#math-and-meta

1 messages · Page 396 of 1

untold zephyr
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Cause 4 times 15 equals 60, if my math is correct.
But only my first constructor is eating all that material, leaving the other 3 with barely enough to produce

ionic sapphire
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not the output of the constructor

dusky dust
nova vortex
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thank youuu

magic island
wind spade
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make 4 groups of smelters, each smelter producing the amount that direction needs

untold zephyr
ionic sapphire
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look at them and you will know

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😭

dusky dust
untold zephyr
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Fellas give me a sec imma show yall what i cooked there

ionic sapphire
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why

magic island
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Miner: 60 Ore
2 Smelters: 60 Ore -> 60 Ingots
4 Constructors: 60 Ingots -> 60 Rods

is that what you have

untold zephyr
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For what the smelters?

magic island
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Ohhh, this is concrete

ionic sapphire
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yes it is

untold zephyr
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Oh thats what its called

ionic sapphire
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and ive already told him the solution

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look at the number on the input side

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not at the number on the output side

untold zephyr
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Its eating 45

ionic sapphire
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and your miner is making 60
so you have enough for 1.25 ? constructors

untold zephyr
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So i only can maintain bareky 2 constructors so far

magic island
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yeah, you can use 2 constructors to consume that 60 limestone for now (but they won't both run at full capacity until you unlock the ability to change their clock speeds)

untold zephyr
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Thanks fellas! I managed to minimize my concrete inefficency

untold zephyr
# untold zephyr

Besides my little misscalculation with 4 constructora, the production line is decent, right? For my pretty new world

long bridge
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Depends how you measure decent. It's inefficient because you have 4 machines that run a total of like 30% each

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(I think) idk the numbers just saw a couple of the chats

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But it looks nice, so if that's your metric of decent, then yes

untold zephyr
long bridge
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well even 2 is more than 60/min can handle

untold zephyr
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But i think its decent for the start i didnt even built the spacelift yet. I focused on a decent production line of them essentials

long bridge
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yes

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any factory is GOOD as long as it serves a purpose. is it the best? optimized? neatest? never

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what matters is learning, making mistakes and growing from them

untold zephyr
long bridge
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and most of all, having fun. Its a game, and i feel like a lot of times people (including me) forget that

untold zephyr
long bridge
long bridge
untold zephyr
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A veteran! I am honoured to get advice from a hero like you

long bridge
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ehh i wouldnt go that far, i only have 1k hours lol

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but i have been playing since the game first entered Early access back in like 2019

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i used to have a bad tendancy to play up through t8, setup nuclear. then stop before finishing the game (back after nuclear was added, but before they added the end of the game) lol

untold zephyr
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Still a crazy number i would say
Given that the game is "only" buulding, optimizing and robbing the planet for its ressources

long bridge
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true. its fun as hell though

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im especially looking forward to the new random nodes in 1.2, and the difficulty modifiers, will make things interesting

untold zephyr
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Well i hope i get a grip of it till that. I think this gane sparks some deep buried dream of mine

mint coral
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Whatever you have access to.

I am doing it with all phase 4 tech unlocked

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Quantity matters not how you get to those numbers

nova vortex
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ight i have a decent amount of it done

fierce ruin
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Im gonna bring in 6600 copper ore per minute via mk6 belts feeding into pure copper refineries I can get 16,500 ingots/min. Not sure the best way to do it. Any suggestions?

mint coral
fierce ruin
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Yeah ive got that but i cant seem to balance the copper going into the train properly.

mint coral
fierce ruin
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Yeah. I am tempted just to use a highway

mint coral
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this was my solution

fierce ruin
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Wow fair enough

mint coral
fierce ruin
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Oh wow. Looking good

unique cypress
fierce ruin
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Not exactly sure how to use them. Atm ive got 3600 going into 7 cars

unique cypress
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7 isn't a convenient number indeed
but totally workable

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depends how many input belts there are

fierce ruin
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I would do 8 but the transfer rate wouldn't be 100 accurate. Im already down to 460/min.

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Its due to the animation of the train cars loading

unique cypress
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that can be accounted for

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and having more wagons would help, not hurt

fierce ruin
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Oh right okay

nova vortex
unique cypress
fierce ruin
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Im still new to trains and this being my first project I expect some problems. Mk6

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Im on phase 5 so mk6 1200/min

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Im trying to get an even 450 so I can split it into 7 lines of 12 refineries

unique cypress
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then the max is 1793/min per platform
though you would need multiple trains docking to the station to get that (1 every 1.5 minutes)

fierce ruin
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Oh right okay

unique cypress
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to get 480/min per platform, you'd need a train every 6.5 minutes

fierce ruin
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Rn its like 2-3 mins

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The nodes arent even that far apart just awkward. So I might build a highway instead.

unique cypress
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yeah I normally I wouldn't bother building a train for 3 mins round trip

fierce ruin
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Yeah haha.

unique cypress
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but if you already have one, then it might be worth it to make it work

fierce ruin
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Yeahh ill add an 8th line and see what happens

mint coral
mint coral
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took forever but Initial Uranium rod setup complete. Time to make Plutonium. I have my waste all balanced out. Time to get the hard part done

meager kettle
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7 belts with 37.5 each?

mint coral
meager kettle
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Why not just one :p that's only 260/m or so

mint coral
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I need 7 blenders making non fissle uranium and one under clocked using only 7.5

the next step of Plutonium pellets needss a additional 90 waste. this uses all of my 360 U waste

manic goblet
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If you aren't against overclocking, I used 3 blenders running at 240%

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My 360 line went into a 3:1 ratio split: 270 to the blenders and 90 to the accelerators.

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And then I made several blueprints I could merge together for the non-fissile

mint coral
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I appreciate the input ttho

manic goblet
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I gotcha. That makes sense. I have two power augmenters that I am I am feeding matrices to, so I am getting a 60% boost.

If everything in the world is OCed 250%, it will only use 33% more power than baseline, so I figured having one augmenter providing for that wasn't a bad tradeoff to save on UObjects and space complexity.

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You probably already plan to do so, but I would recommend bringing in sulfur directly into the non-fissile loop, the waste water from non-fissile can be combined with sulfur to produce the exact amount of sulfuric acid you need as input to the non-fissile blenders.

mint coral
short apex
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Eyy rq question i feel so dumb asking 😭

Basically i got 3 foundries making 120 steel ingots per minute so i can feed those into 8 constructor to make steel beams yk

That would be themost efficient way right like when their all full

I asked chat gpt and it said i could only use 2 i mean help😭
Oh the steel beams need 60 per min n take 4 sec to produce

mint coral
short apex
mint coral
short apex
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oh

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Ty ig

north tulip
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holy spaghetti

mint hamlet
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i'm designing a megafactory for all of the basic (pre-petroleum) parts, like motors, wire, cable, etc to fill up my dimensional depots, would anybody be willing to look at the modeler and give some feedback/advice

vapid gorge
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modeler doesn't have any lables what so ever. That sounds like a nightmare to anyone who didn't build it themselves

mint hamlet
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lol thats fair, i have it pretty organised but looking at it rn it is pretty spaghetti-y

vapid gorge
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yeah but what recipes are you using? you have a million splits? how are people going to follow it

mint hamlet
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right yea

vapid gorge
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that is not a tool you use if you want any critical break down

mint hamlet
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i guess my question then would be this, which of those parts should i be prioritising going into the late game? the ones i should have the most of that replenish the quickest

vapid gorge
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can't tell you - don't know what youre end goals will be, or what recipes you'll use

for example it's entirely possible to completely cut out steel from t1-t9 parts

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you might only use a few quartz pm, OR use recipes that guzzle the entire map's resources

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honestly ther tiers are a tutorial. Build and learn as you need, then treat the game as a sandbox after you unlock stuff

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trying to future proof typically just wastes your time. :\

mint hamlet
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okay thank you for the advice!

vapid gorge
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no sweat! build what seems reasonable, then use it to flow on to new factories you build later

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'mega' factories especially tend to become huge nightmare messes if you try to keep building on top of them

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which is ok if you're fine with that. I do similar going up the tiers because I just want to unlock stuff so everythign backs up and overflows to large storage that can be used.

definitely not a CLEAN way of making factories thouguh

dapper drum
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speaking of... any good layout tools besides good ol' graph paper?

vapid gorge
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I use excel

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use the cells as lables and groups of machines

dapper drum
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i see how that could work. i have been drawing things out bny hand lately just as it helps me group it visually

long bridge
# mint hamlet okay thank you for the advice!

there are some situations where planning the future some is a good idea though... like if you know you need 35 fmf/min for nuclear, and need another 25/min for pressure cubes/tmotor you shouldnt build an fmf factory that only makes 10/min.. yk? even if you dont need nuclear ones YET, still worth thinking some of that

vapid gorge
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for example something like this for a basic section

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to breaking down smaller scale sections like this

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it might be unreadable to you but that's my short hand , that's machine clockings, and parts per min on all the belts and pipes

dapper drum
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logical for sure. for me, it's about placing what next to what, especially as the arrows on SF tools start criss crossing

vapid gorge
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dog walking time! bbs

dapper drum
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like this was built all on "vibes" as i went - it's assembly director systems with RCU and ACU being flown in, and some supercomputers being kicked to DD as well. the oil came from a little south, the byproducts fed under the train network, and bauxite from the west. had just enough water to pull up to make up the difference to fuel the pure iron refineries.

i usually end up boxing myself into chaos, but this one worked out a little better. just... trying to find a better method of layout planning more than anything. espeically i have had a bad habit the last few factories of "oh, add this on too because it is only a little stretch"

main shuttle
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ok, i went around and trained a ton of doggos during april 1, and now they've all disappeared

manic goblet
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They are still there, they just shrunk

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Honey, I Shrunk the Doggos

main shuttle
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nope, looked around

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just poof.

worthy willow
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Does anyone have that image of how to hook up 8 coal gens with mk1 pipes

glad apexBOT
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Official Satisfactory Wiki

The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...

vapid gorge
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all it really is is just having at least 2 input points at not awful locations

vapid gorge
main shuttle
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ok, weird question. while i know it's not standard, i wanna have all the geothermal tied into one grid that powers nothing but my nodes. is that possible without needing augmenters?

vapid gorge
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You'd have to figure out how much your geos make and how much your miners are going to use.

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I'm sure they can power a LOT of nodes?

main shuttle
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i was more aiming for the minimum they provide, which according to the wiki is 3550MW

vapid gorge
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take the average output, you can shore it up with batteries no issue

main shuttle
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that seems like not enough to run all the pure nodes

vapid gorge
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take

average power output - (number of pure nodes clocked to whatever with mnk3)

main shuttle
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i may have forgotten about batteries as a decent filer when geo drops

vapid gorge
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as long as you have power storage set up expect to get the world average output with basically zero effort

main shuttle
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i just have an amazing ability to always wreck my grid

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want my nodes to always be powered

vapid gorge
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easier way to manage that is to use priority power switches

main shuttle
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yea but i'm talented

vapid gorge
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I mean up to you 🙂

main shuttle
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🤣

vapid gorge
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lots of ways to do things

main shuttle
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plus i wanna do it just to not stick it all on one grid

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yea, just a style thing too

vapid gorge
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I probalby wouldn't worry about any node that didn't get used for power production. And I'd just segregate those to my power grid

main shuttle
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yea from what i can tell i'm gonna have way more coal & oil nodes than i know what to do with besides just doing power & sink stuff

vapid gorge
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hell even with power go nuclear and you only need a few drops of coal/oil

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uranium is literally garbage on the ground unless you use it for power

main shuttle
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true

nova vortex
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is uranium underground

vapid gorge
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there's a few uranium nodes under ground, but not all

nova vortex
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is this one?

vapid gorge
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I think so yes, in the tunnels to the sw

runic topaz
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I have a pure oil node fully overclocked to give me 600 oil per minute into here yet it just doesn't ever fully fill up so the whole production is poor

main shuttle
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btw near as i can tell, there's about 260ish big containers' worth of leaves

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and 100ish of wood

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20ish of mycelia

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without buying any from the shop i mean

vapid gorge
runic topaz
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Does the cleanliness of the pipe matter for the fluid

vapid gorge
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layout maters a lot and running 600 flow pipes often needs a loop

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you might be able to get away w/o that feeding this from the middle though

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after you make the changes, flood the system by underclocking a few machines to like 50%

vast jungle
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building a few more pipes and not merging that many water extractors can also help... it keeps the number of inputs and outputs of each pipe system smaller

runic topaz
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How is headlift calculated? I've been adding more pumps to add some more pumps if the headlift exceeds max but sometimes it just decides to not? And sometimes it all just comes crashin g down

river night
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just to be clear, pumps dont "add" headlift, they reset it to their maximum, so chaining pumps at the bottom doesnt work - you need to put them at the point where the previous pumps headlift ends. Not sure if thats how you made it, its just one fundamental thing 😄

runic topaz
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Randomly sometimes the whole system about halfway to the top everything just 0's out flow.

runic topaz
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Turns out the issue was a floor pipe decided to not work as a floor pipe and I had to do some odd thing :/

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So long as nothing happens all that is left is placing 44 fuel generators then using the rest of the remaining turbofuel in a different plant.

untold zephyr
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@subtle wasp @vapid gorge

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That smelted wire

subtle wasp
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oh its fused wire

untold zephyr
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Ohhh ywah my english isnt quite the best

subtle wasp
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could also be just a translation thing

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well im not very much of an expert but i dont have many uses for caterium currently so i use it but idk 🤷‍♂️

vapid gorge
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does the same thing , just a different way to get there

untold zephyr
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But it gives me 30
Is that a good one?

vapid gorge
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well it does 90 per minute

subtle wasp
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pretty sure he means is it worth "wasting" the caterium

vapid gorge
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and you need an extra resource.
the exchange is basically more complexity but it stretches out your copper a lot

vapid gorge
subtle wasp
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@untold zephyr The answer is: Sure, if you don't need the extra caterium for anything.

untold zephyr
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I found out about that caterium 5 minutes ago, idk if i will need that

vapid gorge
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its used for other things too

wind spade
untold zephyr
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I can weaponize that in the mam

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Sick

vapid gorge
warped patio
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and thats what im trying to figure out here

vapid gorge
warped patio
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mk3

vapid gorge
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which is how much pm on one belt?

warped patio
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idk

vapid gorge
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the tool tip will tell you

warped patio
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but also what do you mean how much per minute on one belt

vapid gorge
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what is the difference between each belt ?

warped patio
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it says 270

vapid gorge
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there you go, each belt has a different throughput

warped patio
vapid gorge
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mk3 can move 270 per min

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if you look at the plan in hte link, you'll see there's only 2 parts of that plan where the numbers are more than 270 per min right?

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for those sections you'll need at least 2 belts.
the rest you could do with 1 if you want

warped patio
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so i can make it 2 belts that each split out to each assembler im assuming?

vapid gorge
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for the screws? you could make it 1 belt to 3 assemblers , twice

warped patio
vapid gorge
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what's 2 x 3?

warped patio
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6

vapid gorge
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so that's 6 assemblers being fed screws in two groups, each with a screw belt

warped patio
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ahhh

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that makes sense to me now

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thanks for the help

vapid gorge
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no prob 🙂 always keep in mind how much pm belts and pipes can move

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design around that

subtle wasp
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took the words out of my mouth ^

warped patio
vapid gorge
warped patio
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no no they were on 2 belts before i removed it because they were facing the wrong direction

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but the last 3 plate constructors arent getting filled up as much thats why i think i messed up the plates

vapid gorge
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that's 1 belt

warped patio
vapid gorge
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yeah but they're all connected

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just connect up 2 groups. zero reason to connect them up

warped patio
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turns out i ended up with this concoction i think thats still good

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idk it looks funny to me

untold zephyr
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Any feedback for my production? I am thinking to get the cement line down some crater there are more nudes. And sp i get more space for my iron here

fervent spire
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Hmmm how reasonable is it to have 1200/min ore from a single freight platform, probably with 2 trains? Debating whether I try to make that work or just rebuild the line with a longer train and do 2 cars of 600

mint coral
dusky dust
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With mk6 belts I expect it wouldn't be a problem to get 1200/min even so, but in general more trains means less throughput

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(with, I suppose, a few caveats on that statement, but in general that won't steer you wrong. :D)

fervent spire
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Yeah it's like a reasonably short train line too (4 minutes round trip I think?) so 2 trains might be cutting it close with the extra belt lock time

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I have a platform in the middle of this line that's about 2-2.5m round trip and I know for sure that can't transfer 1200/min so I am planning to just make a belt highway for those items lol

manic goblet
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Two trains would double the amount of time to 3 minutes and 20 seconds. You would want to adjust the time table for the trains so that one is dropping off at the destination, while the other is loading at the source.

untold zephyr
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I am working on a 270/min concrete production
Is that enough for early game? Does later on come more u can do with concrete?

candid lava
outer vale
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don't worry about the future, since you won't know how much you need of things til you get there

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depending on recipe choice you may need loads more or may need none at all

candid lava
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later you can have the alt for wet concrete that helps giving you more

manic goblet
untold zephyr
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Thanks fellas

long bridge
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also beams pipes and EIB. Dont worry about automating stators unless you plan on hand feeding spelevator part production

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I think i stepped my motors up from 15? a minute to like 30/minute because i was making like 400 something smelters (and ive built over 1 thousand refineries) and they drain motors fast

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ofc you never need to do that. im building relatively large factories.

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and in addition, if you do, say 5/min, just add more storage before the DD and that way youll have idk 3 ISCs full by the time you need them, that should be enough to build a factory? maybe?

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The fuel generators for my (small) RF factory cost 135 stacks of motors (not including any of the machines processing the oil, although this was much lower from OC), but if i had waited for more power shards like i have now, then it wouldve been only like 50 ish stacks

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sorry for the motor rant... but we just built (still trouble shooting because i messed up input loop from blender to refinery) a large plastic/rubber plant, over 4k of each. This used something like 500 refineries on its own (those were overclocked so it was only like 200 refineries) plus i am processing all bauxite in the world, and just for the aluminum process thats another like 120 refineries plus another couple hundred for copper at pasta factory. I cant even count all of them, only processing 3x780 ore into pure copper.

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hopefully i made my point about not worrying too much about over producing, wait untill youre going to know what you need before you spend a lot of time making them

brisk urchin
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i gotta say

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holly yappington

untold zephyr
mint coral
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@untold zephyr Best to look at the pioneer as another factory that needs resources.

you make production lines specifically for the pioneer to use. Those lines lead to a industrial Storage (or many), then the storage leads to Dimensional depots

untold zephyr
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Wise words. Thanks alot

long bridge
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It was either that or listen to my teacher yap about some nonsense

long bridge
mint coral
# untold zephyr Wise words. Thanks alot

like any other factory sometimes you need more so you make another production line if you find you are running low often.

for example the 350 concrete i had was not enough for my spamming of trains and train support columns so i made 650 more concrete a minute. having a total of 7 dimensional depots filling the cloud storage.

I run out still but it only takes a minute to refill

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@long bridge How goes Nuclear?

long bridge
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golly beefy... i think i only make like 200 /min, but i run out of steel

long bridge
mint coral
long bridge
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Since we were just gonna push full chain now, we needed to automate t9 items, not to mention we never automated turbo motors or cooling systems because we WERE power strapped

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i think we have around 40GW to play with before starting nuclear up.

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i need to remember to put power switches in the nuclear factory, because we need to have the uranium rods stable before we start the plut, same for plut/fics

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especially since we are more than likely.. not going to be close to having enough power.

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On the bright side, when we build ionized generators, we can OC them all without worrying ||because we have an ISC of power shards||

mint coral
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@long bridge

Ive completed all of the Uranium Rod Chain. Originally I was only goingto make 3 rods a minute but i left that mat at work. At home i had my plan for 7.2 rods a minute so i did that lol

#design-and-architecture message

long bridge
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wooo

mint coral
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I have balanced my Uranium waste output into the Belts i need for processing and I've gather half the resources needed for the Plutonium setup

long bridge
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looks lovely. thats where I built my rf plant

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although i havent made it pretty yet (im supposed to do that before my nuclear)

mint coral
long bridge
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I was thinking about processing all the rods in one location, not sure where yet. but then transport the rods to the generators to burn them, (then bring the waste back)

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im a little nervous putting radioactive trains on my network, because if there is a jam then my nuclear setup could shut down...

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but i kinda like the idea of it. Plus im only transporting like 3k waste total

mint coral
long bridge
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but i spent so long building massive rail networks!\

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im going to take the rods on drones to the plant, just bringing waste back on train

mint coral
long bridge
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mmm, those belts are crisp

mint coral
long bridge
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can drones transport both ways????

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also... 3k on drones is a lot more than 3k on trains unless it really is across the entire map

mint coral
manic goblet
frosty owl
long bridge
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Good to know i can cut that in half 😄

frosty owl
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You could double the throughput for free~

long bridge
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I didnt know 🤷‍♂️

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none of the other vehicles can transport both ways

frosty owl
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That's one of the fun parts of first times :)

manic goblet
long bridge
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wait, how does it work if the drone doesnt completely empty its inventory?

long bridge
frosty owl
mint coral
long bridge
brisk urchin
manic goblet
long bridge
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i think its right around 1.9TW of "clean" (no waste) in that facility

mint coral
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@long bridge now that I have done Nuclear, I can say with confidence that Nitro Rocket Fuel is a simplier and less resource and space heavy lol.

Yes, each pioneer needs to decide how they personally weigh each resource. But if new player want to make big power so they can forget it while they reach credits, Nitro Rocket Fuel is the way to go lol

long bridge
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thats true, but you cannot get to 2TW with nitro

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:D

mint coral
long bridge
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i agree though, especially with mk3 blueprinter, nitro rf is far simpler

frosty owl
manic goblet
long bridge
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if you oc gens, i absolutely thing so. with nitro rf alt, you can process 75 crude into 300 rf in 1 mk3 bp

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you just need 200 sulfur 100 coal 75 crude and some water.

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300 rf takes 30 fuel gens that are at 240% oc (they burn 10/min at 240)

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plus its a gas, so you can generator stack (yes i know you can do that for nuclear) but nuclear gens are very large

mint coral
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Im fully aware, You have my write up lol

long bridge
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i was telling vencam

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not you beefy

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also. @mint coral You cant hit even 1 TW with ALL of the sulfur on the map without sloops

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wait.

manic goblet
long bridge
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maybe you can if use compacted coal to loop into tfuel and back to rf

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i take it back. you definately can if you make a massive loops

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you have to use all the worlds nitrogen, and use not the nitro rf alt

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but you can get close to nuclear. Idk, i think nuclear is cooler, rf is a stepping stone to get to nuclear

frosty owl
mint coral
long bridge
mint coral
long bridge
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I think without sloops and without changing clocking on the jerk machines, it uses between 311 and 611GW to run (for 1.95 TW)

long bridge
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But... im gonna be 250% Slooping converters and particle accelerator and maybe some of the encoders

long bridge
mint coral
long bridge
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? No

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Ill be net > 1TW

mint coral
long bridge
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I was exaggerating because I dont know how much the encoder, converter, and PA will cost after slooping...

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I dont want to think about it because I saw one of my encoders using 26GW the other day...

mint coral
long bridge
#

I know

#

And yes. Rf is the higher net

#

Actually from what ive heard, using Sam to make more urods is better than using the same ammount to go to ficsonium (even for just raw production without considering net)

mint coral
#

If you dont use Uranium for power its essentially a dead resource. Im just trying to keep things in perspective for new players. I want to build up my information to make there lives easier

long bridge
#

Yes and I appreciate that

#

Tbh, I just want to full chain clean nuclear, thats the only reason im doing it

manic goblet
long bridge
#

Sing cells are in there right...

#

Oh thank goodness Its in manu

manic goblet
long bridge
#

Never bothered making stuff look nice though, so thats my goal this playthrough, instead if flat platforms with neat belts, making real favtories

manic goblet
#

Figuring out how to deal with radition and minimizing it was a lot of fun though. I had to do a lot more work on load balancing, ratio balancing, and rate limiting

manic goblet
long bridge
#

I still think they should make a prog splitter that can limit throughout on channels

mint coral
# manic goblet I definitely agree with you there. Nuclear is a fun challenge, but most players ...

there is a few pain points for new players, Fluids and expanded power needs are two of them. So I'm trying to help remove those pain points.

Easy to understand rules of thumb for fluids is huge

They are not belts, Gravity and sloshing can happen even if you cannot see it. Making people think of fluids like fluids is a hurdle. McGallon back in the flow is trying to make a modern plumbing guide that doesnt need a engineering degree to understand, it is difficult lol

mint coral
manic goblet
long bridge
#

how do you do a rate limit like that?

#

also, are you not just making 50.4? how do they end up building up if you use load balancing

manic goblet
#

Here is a poor picture of the setup

#

Essentially, you start with a priority merger. The merger has a Mk1 belt that leaves it, which will rate limit the output to 60/min. That 60/min belt goes into a two way splitter, breaking things into two 30/min lines. One of the 30/min lines goes into a 3-way splitter, creating 10/min each. Two of those 10/min each lines are merged back in with the 30/min line, resulting in 50/min.

The remaining 10/min goes into a 5-way splitter, resulting in 5 2/min belts. One of the 2/min belts goes into another 5-way splitter, resulting in 5 0.4/min lines. One of those lines merges into the output, resulting in 50.4/min. The remaining 9.6/min, is merged back together, and goes into the priority merger, as the highest prioroity input.

long bridge
#

very interesting

#

i may end up doing that, but why does it matter if youre only producing 50.4 a minute anyways?

brisk urchin
dusky dust
#

(Or 256, if you're willing to use resource conversion! 🥳 mercersphere holysnutt )

manic goblet
#

They are being made at 50.4/min at the source, but I want to restrict the radiation to the high radition zone of my nuclear setup, so I trickle them into the power plants at their exact consumption rate

#

The drone drops off the uranium fuel rods at the north in a tower, below the tower, all of the plutonium fuel rod processing takes place, and these get sent back away on the same drone that sends in the uranium fuel rods

#

Since the plants get the rods at the exact burn rate, you can stand right next to them and there is no raditaion

#

Even the non-fissile portions have a very small zone of radiation next to them; you need to stand right next to the machine to get any

mint coral
manic goblet
#

I had a couple snags when I turned mine on for the first time. I would suggest making a checkpoint save right before you turn it on for the first time, so if there is an issue with a belt or something, you can go back to that checkpoint prior to a bunch of waste sitting around

#

For me, the math was fine, my initial implemenation had a couple kinks in it, haha

mint coral
manic goblet
mint coral
#

Although i have tested all non Radioactive parts sending items to sinks an monitoring the throughput. I have high hopes.

#

Im sure ill be disappointed lol

manic goblet
#

Or it will work flawlessly, and then you will be paranoid that something must be wrong, haha

brisk urchin
mint coral
long bridge
#

you didnt do nuttin wrong

brisk urchin
teal tiger
#

recipe good enough?

#

feel like 3k bauxite is lowkey expensive

dusky dust
#

If you want the best Bauxite efficiency, you've gotta sacrifice the quartz and not use Pure Aluminum

#

No real way around that

#

Whether Pure gives you enough Bauxite efficiency is, of course, up to you. :)

bleak patrol
#

quartz is so sparse on the map...

dusky dust
#

Though regardless of what recipe you use at the end there, Sloppy+Electrode does give you the best bauxite efficiency up to that point (tied with Instant, which will cost you sulfur+coal instead of oil)

bleak patrol
#

yea lemme go mine literally every single quartz node so i can generate enough bauxite...

#

;-; (can you tell i have the same problem)

dusky dust
#

Indeed! Alt recipes are often all about deciding what resources you value the most, when you're setting up the factory. :)

long bridge
meager kettle
#

theres 12300 bauxite to use, so just make more of it if you need to :p

little rapids
#

i opened the interactive map/calculator for the first time in a while and i'm wondering what all these coloured spots are? i'm guessing they're representing radiation zones?

#

it's not really a math question but i can't send images in gen

meager kettle
#

yes spicy rocks

little rapids
#

okay great thanks

#

it's nice to know where it is but i wish there was an option to turn it off lol

#

i can't seem to find the toggle

unique cypress
#

probably next to power?

little rapids
#

oh yeah i see it

#

thank you

#

i'm not as savvy with this website as i once was 💔

sage zinc
#

does anyone know how to use satisfactorytools/calculater/modeler to just say "here are all the inputs in the game. design a factory that uses as much as possible." ideally i would like my factory to be needing to use every single resource node in the game...

brisk urchin
distant knoll
vapid gorge
#

if it doesn't use enough, ask it more

#

you can also use the 'maximise' options but doing that on multiple items is messy at best

vapid gorge
#

@brave dock

#

blue line is fresh, red is waste

#

you just clock the machines so you don't have to merge them

brave dock
#

Hm, that'll need some redesigning. I have 288 waste water, and need 480 as input.

vapid gorge
#

bottom machines are solution, top are scrap

brave dock
#

Using sloppy alumina

vapid gorge
#

so 480-288 as fresh 🙂

vapid gorge
brave dock
#

yeah, right now that is just a T-Piece with Valves

vapid gorge
#

but if yo uhave Sloppy + normal you'll have to change it up

vapid gorge
brave dock
#

It works fine untill the outputs back up

vapid gorge
brave dock
#

Right now I just have each refinery connected straight to the next, so a cross-connect like that will need some reshuffling of parts

vapid gorge
brave dock
#

yeah, but my percentages are different

#

I'll need to calculate the ratios for all that first

vapid gorge
#

oh yeah it'l ldepend how you want to edit it. I'm sure you could do a minor rebuild and still get it that way

brave dock
#

Right now all 6 refineries are just clocked at 80%, so they eat one full 480 belt of bauxite

#

it still works out, just slightly different ratios overall

#

My valve set to limit to 192 letting through 194, according to itself, could also explain why it slowly locks up 🤔

vapid gorge
#

and valves tend to break flow

#

if the simple reliable solution was just a valve set right ther ewouldn't be this set up really

vapid gorge
brave dock
#

I feel like for a full 480 belt it suddenly gets more complex and might need more than 3+3 refineries. But I will math that out tomorrow :D

#

well, or a slight overclock on a few of them

vapid gorge
brave dock
#

oh, I somehow mismathed there. I thought some of them would need to be at over 100% for some reason

#

Yeah, that works out fine enough

#

3x80% is not more than 2x100%+50% :D

vapid gorge
brave dock
#

I just had my mental estimate wrong

vapid gorge
#

it's just an example ratio

brave dock
#

in my mind 3x80% was more than that example

vapid gorge
#

it happens 🙂

#

are these vertical splitters?

dapper drum
#

@vapid gorge doing our favorite thing

sage zinc
#

I found satisfactory tools doesnt work if you try anything with plutonium/ficsonium, which makes it tough!

dapper drum
#

just have to input your uranium/plutonium waste

manic goblet
#

Yeah, you can add resources as inputs in addition to the raw inputs. It will correctly calculate your plutonium and ficsonium chain then. I also recommend adding resources for higher tier parts as well, as you won't have a huge graph starting at raw resources.

sage zinc
sage zinc
manic goblet
dapper drum
manic goblet
#

I like to break some of my larger builds into chunks, so it is nice having a simple parts graph and then several more advanced parts graphs

sage zinc
vapid gorge
#

putting everything in one spot will make the computer fire worse

sage zinc
#

would 10 of everything be glowing embers or great fire of london size? ish...

vapid gorge
#

as in you have an excess of each part 10 of everything?

#

it'd probably be a bit rough if you don't have a decent computer
but if you're ok with setting the graphcs to min you'd probably be alright

sage zinc
vapid gorge
sage zinc
vapid gorge
#

similar to mine then.
Have you unlocked all hte tiers yet?

sage zinc
vapid gorge
#

eh... sommer sloops could basically make it so you only have to make 5 of everything in excess I guess

sage zinc
#

will my PC burn my house down or might it survive?

vapid gorge
#

but unlock everything and plan your factory backwards if you're going to do this

#

you'll prob be ok at 1/4

#

unless you're ok with everything being a mess, then... you can go about it however you like

#

depends what you value

sage zinc
#

mynplan for the somersloops is to use 20 in power augmentors, then the rest in SAM constructors

vapid gorge
#

I guess? you won't need much sam though

sage zinc
sage zinc
vapid gorge
sage zinc
vapid gorge
#

that's very reasonable. Easy to do

mint coral
#

Hooly moly, Its been 105 minutes and my nuclear is still going strong... i think i did it first try lol

manic goblet
orchid brook
#

OMG I AM SOOO STUPIDD

#

I BUILD 48 refs and i needed 32 and if i change it the numbers are spp bad

#

like i have to go very decimal

manic goblet
#

I am sorry to hear that. Can you adjust the clockspeed on the 48 machines to bring them down?

orchid brook
#

either i deal with the numbers or rebuild most of it

manic goblet
#

That amount of rounding is fine

orchid brook
orchid brook
wind spade
#

can also just clock every second refinery to 50%

#

if you don't want decimal clock speeds

orchid brook
#

hmm wait

#

so 250 and then 50

manic goblet
wind spade
#

did you have it at 250%?

#

if so, then clock every second to 125%

#

(or any other combination that gets you to 32*250% clock speed total)

orchid brook
#

wait like this

wind spade
#

yeah

#

odd refineries would be at 250%, even ones at 125% (or vice versa, or anything else)

orchid brook
unique cypress
# orchid brook

Type in 500/3 into the text box instead of 166.667 and you'll get better accuracy

wind spade
#

probably

unique cypress
#

But also, (250+125)/2 = 187.5 ≠ 166.(6) so idk what's going on here

orchid brook
#

Ok so each floor is 675 oil

#

and there are 4 floors

#

yay the numbers worked

#

@wind spade thanks

orchid brook
#

ok this might have been a blesing in desgiuse

#

the entire floor only needs 600 oil excapt the last ref and all 4 refs together equal 600

#

300*

#

so i could just one full pipe to each floor and the last ones in each floor could use the same 300 pipe

vapid gorge
orchid brook
#

i know but its only a 300 pipe and everything just clicked

#

if it works i will be sooo happy

vapid gorge
#

liquids really don't like vertical manifolds

orchid brook
#

i have only one normal pipe

#

the rest are pure

#

but what about if i start at the top and go down? like bring the pipe up and overflow into each floor

vapid gorge
#

its still flipping a coin

orchid brook
#

worse case i just move these 4 down and change the design

#

btw you see any mistakes here? i still wanna loop the manifold but want to do the other pipework first

oblique hollow
orchid brook
#

that is what i did

oblique hollow
#

Top one isn't a junction though

#

It just suddenly turn to mk 2

orchid brook
#

oh wait you mean that

oblique hollow
#

yes

orchid brook
#

ok wait lemme change it

oblique hollow
#

In general, you would usually stay with mk 1 pipes all the way, even through junctions, until flow rate becomes bigger than 300/min total

vast jungle
oblique hollow
#

Yes, flow stability

#

Mk 1 is slower and thus experiences less issues with slosh, especially in manifolds

#

"bad slosh" (aka water hammer) is directly related to flow velocity

#

Less speed, less risk

sage zinc
#

Im looking into setting up nuclear power where there are no byproducts, but I think there is a bug in satisfactorytools: it says I will need 1000 Uranium waste per minute, but satisfactory-calculator shows only needing 500 per minute. This is from 10 U fuel roads to 5 Pu fuels rods, but then that gives me 12.5 Ficsonium fuel rods. Which is also not in that 4,2,1 ratio. So I am quite confused. I think I have tied myself into knots...

frosty owl
old plover
#

how do I type log2(2.5) on windows calculator?

unique cypress
#

Just use wolfram or desmos or something

#

But scientific mode should have logs

old plover
wind spade
old plover
wind spade
#

Can use the exact value instead

old plover
#

harder to memorize 😂

wind spade
#

1.321928 🙂

meager kettle
#

isnt log2 (2.5) = ln(2,5)/ln(2)

old plover
meager kettle
old plover
unique cypress
#

1.321756 instead of 1.321928

warm wren
#

What's the meta on getting aluminum started with feed back 🤔 It's not that I don't know how to make it, but more that I always end up fidgeting with it backing up on me for a while before I get it sorted out. I'd like it to work from the word go without having to come back to it a few times to clear it. Would just throwing a water tank in there do the trick.

outer vale
#

no "meta" for anything, but the commonly suggested solution is to just not combine the fresh and byproduct water in the first place

#

just clock two groups of refineries

warm wren
#

Well yes I knew that much 🤔 I always end up having to slap it a few times, jams up, but then it runs fine. Guess I can just do tthat again.

warm wren
#

Yes I know how to set it up 🤔 I just... always get backups for a bit. Works fine and dandy once I clear those a couple of times.

outer vale
#

if you've got them separate, then how's it backing up?

  • either you've math'd wrong and haven't clocked the second set to use the right amount of water (since if properly clocked it can't produce more water than the second set uses)
  • or it's the bit from the water extractors, which is still math error but pretty harmless, just stops the extractors occasionally
  • or pipe limits not being checked
  • or it's not actually separated
warm wren
#

🙄 Yes, it works perfectly forever after I clear it a few times. I must be doing it wrong on some fundamental level.

vapid gorge
unique cypress
#

It will not recover if it backs up

outer vale
#

it's usually assumed that factories are set up to run indefinitely, typically as a sink on the end product. But yes, if you have a loop setup that you allow to back up, it will in fact back up

unique cypress
#

All setups without a loop will recover just fine from a backup after demand increases

And some aluminium setups can do that too (VIP, packaging + prio merger). The split system can't

deep citrus
#

@umbral wind

#

here's a quick demonstration in SF modeler

#

the outputs between rubber and plastic can be whatever

#

but it's 1 oil to 3

#

you need to do that self looping thing for it but yea

#

also if you don't have blenders you can do the same diluted fuel thing but with the packaged diluted fuel recipe

unique cypress
#

I'm surprised modeler calculated this without any sort of priority splitters/mergers
Usually it just has an aneurysm

deep citrus
#

it is ass

#

use the manual calculator

umbral wind
deep citrus
#

I have no fucking idea why the full calculator is the default

umbral wind
#

well ill be damned

unique cypress
# deep citrus it is ass

I mean I'd say modeler in general is ass because it requires picking recipes manually but to each their own

deep citrus
# umbral wind

also fuel fits into this 1:3 thing not just rubber and palstic

deep citrus
#

it's not "ass" because of a personal preference

umbral wind
#

I need to get more alt recipes, been putting it off

unique cypress
deep citrus
#

otherwise it's just this

#

3:8 instead of 3:9

brisk urchin
#

you just also calculated using the polymer resin

unique cypress
#

The point is that you can't turn resin into fuel

novel plaza
#

does sloppy alumina, base recipe scrap and pure aluminium produce more than base alumina, scrap and silica?

umbral wind
#

alright, itrs official.

i like alt recipes

outer vale
#

is that before or after you have to build over 120 constructors 😛

umbral wind
#

Blueprints babyyy

mint coral
#

@stone delta my first Nuclear Facility went online with no real issues. I forgot to connect a single machine in the plutonium segment but beyond that it went smooth.

IF i choose to expand ill give you BP a try. Have you up loaded them to SCIM

umbral wind
#

SCIM?

vast jungle
#

Best (only?) interactive map for Satisfactory... also a (not so great IMHO) calculator for Satisfactory

mint coral
#

It also hosts a blueprint data base

#

Linux wants ppl to test out his BP and give feedback. Generally I dont use other people's builds

stone delta
mint coral
stone delta
pseudo sphinx
#

is this vip junction good

wind spade
meager kettle
#

would that even work

manic goblet
#

What are you trying to do with this setup?

meager kettle
#

specialyl with mixing mk1 and mk2 pipes like that

unique cypress
magic island
#

It's not a VIP junction if it doesn't use pumps. The pumps (and the quirky way they manipulate flow priority) is what makes them function at all

I am not sure if putting pumps on this would cause it to work correctly as a VIP junction, because the whole setup is not visible.

wind spade
#

Very horrIble Pipes

magic island
#

tbh if you have enough fluid to fill three Mk2 pipes, trying to redistribute/prioritize them doesn't seem very helpful.

VIPs are more of a "two sources entering one pipe" kind of thing

crimson moat
#

The worst VIP's rely on abusing known bugs with the liquid simulation. The best VIP's rely on abusing known but unwanted quirks of the liquid simulation (like if you make a 20m long pipe out of 10x2m pipes, it has lower priority than a 1x20m pipe because the fluid sim can only propagate by 1 pipe section per tick)

#

Not a great place to be regardless

#

The only fluid prioritisation which works completely as intended/desired is package, prioritise, unpackage.

long bridge
unique cypress
#

I'm still hoping 1.2 will bring pipe improvements, but they're just not ready for experimental yet

crimson moat
#

if you have a Y junction and the left path goes through 10 pipe objects but the right path goes through 5, then you can get more flow going right.

#

If they have the same number of objects, you get 50/50

silent scarab
#

still new to the game, is this a good setup?

zenith lark
silent scarab
#

Satisfactory modeler on steam

wind spade
silent scarab
#

just a way for me to see that there is a splitter or a merger, even though its the same there

meager kettle
#

why not clock the constructors to make 30 and 40 rather than 35x2 and save on merging and splittiing?

limpid vapor
#

same result

#

just use one splitter

#

if you have a smart one

meager kettle
#

why store stators btw?

limpid vapor
#

used for building something in the upcoming 1.2, right?

meager kettle
#

fluid truck station right, forgot they have a use now

unique cypress
#

so they still don't have a use jace_smile

teal tiger
#

i have left and right input 600 every machine consumes 400, that would make 1200 in total but a single mk2 pipe can only transfer 600 would that still work out?

wind spade
#

why are the pipes so high up

teal tiger
#

am i trippin or is that water input calculation for the recipe wrong?

teal tiger
#

1 refinery takes 200 water,

#

u cant come to 840 water with 14 refineries

wind spade
#

yeah and there's 840+1960 water

#

which is 2800

teal tiger
#

nvm i forgot the electrode aluminium input

#

thanks

deep citrus
vapid gorge
sand epoch
#

Also don't try merging used water.. lol

south walrus
#

What is the advantage of the fertile uranium alt recipe? Why would I use uranium that I could have made into fuel rods to make non-fizzle uranium? Does this alt allow me to make more power further down the chain with plutonium?

vapid gorge
#

overall though if your goal is more power iirc you're better off using it all in uranium rods

south walrus
#

I don't care if it has a worse ratio of power consumption for fuel production to power produced, my goal is to just make as much power as possible

vapid gorge
#

and this is only considering if you decide on MAX uranium rods. If you don't do that you can use excess uranium ore to make more P rods

south walrus
#

I've never seen anyone actually build a factory that generates every bit of power the map can actually provide, so screw it, I'm trying it

vapid gorge
vapid gorge
#

for most power you go rocket fuel. it's pretty dumb. Like 10,000 power gens

south walrus
# vapid gorge then focus on uranium rods but honestly I wouldn't use Plut Rods for power

Yeah I'm having to work out the math for that. I'm unsure which option actually generates more power:

Using the map's SAM and Somersloop supply to convert ores into more Uranium, maximizing uranium fuel rod production, and sinking all plutonium fuel rods

Using the map's SAM supply to refine all waste down into Ficsonium, allowing me to generate power with all three rod variants

vapid gorge
#

if you want most power you definitely don't use ficsonium

#

very little power generated vs consumed

south walrus
vapid gorge
#

Plutonium rods exist because people didn't want to burn Uranium rods and have permanent waste.
Devs wanted to get more people using the uranium mechanics so they gave you the option to recycle the waste into P rods and THEN get to decide if you get permanent waste or not

great move

then idiots were burning the P rods and bitching about having waste

vapid gorge
south walrus
vapid gorge
#

huge amount of resources sunk for very little power

south walrus
#

Because with the map's sam supply I can make an obscene amount of uranium

vapid gorge
#

Honestly it's punishment for people who couldn't stop themselves from buring P rods

#

and I wish it was more punishing

south walrus
#

Yeah this is a little complicated 💀

vapid gorge
#

I mean, I can actually kinda get behind making a bunch of small modular factories that produce consume and recycle all the wastes in one spot xD

#

It would be fun to try to make a bunch of sushi systems to process it all

#

make really nice compact units

#

but the needs for each rod are so different. Not sure if it's really doable to any satisfying degree

south walrus
vapid gorge
#

I had fun making this unit of machines that make 10.6 frames pm with 1 sushi belt of 36 parts per min

south walrus
#

However, that isn't the best way to do things when you're slooping machines. In those cases, you need to combine lines and make each machine do as much as possible

vapid gorge
#

yeah another reason I don't bother slooping. I don't find duping mechanics fun

south walrus
#

Yeah trying to work out what machines should be slooped or not has been a massive pain lmao

vapid gorge
#

And with almost any situation youre best off just duping the last step.
duping sam ingots is a rare exception

vapid gorge
#

it would be close enough to max output w/o doing any work

south walrus
#

Because for my purposes, I want to be able to turn any resource that can't make power into one that can

#

So doubling the amount that I can convert is extremely useful

#

Plus with overclocking it only takes 34 constructors/sloops to process every bit of SAM on the map

#

I think I am going to go with the plutonium fuel sinking approach, because now that I've stepped back and thought about it, there's no way using 2,100 uranium for all three rod types is going to produce more power than the 20,000+ I can get from conversion

vapid gorge
#

yup it's one of the weird exceptions to the sloop last step rule

manic goblet
#

I am using the 2100 uranium for 630GW, and then using the PFR to power my drones on the map, and the rest are getting sunk. It may be cool to use several of the rods per minute to check out the later stages of power production, but I have enough for the time being.

I did use 24 sloops for two APA, and I am slooping an encoder to double the amount of matrices to boost the grid by 60%. In total, I am producing about 1.1TW, and I don't know what I am going to do with that much power.

I am also still trying to figure out what to do with the rest of the sloops. I did do what you did and looped the reanimated SAM in a couple of places.

south walrus
#

Darn it’s been a while since I played satisfactory last

#

But production rates and ratios have taken over my brain lol

meager kettle
#

specially considering the max power route which makes 22.4 Pu rods/min make enough waste that you still need to sloop ficsite ingots to be able to process the waste, and now you make more waste with fertile to use more sloops to process it :p

#

Fertile is fine for small scale nuclear, but the max amount of uranium you can turn into rods is around 954/min, rest needs to go to fertile. If you're not converting ores, but then that takes SAM to do, and you might want it for ficsonium. unless you just plan to store the waste.

#

1.2 game modes can change the math somewhat, but i'mma just base it on default for now

old plover
#

Fertile makes for such an elegant producing line I can't put my finger on it

#

it also allows for integers-only setup

orchid verge
#

does anyone have a design for equal splitting for 4 and 5 outputs

unique cypress
#

It entirely depends on how much uranium you use

#

Because with 2090 uranium, it's the opposite

old plover
#

yea I'm using 1100 specifically for that

unique cypress
orchid verge
#

like an design for both

unique cypress
#

?

orchid verge
#

mb i read that wrong

#

4 inputs into 5 outputs yeah

vapid gorge
unique cypress
vapid gorge
unique cypress
#

For 20 belts total
And them merge 4 together, 1 from each of the original inputs

vapid gorge
#

just use the 4 belts as is

vapid gorge
# orchid verge aaah

you can clock both the outputs of the machines that make the items to put the right numbers on the belts for the NEXT process

you can also clock the next process to use those 4 belts

#

like 99% of your logistical problems are really simply solved by just clocking groups

wind spade
vapid gorge
orchid verge
#

alright, im gunna mess with some stuff that might work with what i got

vapid gorge
# orchid verge aaah

an example, 3 groups of smelters making these amounts, but you clock them and merge the belts so they ahve these outputs

wind spade
#

yeah just make 4 manifolds out of 4 belts lol

orchid verge
#

this is what im doing

#

not much cause im newer to the game but im working on the rods

vapid gorge
#

just process each node seperately , and clock the outputs to put what you need on the belts

orchid verge
#

thats the thing is the stuff was fully clocked and i lost abunch of items pm

#

and i get more mergingthem

vapid gorge
#

basically exactly like the image I shared but you have a group of 600 and 363 you clock into the groups you need

vapid gorge
old plover
orchid verge
#

stfu

#

please 🙂

old plover
#

😂 i'm jesting

unique cypress
vast jungle
orchid verge
#

little dumb

wind spade
vast jungle
orchid verge
#

thank you

vast jungle
#

if you have some copper available there are more efficient ways to get Wire...

orchid verge
#

i have 1 node but i have it set up already so ill be good!

unique cypress
vast jungle
unique cypress
wind spade
vast jungle
unique cypress
#

Just get more depots

#

I had 12 for concrete

old plover
old plover
vast jungle
tiny sentinel
#

What's the consensus on Drones for importing to a central storage facility? I figure the low throughput of drones would work fine for storage where throughput isn't really a concern.

wind spade
#

generally people don't build central storage anymore

#

since you can just depot everything

river night
#

You can use drones, but personally I invest into a train network first, only using drones to cover out of the way places

tiny sentinel
#

Well sure, but I still like having it. call me old fashioned. I also have a world wide train network already. I'm in Tier 7 and I'm moving my central storage since I've outgrown my original storage facility.
I'm not just storing everything. It's also partially a factory for some small production lines to make more advanced items for my storage, using the items I'm bringing in.

river night
#

I also like having a central storage still. It just feels right.

dull dagger
tiny sentinel
#

I am using drones for some stuff already, but so far my central storage has had everything belted in from other nearby factories via belt highways. with the move to the new Main base I thought I'd like to use trucks with the new pathing system. But I think it's still kind of awkward to route the trucks down the gorge from the green field area. I also didn't plan this, but realized my new main base design has these perfect little alcoves where I can fit drone ports.

#

I'm probably gonna use all drones though since it's so much easier, but I'm torn since I really wanted to use the trucks since the pathing has been vastly improved.

vapid gorge
tiny sentinel
#

I am doing some of that. Copper, water, quartz, etc, are all nearby. I was probably going to at least make wire and cable and quartz products.

#

I still like having separate factories, but importing all the raw materials and making stuff on site does seem a compelling idea

#

I'm more interested in what other people do for importing goods to central storage, for those of you who still use dedicated storage hubs.

outer vale
#

pre-1.0 I just used trains, with a giant pile of stations each dedicated to a particular factory's outputs

main shuttle
#

i still don't trust vehicle AI so i just belt everywhere 🤣

unique cypress
#

there's basically no AI in 1.2

#

just shortest route

dull dagger
#

i hope its fixed with 1.2, seems like its gonna be just like the trains ❤️ i just got my space elevator down so got a little bit to go until I can mess with it

vapid gorge
#

fix what?

main shuttle
#

load trucks onto a giant trebuchet & fling them towards your base

dull dagger
#

the vehicles not really working right

vapid gorge
#

what about them don't work?

dull dagger
#

on 1.1 they were glitching out on me and not working right

#

its hard to explain without a video tbh

vapid gorge
#

trucks? mostly that's pathing things properly.

dull dagger
#

im sure it was user error lol

vapid gorge
#

well they're basically getting turned to trains now so it'll be really clear when you're doing something wrong

dull dagger
#

it seems way easier with 1.2 though

vast jungle
vapid gorge
#

trucks were always useful, it's just you needed to plan factories in a way that made use of the landscape as roads

#

and people don't like adding an extra layer of thought

vast jungle
vapid gorge
#

I mean that was like 5 years ago

#

that hasn't been the case for a long time. And if you're bothering to make concrete infrastructure you may as well use trains. That's the point of trucks, using natural surfaces to NOT build tons of train infra

vast jungle
# vapid gorge that hasn't been the case for a long time. And if you're bothering to make concr...

I liked to make some nice streets for my vehicles to get around (yes, hoverpack is often more effective)... but making it hard to stay straight on the road is already annoying if you just go from A to B... but seeing the recording "errors" afterwards was awful 😄

looking forward to the new 1.2 system, maybe I will give it a try... just have to decide on a good system how to deal with the fuel (similar to Drones)

vapid gorge
#

Again, u4 hasn't been around for years, driving on concrete has been a thing you could do for years

#

you just needed some basic knowledge, like all logistic options in the game
in this case it was mostly 'don't turn fast while recording' , which solved basically all issues

vast jungle
fiery viper
#

Actually, this might be better discussed here than in #satisfactory-experimental; how many water extractors can even fit on the map? I finally got around to getting the python script i use working with the new 1.2-experimental 25% power/cost values, and i dont know if i can fit over 9000 extractors within the world border.

frosty owl
wind spade
#

no, it's just semi-random big number

#

basically "I was lazy to implement infinity properly"

vast jungle
#

( 1FFFFFFFFFFFFF )

wind spade
#

hence why "semi" 🙂

it's Number.MAX_SAFE_INTEGER in javascript

vast jungle
#

Javascript has some crazy limitations built in from the "old times"

frosty owl
#

So the "random" part is whatever value JS is using for a "safe" int?

wind spade
#

well I called it "random" as that's what would it seem like for other people. But point is that the value has no real meaning for SF context, it's just "big enough to not be limiting factor"

vast jungle
#

I think javascript requires that all numbers calculations can be implemented as floats... so at a certain point integer arithmetic might break down on certain implementations

#

yeah, "max save int" is just the size of the mantissa in 64 bit float

wind spade
#

if you go above the max safe int, you may lose precision

vast jungle
#

just a guess, 9k Water Extractors sound possible

fiery viper
#

The meta for building max-extraction megafactories is all belt highways, as little decoration as possible right? train networks and the like end up costing more in the uobject space?

wind spade
fiery viper
#

faair

unique cypress
frosty owl
#

I'm also unsure how useful the uObject count is, in regards to how "heavy" to run a savefile might be... I think there can be a lot of difference between in-game objects having similar u-object counts (eg: a normal splitter Vs a smart splitter Vs a programmable splitter with all filters used; it can take a while to even just open the UI of the latter)

#

I mean, ofc it gives at least a rough idea (and is easy to access), but I fear that it can also be misleading (savefiles with similar object counts but taxing hardware in widely different ways/degrees)

fiery viper
# frosty owl I mean, ofc it gives at least a rough idea (and is easy to access), but I fear t...

that's a fantastic point. I guess what i really need to be asking is what is the most performant way to build a factory. Obviously part of that is building multiple outposts so the game doesn't have to render a full map's worth of resources in one small area (or load 3.7 million machines into RAM as soon as you walk into the region), minimizing belt/machine visibility, potato graphic settings, etc. I just know that if i attempt this, there will absolutely come a point where i hit a hard wall, and i want to push that point as late into the build as possible.

vast jungle
#

I wonder if MK6 belt lifts offer something because they don't show the items going up/down

frosty owl
idle badger
# fiery viper that's a fantastic point. I guess what i really need to be asking is what is the...

🫡 Big builder here who might be able to shed some light.
Take all of this with a grain of salt as most is hardware dependant but as for the engine, I can absolutely shed some light.
Since about update 6, building in one place vs everywhere really doesn't affect the performance much. In heavily built areas, the performance will be slightly lower sure but mainly due to having to render the building animations and motions. The game has to calculate productions and production rates accurately no matter where you are on the map and this applies to belts since 1.0 dropped. Doesn't matter if you can see them or you've hidden them behind walls, it will be the same performance. (Hiding stuff might help if hardware is a limitation) I've found the unreal engine will bottleneck well before my hardware does so even when I open my 1.1gb 27 million items a minute factory, hardware is running 10% on both gpu and cpu meanwhile the game is running 2fps) RAM is a petty good limiting factor though but really in storage size. Building a mega or giga factory won't really need more than 16 or 32gb of RAM but building a million plus items a minute terafactory certainly can push well above 64gb(10 or 20 million a minute+ can definitely push well over 128gb and 512gb of RAM) ram speed really isn't a factor for satisfactory in my testing all the way down to 3200mhz. 100k signs for example in my current gigfactory, being a heavy gpu use buildable, only dips my fps about 10 and I've pinpointed it's an engine thing, not hardware limit. I know the devs are heavily working on optimizing things all the time so this will all improve I'm sure. There's also things that weigh heavier on the engine than others such as 4000 constructors vs 4000 refineries. The constructors are devastating on engine performance. A good way to tell if it's engine vs hardware is to use two console commands. (Stat fps and stat unit) if only the top two are dipping, it's most likely hardware bottlenecking and not keeping up, and if the top two plus more start turning yellow/red, its very likely the engine itself. But to answer the direct question of what is the most performative way to build a large factory? Cut out detailing. With massive terafactory builds (1 million plus items a minute) you have to cut out detailing. No signs, no railings, no walkways, nothing if you wish to have 60fps all the time. If you're willing to dip fps, go nuts(as is my way lol). But it's a very complicated system and even after 17k hrs in game, I can say there's still much to learn about it and it's capabilities. Hope that book helps! ❤️ blameben

dusky dust
#

Definitely hardware dependent; possibly more of a concern on folks with comparative potatoes like myself

#

I have very noticeable performance dips once I build "big enough" in a single location, which is much smoother when it's spread out geographically instead

outer vale
#

now I'm curious why ctors are so much worse than refineries there

fiery viper
# frosty owl It sounds reasonable... Hopefully someone with experience in this like <@8546269...

absolutely helps, thank you so much! Just started looking through your past broadcasts and its helping to sober me up a lot; your builds are beautiful -- and also not even a 10th of the theoretical factory being output by my script. (this is not a slight on your builds in the slightest-- the theoretical max requires over a million manufacturers).

I'll definitely need to choose a different type of metric to really show off the increase in potential output thanks to the new 1.2 game modes. MAybe i build it out in satisfactory modeller (with copious amounts of recursion/outposts/blueprints, of course), maybe i focus solely on nuclear power (current save has 29 pure uranium nodes, and 59 sam nodes; there's gotta be a way to put that to use). Regardless, your input is tremendously valuable, and will surely result in many puppies and kittens being saved, thank you!

fiery viper
idle badger
# fiery viper abso*lute*ly helps, thank you so much! Just started looking through your past br...

Yeah I'm planning a max nuclear build now within vanilla but all pure nodes. This will be more than 10k reactors so I'm about to start a project that will most likely render the game in subtle digit fps again lol but holy cow... a million manufacturers alone, and not even connected to anything, will definitely exceed the engines absolute hard limit "scatter buffer" of 2gb save file limit. That I've tested. blueprints are also limited by that same scatter buffer limit inside a save of 500mb.

#

Not even CSS can do anything about the scatter buffer limits. Those are hard coded into the engine unfortunately

frosty owl
#

I reckon that one-million-manufacturers plan is one of those plans that include as much downclocking as possible thinking_helmet

fiery viper
#

granted, this only works for this particular advanced-all pure-25% cost/power seed; there's novel value to figuring out the 1.2 randomization algorithms and determining what the best seed could possibly be, but if we cant build this factory (which btw produces 471 trillion awesome sink points per minute in a world where the pioneer doesnt stop existing once numbers go beyond certain values) i'm not sure promoting a particular seed as the "best one" does much for the community.

outer vale
#

because IIRC 1%'s as low as you can go

fiery viper
#

clocked to 99%; basically would be 100% but the quirks of the linear programming library used to generate this data (finding the best application of the best alts, etc) results in a lot of wiggles hand in an "ehhh" sort of gesture buildings.

#

wait. WAIT

#

oml meinderthal you're right and i used the wrong problem file

#

bless you

graceful tundra
#

"The Truck's inventory can be accessed by interacting with door at the rear of the vehicle, where it can also be fueled by inputting up to a stack of fuel into the fuel slot. All Fuels are accepted, ranging from Leaves to Plutonium Fuel Rods"
Wait what, is this real? can i use plutonium rods in a truck?

#

cos if i can i'm gonna truck the hell out of my map

vast jungle
mint coral
graceful tundra
graceful tundra
#

till i get stuck in a death loop because i can't go get my stuff

mint coral
manic goblet
graceful tundra
mint coral
manic goblet
graceful tundra
mint coral
manic goblet
mint coral
meager kettle
mint coral
stuck chasm
#

this is baby math compared to the other stuff in this channel but my brain is melting I got 480 iron ore/m and im trying to maximise the amount of reinforced plates I can make but im at a loss 😭 pls help

low wasp
#

Are you using an alternate recipe?

stuck chasm
#

I tried but it kept giving me weird values

manic goblet
#

Use greeny's tool

wind spade
stuck chasm
#

well im trying to maximise but the site I was using wants an exact output which is what im trying to find out

wind spade
#

"efficient" is nothing
and no recipe is "better". each recipe does different thing and whether you want that or not depends on you

wind spade
low wasp
#

I recommend that you make the diagram first with your recipes with no values on and then put the values that your are using later

#

Personally I use satisfactory modeler

wind spade
#

modeler is tons of manual work for same result, so if you want the result quick, you should use something else

graceful tundra
stuck chasm
manic goblet
#

The modeler works really well for having an end product in mind an and working backwords, but it is more difficult to calculate the numbers moving forward through the chain. You can use Satisfactory Tools at that point to get the numbers needed then and set the recipes and alt recipes you want to use.

graceful tundra
graceful tundra
wind spade
wind spade
graceful tundra
manic goblet
graceful tundra
wind spade
#

not sure wdym by "force stuff"

graceful tundra
manic goblet
# graceful tundra ah yeah that's what i planned to use them for, not for bringin the whole map to ...

The only large resource I am using them for is for uranium, as I didn't want that on my rail network, but that is a personal preference. For higher tier parts where I am getting fractions of a stack a minute, I am using them to move things across the map as opposed to a freight car.

Drones are also nice, as they can act as a bidirectional belt between facilities; they will pickup and drop off at each drone port.

vapid gorge
manic goblet
#

If you don't want to use a resource, you can disable that recipe, or set the amount of resource available for the calculation to zero, so it won't consider that

dusky dust
#

You can also change the available amount of any resource in sftools, fwiw

#

In the end, sftools inevitably has its own weighting as to how it values one resource over another, but it's pretty easy to influence its choices

wind spade
#

(or use beta for custom weights)

dusky dust
#

Though yeah, it can sometimes seem "stuck" on a recipe you don't want; in those cases just go disable the recipe; the solver re-calculates with every change you make

dusky dust
vapid gorge
wind spade
manic goblet
graceful tundra
manic goblet
#

Moving it by train also works. My reasoning for drones is that a lot of the nodes are in difficult to reach locations, so I ended up building a drone deck above each node, and added one drone port on the impure nodes and two on the normal nodes.

#

You are generating 3 stacks per minute on the impure nodes and 6 stacks per minute on the normal nodes

graceful tundra
mint coral
graceful tundra
#

well

#

not for the ficsonium

#

wait holy sheet

mint coral
graceful tundra
#

i just realised i needed all the game's sam

#

to make the "perfect" nuclear power plant

graceful tundra
dusky dust
#

(I think you'd have to start slooping RSAM by about the 1TW level, and would likely be exhausted by 2TW)

#

"Max Nuclear" without Ficsonium is something like 13TW, I think, since you use the SAM to make more Uranium instead

graceful tundra
#

without sloops

dusky dust
#

Really hamstrings your ability to scale out the U+Pu steps

graceful tundra
#

without sloops

#

and it "only" uses 10080 SAM/min

frosty owl
dusky dust
manic goblet
# graceful tundra and i have 300 hours

As long as you are having fun, that is what is important. There is particular way to play this game, and there isn't a time limit. Take your time and enjoy it

manic goblet
dusky dust
dusky dust
#

But yeah, with slooping, max power is like 13TW, and does not involve Ficsonium at all

mint coral
frosty owl
graceful tundra
dusky dust
dusky dust
#

If the goal is "as big as possible while having a fully-'clean' system via Ficsonium" then yeah, your plan might be right. :D

manic goblet
dusky dust
#

Though I suspect that "clean-via-Plutonium-Rod-sinking" will still be bigger than when you're doing there

graceful tundra
dusky dust
#

Anyway, just talkin', etc. Not trying to dissuade you from any particular plan

dusky dust
#

You're in the nit-picky-well-actually channel, after all. :D

graceful tundra
#

esp since i can actually fuel trucks wth PFR

#

which would be spicy but funny

mint coral
graceful tundra
manic goblet
graceful tundra
#

that stupid turbo fuel factory was a mistake

mint coral
graceful tundra
#

albeit more than what i could make with the ficsonium plan

#

🙃

mint coral
#

Personally, making power for the sake of a big number is not my jam.

I'm just going to expand as needed.

manic goblet
#

It is cool seeing people optimize for different criteria

manic goblet
#

I would probably never go for a max awesome sink playthrough, but it is really impressive seing the theorycrafting that goes into it

mint coral