill up before the train arives it means you arne't moving anything an d you have to change things up
often the solution is 'more platforms'
more platforms is more throughput
let me make it more clear, my goal is to get out of a 2400 iron node, the closest to 2400
you'll want at least 2 platforms
and probalby 2 trains doing the route if you only have 2 platforms
you could do 4 platforms and just have the 1 train
so ur saying i should split the 2 mk6 belts to 4?
the thing with trains is that when docking there's a half a minute time where the inputs and outputs are locked
2 platforms should also be fine with 2 trains doing the route
so if you're relying on full belts, you're loosing throughput during that time
this has been gone over
oki
as well as how to buffer the system π
so thats my train hub
as u can see i have letters next to the hub stations, since i wanted the logistics since Receiver A goes to Provider B etc. having a Provider A going to Receiver A and B would lowkey break my system
I have no idea what this means, sorry
if this is about multiple stops though it's much much easier to just have trains go between 2 places
-# forgive me for being a pedant; limestone is one word
watching the last stream now, and it feels the chessboard author really missed opportunity to use lookout towers. and several other build pieces and vehicles.
or dunno, the gold statues.
@teal tiger Theirs only one way to improve train output: reduce travel time. Also use buffers. All the math is in this wiki page. including limits and the throughput formula. https://satisfactory.wiki.gg/wiki/Tutorial:Train_throughput when you clock your trains and run the math most likely your trains trains can not keep up with 1200. That would require an exceptionally short route. So keep in mind 1200 will be is a two car setup. I wish cars held more Imo the game would still be balanced even if cars held 100 percent more.
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure "choo" at any single station on the route.
Afte...
this is not accurate, as mentioned by several peopel there are other ways of managing it - like adding platforms or adding trains (to a degree)
im speaking to output per car. Yes -you can always add cars. which you must do to get more output.
and more trains usally must happen especially when people are trying to make trains have multiple stops
holy i am wrong. if you can get your routes arrond 2:30 / 3:00 which is acheveable you can get 1200 in one car.
noo this belt went dry. but not for long.
hopefull the 1200 can be achived with T6 belts here.
@cosmic belfry
so you said 480 480 240
feed the 480 to Iron plates
feed the other 480 to screws
send the 280 to Steel ingots
hava 1 smart splitter at teh start of each manifold to over flow to rods
that's one solution
there's other ways you can do it ofc
I was gonna do it like this though, that would be for the heavy modular frame production chain
do I just make a huge block of smelters and feed it to different production lines from there?
you could easily do that yes
it really depends on how youre planning your overall layout though
yea theres no way im getting a 100% efficiency factory with trains
having 1 huge smeltery woudl work very well
all you do is clock the SMELTERS to send exactly what you need onto the next step
there absolutely is, you're just tryign to move 2400 ppm on one platform and that's impossible
well i was aiming for 2100
yes, it's been pointed out to you that it's often hard to get even 1 belt per platform
and getting above 2000 ppm usually requires moving things like wire or screws that stack to 500
so just overclock the smelters, or underclock and build a few extra?
but its okay i reached my goal somehow
well you clock your smelters in grouips that output exactly what you want to send to the next sections π
you probably aught to learn how to actually use trains but you do you
yea definitely since this was only a iron plate factory
things will only get more complicated from here on
unfoutnatly for you Amin it could be hard sence your train station is quite large as is. it wouldn't be simple to simply add more cars or trains into what you have,.
yea i will definitely have to look into this if i wanna keep using trains
but atleast i got 10k iron plates/min now
Amin you are using buffers right? you know station stop unloading when trains pickup.
yea but still didnt quite figure out the use case of it
like mine is permanently empty
thats my current setup
your makeing 2 stops?
i see
between the trains there is obv a loop
this is hurting my brain lol
this is logical.
I see why people design production chains based off node output
yea i really dislike the idea of using trains in another save again
you had basically figured it out dude
you can just make 1 big smelter, clock belts to ouitput what you need
prodided second straion get 1200 it should be able to carry 1200 if the trip is short.
because you keep trying to do thigns that people have told you are impossible
yeah the input is just confusing me a bit
ok just bring in the 3 belts yo uwere talking about here
I think I'll just build all the smelters then split it off until one line is fully used, then merge the next line back into it
I was trying to keep smelters in a line with the other stuff but maybe a big smelter ball is good
not cuz i didnt believe anyone, im just a better learner with actually trying things thats all
mixing up my production chains always fucks me over lol
wanted to figure it out myself why it's impossible so i better get a understanding of what is actually possible
I dont know why that s very big operation for train already. You simply over estmated what one of your staions can pull
yes but you ignored people when we told you 'this doesn't work'
and now you are giving up on trains because you were doing the thigns that were never going to work
there are very very easy ways of managing trains
imo the hard part is build the staions and intersection and find a train rail design you agree with.
you've only done the thigns that dont work and are now giving up
im not giving up lol il obv still finish the save like that
"yea i really dislike the idea of using trains in another save again" sounds like you're giving up on trains
will beat you find a way to fix problem with this save. sence you car about that 150 allot
brb my whole train network just crashed for some reason
if I do a bunch of smaller groups of smelters, I can just feed them until a belt is used up, then split the second line back into a group that was only partially filled by the previous line?
like... first group of smelters takes 300, next group also needs 300 but it only has 180 left on the belt, split the next belt back and merge so the smelters are getting their 300 and the belt will "keep going" with 360 for the next group of smelters? I feel like I'm explaining this horribly lol
I'm not setting it up like that, weaving everything together sounds like a horrible idea? I have multiple production chains, these are two of them
lmao the train stopped mid hill and doesn't have enough speed to get that hill up this didnt happen for over 100h
no block signals on uphills anymore for sure
I was gonna do a set of iron rod constructors for a modular engine factory, and another set for the heavy modular frame factory
that's just generally too steep, you look like you did it steeper than 2m ramps
here
based on this
you said you had 3 belts coming in , smelt them in their own groups, clock them so their outputs make the 4 lines
You dont want to go over 3 to 1. which you need beems to make that slope.
I really don't want to make 16 constructors worth of iron rods and then have to split them up to a bunch of different factories though?
I feel like I'm being an idiot lol
i mean you can go a little more but trains get slow and wont go before 4 to 1.
you can then break up the ROD constructors into the groups you need...
I want an ACU production line and a modular engine production line and a computer production line, not a bunch of crazy shit all criss crossing?
just keep clocking groups into what you need
it seems like you forget you can clock things every time you're shown how to clock groups
so the 240 going to making rods, have 2 groups of rods
that's it. Clock one group to make 90, 1 group to make 150
does that make sense? Need anything explained further?
okay fixed it
yeah i just like accurate numbers thats why, from my capabilities rn i dont see any way possible for me to get a accurate belt with 1134 iron if it gets provided by trains
so i can either overfill the belt so it htis its 1200 limit or idk
you have mk6 belts?
yea
put 1134 onto a belt
that feeds into a double container
2 belts from container to platform
on delivery
2 belts to double container
1 belt out
depending on train time you may need 2 trains to do that route
that's it. We went over this before
it makes sense but if I try to build something where I'm splitting output across different production lines I'm gonna fuck everything up lmao
just plan the clocking
okay so basically 1 node per car right?
basically
2 nodes per car is a no go
as mentioned you physically cannot move 2400 ppm on a platform
I'm still splitting things across lines instead of just having everything modular though right
but neither can i move 1200 ppm if i only connect 1 belt
no this is pretty modular
you're sending exactly what you need to rods
you have 2 groups of rods sending exactly what the next sections need
... what?
you said you had mk6 belts
hmm I guess only the smelters aren't modular?
even they are 'modular' they are in their own dedicated little groups
it's just convenient to have all the modules of smelters in one spot
the reason 2400ppm doesnt work is cuz thats the absolute limit of 2 belts and unload time exists, but if i have 1 belt, my absolute limit is 1200 and unload time still exists no?
i mean i think thats smth different
if you set it up liek this, yes, at most you'll get on the other end is 1200
which is more than 1134
so I don't understand what the problem is
same picture as before just on a different side
but yeah you might have to have 2 trains on that route
maybe have them wait until full if you like
you said it was between 2-3 min so it's on the very edge of 1 train being able to do it
i dont even have to change my train hub design for this
2.5 min? 1 train could do it
is there like a simple rule to follow?
you ahve to look at how much 1 car can move per trip
idk like 2 minutes = +1 train or smth
32 stacks, its always 3200 items for me since i only move raw items
1 car has 32 slots, iron ore stacks to 100
so 3200 per trip
the return trip time has to be less than what it would take to fill that car
3200/1134 =2.83 min
but you also want to give yourself buffer time so you'd aim for a return trip shorter than that. 10% is a nice buffer
gotcha thanks
you understood what I did with the 3200 and 1134 and what those numbers were ?
yea, and if im rly close to the verge ig i just have to evaluate if the extra 30 seconds of unload time will be beneficial enough to add a second train or not
yeah just figure out the exact train return time of 1 train
if it's like 2.5? you're probably very good to go - especially since I don't see other trains on that network so it'll be reliable
would be crazy if i need a second train tho cuz thats quite literally the nearest station of the 50 others im planning, i dont wanna use 10 trains for 1 station
the buffer time is to take into account waiting at junctiosn and things for traffic
10 trains for 1 station would get you very close to 0 throughput on the platforms π
is there some circumstances where u say its more worth to use drones?
all the logistics options are personal choices and how you like to do things . they all have their benefits too
trains? train super power is that once yo ubuild the infrastructure its VERY easy to expand on it and run man y lines
yea thats what i rly like about trains, once setup the whole world is my input
drones? excellent for poitn to point movement over terrible terrain/longer distances , where you only really need them
drones are effectively just slow teleporters
trucks? trucks are fantastic over terrain that are naturally road like
easy to set up, just need a bit of fuel
yea using trucks rn to move liquids from my trains to the factories
how do I split the 315 from two lines, take the leftovers from the first 480 line and merge it with the next 480 line? but idk if it will "use up" the first line first?
and drones to transfer important items from my old base to the empty megafactory like batteries etc
clock sections that will add up 315 ingots pm total
so buffers here aren't really doing anything and you should be very careful with them
I was gonna container feed smart plating and automated wire but there's no way I'm fucking with this again once it's setup
pretyt much only useful for trains
god I can't even figure it out in the first place let alone adding production lines in the middle while it's running XD
aight thanks for all the infos guys im heading to bed now wish yall a good night!
so on the input side it doesn't matter just merge the first and second belts together? and then split the second belt further down to take whatever remains?
merge them after the splitter that goes to the first 255 line ofc
ok so in this example again
man why can't you just rate limit belts this is ridiculous
clocking yoru machines is rate limiting your belts
I'm so close to just getting extra iron and overfilling everything so I don't have to think anymore
I feel like such a dumb fuck lmao
ok so the first sections you need 255 ingots pm going somewher eright?
Cobalt holds the key you need
it's rate limiting the total input, it's not rate limiting a specific belt?
it is tho
that just doesn't matter then I'm assuming?
same thing, you just rate limit it at the machine level
the machine says "X per minute can come here and no more"
but first I'm going to take you through this step by step
so please answer, you need 255 ingots pm for one of the sections , right?
I get this part, merging the line for the second set thta needs 315 is confusing me a bit, then the last part getting the 382 remaining makes sense
just focus on this bit
yes first section needs 255, so 225 left on belt
great so the 255 ingots need 850% clocking total
ok that's pretty chill just overclock one of them, I already have an 8x blueprint
you make sure that a section of the smelters are clocked to 850% total, merge that
does that make sense? ^^^
merge what?
merge the smelters that are clocked to 850% total
that way yo uget 255 ingots pm on 1 belt
yes?
yeah I'm following
and as you mentioend that means you have 225 left over
so now we look at the next number, 315
split first belt into a group of 8 smelters, one at 150%, input is 255 iron ore per min, output is 255 ingots per minute
thanks for all your help btw lol I feel like I'm being a bad student π
I had less trouble in most of my college classes ahaha
315 -225 = 90 right?
90 is just 300% clocking
so you merge the rest of the first section, with 300% clocking on the next section,
boom 315 on one belt, right?
make sense?
uhhh
now you need 382 on your next line I see
problem?
so the next group of smelters is getting 225, I just clock them as a group all together to use that much? then a second group with 300% clocking total to use up the next 90?
yup, here a more broken down idea
if you remember when you were doing maths in high school , year 10 - 12 they got you to do sketches to help you problem solve thigns - I highly recommend you start doign that again
it really helps you keep ideas in your brain and explain the layout as you go so you don't have to mentally juggle everything
do I need two separate groups for the 225 and 90?
they could be side by side but make sure you mind the belting
imo i like to physically separate steps of a stage that need their own beltline
sometimes with platforms, sometimes just with pillar demarcations
you also don't need them all in a line for this to work, you could have the blocks of machines laid out any which way you like
ok so the reason it works is cause I'm only splitting off 90 / min specifically? and if I tried to group everything together it wouldn't take exactly 90?
I just made them that way so itt would be easier to understand
I mean you do it this way partially because you still ahve belt limits right?
you wouldn't want to merge everythign together since it's way more than your belts can handle
like in my head I jsut take the 225 leftovers, merge the next line with it, then feed that into the big clump of 315 input smelters and it will automatically have 382 left
well yeah you take the 225 and merge it with a grouip making 90
the belt limit of 480 shouldn't matter cause it only needs 315?
yes, I'm just saying you can't merge all of them together
it seems way easier to just make a second group of 90 so I don't have to worry about this lol
I don't understand what yo umean by 'second group of 90'
you only need 1 group of 90 in this example
the second group of smelters (which is 90), after the first group of 225
not a second group of 90 like two groups of 90
just that the group of 90 is the second group lol hmm
right yes, this is probably simpler and cleaner in most circumstances
cause if I merge the whole line back into that system of 315, it gets weird and tries to overfill (cause splitters go for 50% to each direction) and then the last group of 382 will have to wait for overfilling?
I'd have to see what you mean, but if you're talking about manifolds, you could just use a smart splitter to over flow, like I mentioned before
manifolds seem to make a lot more sense when it's just a series of machines, not a series of manifolds lol
it still works
seems like it would take a while to overflow an entire manifold of smelters though
that's fine, the solution I just gave you also needs time
which then has to fill another manifold slowly
not a huge deal, the first manifold would fill faster since it's getting over fed
right gotcha
again, you can keep them in groups of 480 480 and and have a smart splitter at the start of both to over flow to the 3rd group
I don't mention the 240 since you have a 240 line coming in and doesn't have to be mixed up
using the smart splitter over flow on ingots will work equally well
FWIW, this is my preferred method
i do a little of both - if it's nice even numbers, i'll do it by solely clocking
that is if I'm making permanent factories after the phases
I just slap messy thigns together for the tiers
my last couple factories have been lost in the decimal sauce so i was like nah, smart split that shizz
eh, decimals are all in yoru mind, change the unit of time you're using and they go away
on that note, if copying machine settings wasn't a thing... what a terrible world
I think all of this is going to drive me to just plan to use a full belt's worth of stuff lol
that only works for like 1 step
draw sketches, make notes of clocking and what belt is going where
as you advance, you'll need a whole grid of machines with good routing and mixin'
(like so... this was easy but ANNOYING)
in any case, hope this helped, just remember, do what yo udid in high school, sketch out the blocks of machines and clockings to help you visuallise things, it's more than basically any human can juggle just in their brain
and even if you juggle it all, it's a lot less energy and work to draw it out. Less mistakes too
could I not just do this kinda shit and not worry about making a full 5 modular engines per minute? limit input to a belt worth
yes, and welcome to decimal land
you might still want to clock this in 3 groups π
it helped. I hope I don't have to draw anything myself though that's what I use the planner for lmao
the drawing makes the MOST out of the planner
why lol manifold time
you may not want all 3 ingot users in the same spot
might look better not to. Or just easier having it made next to something else
manifold it into floor holes and hide the spaghetti?
I mean that is an option, but get comfy with clocking groups of machines and doing little sketches
yeah your block drawings helped for sure
clock
everything
clocking solves like 99% of your logistic problems before they happen
it is the core mechanic of this game
it's how you rate limit belts
the sketching out will help you as factories grow in size... as it logistically becomes a challenge of where to place things close to their next step
once you get comfy with clocking and grouping machines in this game, the difficulty of doing anything becomes almost zero
you then have full control over how hard the game is
yup - it's just how many steps and machines
isn't the whole point of the planner to tell me how to clock stuff
want everything to be super easy? done
want to juggle items really weird cause you think it's fun? do it
I think I'm too tired to play this game
sort of - as the web grows, that becomes challenging with as many crossing arrows there can be
that's the TOTAL clocking
it's usually very convenient to break it down further
as we just went over π
I'm gonna have to build this and see if I actually understand
it's easy to follow along when someone is explaining everything heh
also it's easy to break it down into 4 groups but I was gonna have stuff split up more than that π
tha'ts also fine π just sketch it out
I feel like I should maybe just not make a factory planner like the first one I sent you at all
a lot less confusing to just make a modular engine factory than try to figure out everything I'm missing and plan it all at once lol
yup, breaking plans into multiple groups usually is
but you can still use that smelter layout
so use a big planner only to figure out miner/belt inputs and the smelter part?
I'm gonna have like 10 full containers of plastic and rubber, game has been idling for so long
I've still only built a computer factory π
sure.
you'll get there π
I think I get the general idea now thanks for the input
basically just do groups of smelters merged together to output whatever ingots / minute you need for the next group of constructors
and then when a belt runs out, clock whatever is left off the next belt (like that 90 we needed after we got 225 from the first belt)
or come back and read and figure out how to use smart splitters here
i've never actually checked this: is your diagonal run speed the same velocity as your forward?
I believe so. Or its a bit slower
It's not higher than if you turn your camera and run foward in that direction.
In fact i believe you have the best speed and control of to the movement mechanics if you face exactly in the direction that you want to go. E.g. flying through the air is dragless and your velocity is constantly redirected towards [current camera direction] but if you're facing or strafing too far away from forward, you lose speed. You have to keep the input direction within a certain angle of attack of the travelling direction to move draglessly.
Does anyone know the ins and outs of the train route planner? I'm wondering if some types of rails have a bias to make them less likely to be used, for example, driving through stations. I'm having a big logistics hub with several stations, and I was worried the train would drive through some stations just because its a tiny bit shorter route - but its not, its taking the ever so slightly longer route that bypasses the stations, which makes me happy, but also surprised me.
ah found it on the wiki, stations add a 200m "penality", that was enough to make it work here, great
its often a good idea to draw both ends of a station close together and connect them with a standard T-junction instead of connecting each of them separately... much more difficult to deadlock
to get back to the mainline? i did that anyway, so i could use my T junction blueprint
but the way the stations are laid out the trains could take a shortcut by going through one of the stations - but they don't, which is good, I just wanted to know the rules π
why tho
cuz i have no clue about load balancing and i just learned it from a blueprint that was meant for trains
you are sinking stuff
it was about the balancer lmao
Ah, yes, the ultracompact balancer blueprint that's impossible to analyse
Mine at least can be somewhat followed
thats the issue with building other peoples stuff rather then learning how to do it yourself. Im sure the wiki has much information on the subject
but the input of the balancer is stockpiling rn isnt that bad? bottlenecking?
What's that balancer exactly?
yeah but my question is "why balance"
so i basically had a 7800 output, used 8 belts for that but each had like 750-900 on it and i wanted to minimize the belts and fill them all up, so now i have 6 full belts and 1 half full one
That's not a balancer
if you want to minimise belts, merge to 1200
Don't use a balancer, use an overflow merger with priority merger and smart splitters
don't use that either, just merge machines that make 1200
you could make a point for loading train wagons evenly
but you didnt
Yeah that's the only place where a balancer is actually useful sometimes
Especially if you want to minimise traffic
il try for the next factory, but this time it was just too much headache, 104 assembler outputting 75 i had 10 on every level so splitting them by 16 wasn't a option anymore
you know you can clock them π
yea but then id have the same problem on the input instead of output lmao
then you'd move it back again to previous step
until you move it to ore which you manifold from miners
yea but what speaks against my loader? i mean it seems working rn? am i missing smth?
I mean overflow merger is not that hard to build, you just gotta have a buffer after the smart splitters.
I have them set up in a couple factories like plastic and rubber to get full belts that I can more easily divide up and send to the various places that need them.
that it's unnecessary, and also that you just copy-pasted it without knowing how or why
so if id have to do it from 0 id do it with buffers as athena said with a overflow system into the next one, shouldnt that work?
There are use cases for wanting full belts, for ease of logistics, etc.
I don't disagree with the "you shouldn't just copy and paste a load balancer without thinking of why you really need it", and load balancer isn't the ideal solution for his problem.
But there's valid use cases for wanting to compress belts for easier logistics, "just clock everything" isn't always easy or relevant, especially if you're sending the products off via train for example or you want to more easily divide up the output to different places, that can be a lot easier with full belts.
Having my rubber factory producing 3 belts of 556 and 1 of like ~230 is not very conducive to easy distribution of the rubber via train to the other factories that need it. Much easier to just have 780 780 240. So I made a compressor and it made it a lot simpler.
sending via train just means that you clock it on the other side instead
which route should i go for my first small power plant i think i should do the one bellow
the top one needs a lot of machines
the top one, but without turbofuel
more, but you also need coal and sulfur
unless you've used all your oil, there's not much reason to deal with bringing those and processing it
i got coal and sulfur close by
and i can use all my oil on this and have the polymer be recycled and used for plastic and rubber
This is the basic idea of a belt compressor. You want the mergers to be priority mergers that prioritize the top input so that you basically just overflow down the chain. A buffer between the smart splitter and priority merger is useful - it's not necessary, but it helps when your inputs are "bursty" and not continuous. I'm not at home so I can't screenshot my setup but I can later tonight maybe
well by the looks of it for me its going to be better to use turbo fuel recipe
all the resin recycled for plastic and rubber
and once i build 145 fuel power plants 36gw quiet the jump from 900mw of coal power
would this be a good powerplant and starter oil producuts manufacturing
25GW from turbo fuel
how much plastic do you need compared to rubber
depends on you hte pioneer and what you make.
I skipped plastic in phase 3 using alternates because i didnt want to train things across the map.
now in phase 4 im using 180/min rubber and 40/min plastic do to my previouse choices
well i want to use plastic for circuit boards and plastic for computers as well
this could be a lot cheaper https://www.satisfactorytools.com/1.0/production?share=gfKnKzzYsgbHUDrCvKOW
exactly my point youll have to figure out your own needs
well i want both power and oil products but i am not sure what i will use for the future
i can't keep sitting on my 900mw coal power plant
focus on power now, You can tap another oil node for plubber later if needed
well for a bit extra plastic and 94 extra rubber i need to do the diluted fuel stage which will add failure points from unbalanced canisters
when i set up power i just sink the polymer and place a sign on the sink stating the # sunk. then i can come by later and setup plastic and rubber as needed
yeah i think i am going to do the same think sink the polymer
it's also half the oil
also canisters are 0 issue if you manage them properly
if
i never automated oil stage
going to try this and worry about plastic and rubber when i need them
i can try doing it smaller first just 300 oil to power and if it works i just need to do it again
i watched some yt videos and i came with the conclusion that this might be the easiest design
I would use the polymer resin to make plastic and then use the plastic to make the canisters. Right now(im assuming) you don't have a production line for canisters and that can wreck your current setup.
but damn this takes a ton of space
that's why you put what you need on your belt in the first place
yeah, which is why directly merging exact amounts is easiest
and/or just use what's on the belt in the first place
yea i will definitely prio that in my next factory
yeah i know once i got all the canisters i need i am going to make it closed loop
you only need 20 per loop
That looks like TotalXclipse's belt compressor. Shame it doesn't work properly.
Honestly I don't trust it
Like I feel like there are situations where it doesn't quite work
You need a buffer in belt compressors if the input is bursty, there will be issues if there's gaps in the input
Alright. I would still reccomend turning the polymer resin into plastic or rubber to reduce the chance of a buildup. But with any byproduct make sure to have a smart splitter leading to an awesome sink.
yeah once i need plastic or rubber i will use it
Until then im guesing its getting sink'd?
It doesn't work as expected because it's using priority mergers. If you look at the videos presented, there's gaps in what are supposed to be "compressed" belts.
whats the best thing to feed my nuclear power plant? plutonium fuel rods? (first time going nuclear)
okay il need 200 nuclear power plants for 500k damn and idek if thats enough
Uranium, you have to make it before making plutonium anyway and you can't sink those rods afaik
depends on goals and how deep you want to go into refining and storage.
you can only sink plutonium rods and nuclear rods. All other steps cannon be sunk. So if you use pluto rods you need to store the waste or make Ficsonium rods
Its Ficsonium fuel rods, but they're expensive to make and you need to burn enough uranium and plutonium to make them. Best course until you CAN make ficsonium is to sink the plutonium.
Ficsonium isn't actually more power it's just there to be used without producing waste
The power comes from uranium and plutonium
I would conisder that better, since you use less power to of course process the waste into a sinkable material
okay so i assume uranium fuel rods are the easiest to start with
Uranium is really the most effective power plan you make plutonium rods to sink. when you run out of uranium you can Convert and moake more using sam
but plan out Plutonium so you can use the waste. youll need to build mass storage for the waste until your plutonium is online
Im planning out both as we speak as well
rods burn at 0.2/min generating 10/min in waste
700 uranium gives you 7/min rods
From a simple human being, respectfully this looks confusing to me (I'm just here to check the channel out, feel free to ignore me)
Iβm planing on making a setup to sink plutonium rods or use them as fuel for my vehicles until I unlock ficsonium
I mean you can't start with any other rods
If you're doing nuclear at all, you have to do uranium at least
how much MW u aiming for?
idk if 500k mw will work for my goal but i have a good feeling
I dont have a MW goal. I have a production and uranium use goal of one Impure node. Ill build more if i need more.
500gw is what you mean. mixing abreviations is confusing
blame it on satisfactory and not me