#math-and-meta
1 messages · Page 396 of 1
not the output of the constructor
Did you have them set up in a line, with a single splitter in front of each one? (Which is what's called a manifold?)
thank youuu
you haven't mentioned the smelters. do you have two smelters going?
make 4 groups of smelters, each smelter producing the amount that direction needs
Thats different numbers?
It aint consuming as much as its giving?
You can inline pics in here, btw -- it can often help to show screenshots of your setup. You can use photo mode to get nice overhead shots 'cause the camera can be decoupled from your pioneer
Fellas give me a sec imma show yall what i cooked there
why
Miner: 60 Ore
2 Smelters: 60 Ore -> 60 Ingots
4 Constructors: 60 Ingots -> 60 Rods
is that what you have
Ohhh, this is concrete
yes it is
Oh thats what its called
and ive already told him the solution
look at the number on the input side
not at the number on the output side
Its eating 45
and your miner is making 60
so you have enough for 1.25 ? constructors
So i only can maintain bareky 2 constructors so far
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)
Thanks fellas! I managed to minimize my concrete inefficency
Besides my little misscalculation with 4 constructora, the production line is decent, right? For my pretty new world
Depends how you measure decent. It's inefficient because you have 4 machines that run a total of like 30% each
(I think) idk the numbers just saw a couple of the chats
But it looks nice, so if that's your metric of decent, then yes
Yeah yeah i just erased the converyor belt after the second ubtil i can overclock the stuff for more production
well even 2 is more than 60/min can handle
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
yes
any factory is GOOD as long as it serves a purpose. is it the best? optimized? neatest? never
what matters is learning, making mistakes and growing from them
Yeah but one is too little
So i decided a flowing production is better than a standstill because it doesnt get through ya know?
and most of all, having fun. Its a game, and i feel like a lot of times people (including me) forget that
Ur a wise fella. Surely been a pioneer for couple of years now
yes. i would agree if you dont have mk2 belts then yes
since the beginning 🫡
A veteran! I am honoured to get advice from a hero like you
ehh i wouldnt go that far, i only have 1k hours lol
but i have been playing since the game first entered Early access back in like 2019
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
Still a crazy number i would say
Given that the game is "only" buulding, optimizing and robbing the planet for its ressources
true. its fun as hell though
im especially looking forward to the new random nodes in 1.2, and the difficulty modifiers, will make things interesting
Well i hope i get a grip of it till that. I think this gane sparks some deep buried dream of mine
Whatever you have access to.
I am doing it with all phase 4 tech unlocked
Quantity matters not how you get to those numbers
ight i have a decent amount of it done
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?
mmmm circuit board factories
like this
Yeah ive got that but i cant seem to balance the copper going into the train properly.
Train ?
just pillage the dunes ^_^
Yeah. I am tempted just to use a highway
this was my solution
Wow fair enough
old picture but this was my metal works
Oh wow. Looking good
I mean balancers do the balancing for you
Not exactly sure how to use them. Atm ive got 3600 going into 7 cars
7 isn't a convenient number indeed
but totally workable
depends how many input belts there are
I would do 8 but the transfer rate wouldn't be 100 accurate. Im already down to 460/min.
Its due to the animation of the train cars loading
Oh right okay
nope nuclear
what's the best belt you've got?
Im still new to trains and this being my first project I expect some problems. Mk6
Im on phase 5 so mk6 1200/min
Im trying to get an even 450 so I can split it into 7 lines of 12 refineries
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)
Oh right okay
to get 480/min per platform, you'd need a train every 6.5 minutes
Rn its like 2-3 mins
The nodes arent even that far apart just awkward. So I might build a highway instead.
yeah I normally I wouldn't bother building a train for 3 mins round trip
Yeah haha.
but if you already have one, then it might be worth it to make it work
Yeahh ill add an 8th line and see what happens
It looks like a Circuit board visually silly
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
7 belts with 37.5 each?
yup
Why not just one :p that's only 260/m or so
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
If you aren't against overclocking, I used 3 blenders running at 240%
My 360 line went into a 3:1 ratio split: 270 to the blenders and 90 to the accelerators.
And then I made several blueprints I could merge together for the non-fissile
I am against overclocking. Im trying to make power. The smaller the cost to making the power the better.
I appreciate the input ttho
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.
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.
thanks.
I have it all planned out i just need to do the work now
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
so whats the Question?
how to disperse the Inogts?
if it works with 8 constructors?
A constructor uses 60 steel Ingots to make 15 steel Beams.
so two constructors would use all all 120 of the steel Ingots you produce
holy spaghetti
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
modeler doesn't have any lables what so ever. That sounds like a nightmare to anyone who didn't build it themselves
lol thats fair, i have it pretty organised but looking at it rn it is pretty spaghetti-y
yeah but what recipes are you using? you have a million splits? how are people going to follow it
right yea
that is not a tool you use if you want any critical break down
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
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
you might only use a few quartz pm, OR use recipes that guzzle the entire map's resources
honestly ther tiers are a tutorial. Build and learn as you need, then treat the game as a sandbox after you unlock stuff
trying to future proof typically just wastes your time. :\
okay thank you for the advice!
no sweat! build what seems reasonable, then use it to flow on to new factories you build later
'mega' factories especially tend to become huge nightmare messes if you try to keep building on top of them
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
speaking of... any good layout tools besides good ol' graph paper?
i see how that could work. i have been drawing things out bny hand lately just as it helps me group it visually
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
for example something like this for a basic section
to breaking down smaller scale sections like this
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
logical for sure. for me, it's about placing what next to what, especially as the arrows on SF tools start criss crossing
dog walking time! bbs
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"
ok, i went around and trained a ton of doggos during april 1, and now they've all disappeared
Does anyone have that image of how to hook up 8 coal gens with mk1 pipes
!wikisearch cg
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
all it really is is just having at least 2 input points at not awful locations
for example this is basically just a variation on the middle example
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?
You'd have to figure out how much your geos make and how much your miners are going to use.
I'm sure they can power a LOT of nodes?
i was more aiming for the minimum they provide, which according to the wiki is 3550MW
take the average output, you can shore it up with batteries no issue
that seems like not enough to run all the pure nodes
take
average power output - (number of pure nodes clocked to whatever with mnk3)
i may have forgotten about batteries as a decent filer when geo drops
as long as you have power storage set up expect to get the world average output with basically zero effort
i just have an amazing ability to always wreck my grid
want my nodes to always be powered
easier way to manage that is to use priority power switches
yea but i'm talented
I mean up to you 🙂
🤣
lots of ways to do things
plus i wanna do it just to not stick it all on one grid
yea, just a style thing too
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
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
hell even with power go nuclear and you only need a few drops of coal/oil
uranium is literally garbage on the ground unless you use it for power
true
is uranium underground
there's a few uranium nodes under ground, but not all
is this one?
I think so yes, in the tunnels to the sw
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
btw near as i can tell, there's about 260ish big containers' worth of leaves
and 100ish of wood
20ish of mycelia
without buying any from the shop i mean
first thign to try is to clean up your pipes
Does the cleanliness of the pipe matter for the fluid
layout maters a lot and running 600 flow pipes often needs a loop
you might be able to get away w/o that feeding this from the middle though
after you make the changes, flood the system by underclocking a few machines to like 50%
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
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
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 😄
Randomly sometimes the whole system about halfway to the top everything just 0's out flow.
They're now chained much closer than the last headlift ending should be just for safety and it still isn't working.
Turns out the issue was a floor pipe decided to not work as a floor pipe and I had to do some odd thing :/
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.
oh its fused wire
Ohhh ywah my english isnt quite the best
could also be just a translation thing
well im not very much of an expert but i dont have many uses for caterium currently so i use it but idk 🤷♂️
yeah just an alternative recipe for wire
does the same thing , just a different way to get there
But it gives me 30
Is that a good one?
well it does 90 per minute
pretty sure he means is it worth "wasting" the caterium
and you need an extra resource.
the exchange is basically more complexity but it stretches out your copper a lot
Sure, if you don't need the extra caterium for anything
@untold zephyr The answer is: Sure, if you don't need the extra caterium for anything.
I found out about that caterium 5 minutes ago, idk if i will need that
its used for other things too
all recipes are "good" ones
@warped patio https://www.satisfactorytools.com/1.0/production?share=P6sCavSO0rtDxypB9JIf a plan for 20 mod frames pm
problem is, it doesnt show me how many belts i need
and thats what im trying to figure out here
whats your fastest belt speed
mk3
which is how much pm on one belt?
idk
the tool tip will tell you
but also what do you mean how much per minute on one belt
what is the difference between each belt ?
it says 270
there you go, each belt has a different throughput
mk1 is 60 mk2 is 160 and mk3 270
mk3 can move 270 per min
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?
for those sections you'll need at least 2 belts.
the rest you could do with 1 if you want
so i can make it 2 belts that each split out to each assembler im assuming?
for the screws? you could make it 1 belt to 3 assemblers , twice
but at the same time i need 6 assemblers to make the plates
what's 2 x 3?
6
so that's 6 assemblers being fed screws in two groups, each with a screw belt
no prob 🙂 always keep in mind how much pm belts and pipes can move
design around that
took the words out of my mouth ^
thanks, do you think that this is a good setup so far? i think i messed up on the plates conveyors
looks ok but it seems liek you're trying to put all the screws on one belt
no no they were on 2 belts before i removed it because they were facing the wrong direction
but the last 3 plate constructors arent getting filled up as much thats why i think i messed up the plates
that's 1 belt
there are 2 mergers there that are facing outwards
yeah but they're all connected
just connect up 2 groups. zero reason to connect them up
turns out i ended up with this concoction i think thats still good
idk it looks funny to me
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
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
pretty reasonable, especially if you have mk6 belts. I tend to dedicate a four freight train to a single item
I would recommend a single train with more freight cars over multiple trains, btw. Remember that every time a train docks, the platforms will stop transferring material for 27 seconds, which can eat into your max throughput
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
(with, I suppose, a few caveats on that statement, but in general that won't steer you wrong. :D)
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
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
It depends on your round trip time. If your source station is feeding a single freight platform at 1200/min, it will fill up a single freight car in 2 minutes and 40 seconds. With the load and unload time, you have to have a pretty short trip of 1 minute and 40 seconds.
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.
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?
yes, there is more, but early game i think is good
don't worry about the future, since you won't know how much you need of things til you get there
depending on recipe choice you may need loads more or may need none at all
later you can have the alt for wet concrete that helps giving you more
That is plenty for the first couple of phases in the game. Later on, you may need more, but you will be able to make it a lot easier as well
Thanks fellas
270/min is way plenty, as Cobalt said last night, dont worry too much about future proofing because often its a waste of time. Id say getting more steel products is more important (especially motors) if you do any large scale oil/fuel stuff you need loads of motors
also beams pipes and EIB. Dont worry about automating stators unless you plan on hand feeding spelevator part production
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
ofc you never need to do that. im building relatively large factories.
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?
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
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.
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
Yes yes i thank you very much for your time
@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
Wise words. Thanks alot
yeah... sorry. Bored in a lecture
It was either that or listen to my teacher yap about some nonsense
yes.. i wish i did many ISCs for motors and sheets. but i didnt i just made more production mwahaha
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
@long bridge How goes Nuclear?
golly beefy... i think i only make like 200 /min, but i run out of steel
Havent started yet.. we needed to get some other productions online first
im up to 500 steel beams a minute i think. I really like the industrial look and brutalism
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
i think we have around 40GW to play with before starting nuclear up.
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
especially since we are more than likely.. not going to be close to having enough power.
On the bright side, when we build ionized generators, we can OC them all without worrying ||because we have an ISC of power shards||
@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
wooo
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
looks lovely. thats where I built my rf plant
although i havent made it pretty yet (im supposed to do that before my nuclear)
The whole point of this playthrough is to take my time and make it clean. So far so good
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)
im a little nervous putting radioactive trains on my network, because if there is a jam then my nuclear setup could shut down...
but i kinda like the idea of it. Plus im only transporting like 3k waste total
Just give it it's own train rail system seperate from the rest of your system.
but i spent so long building massive rail networks!\
im going to take the rods on drones to the plant, just bringing waste back on train
This is all in buildings now. But I am excited to see all these belts filled with Uranium parts
mmm, those belts are crisp
cant you use the drones delivering the rods to bring back the waste?
can drones transport both ways????
also... 3k on drones is a lot more than 3k on trains unless it really is across the entire map
pretty sure, easy to test
I did that in my playthrough, and it is nice breaking apart the factories.
If you are worried about trains being radioactive, I would suggest considering drones. I am not doing anything with my plutonium fuel rods, so right now, they are powering my drone fleet.
They work well with packaging loops ^^
shoot... i have 4 drones for my nitric acid packaging loop... 2 sets of 2
Good to know i can cut that in half 😄
You could double the throughput for free~
That's one of the fun parts of first times :)
I built the plutonium fuel rod processing right where my plants are burning the UFRs. That way, the only piece I need to take back are 12.6 PFRs/min
wait, how does it work if the drone doesnt completely empty its inventory?
thats cool.. i might try that.. this project will require a lot of logistics that are making my head hurt lol
Doesn't it first unload and then load?
I reckon it would just try to fit what it can 
it doesnt work. but thats what buffers and smart splitters are for
but when it goes to unload at the next station you need to filter out the old items
then i can totaly understand, yap like a ficsite sink eats items
Take your time with it. I only have the nuclear chain going up to plutonium fuel rods right now. I plan to eventually burn some of those and make some ficsonium. I took my time with the setup, and it probably took about 200 hours to get everything finsihed
yikes.. yeaa, especially since im going for nearly 2TW in that factory
i think its right around 1.9TW of "clean" (no waste) in that facility
@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
context matters lol
i agree though, especially with mk3 blueprinter, nitro rf is far simpler
It even takes less space?!
Is that accounting for the generators too?
Yeah. Rocket fuel is a much more simple build chain, haha
if you oc gens, i absolutely thing so. with nitro rf alt, you can process 75 crude into 300 rf in 1 mk3 bp
you just need 200 sulfur 100 coal 75 crude and some water.
300 rf takes 30 fuel gens that are at 240% oc (they burn 10/min at 240)
plus its a gas, so you can generator stack (yes i know you can do that for nuclear) but nuclear gens are very large
Im fully aware, You have my write up lol
i was telling vencam
not you beefy
also. @mint coral You cant hit even 1 TW with ALL of the sulfur on the map without sloops
wait.
My 90GW Rocket Fuel plant is on the west side and my 630GW UFR setup is on the east side. The nuclear isn't stacked vertically, while the rocket fuel is stacked. You can get a rocket fuel plant into a pretty small footprint.
maybe you can if use compacted coal to loop into tfuel and back to rf
i take it back. you definately can if you make a massive loops
you have to use all the worlds nitrogen, and use not the nitro rf alt
but you can get close to nuclear. Idk, i think nuclear is cooler, rf is a stepping stone to get to nuclear
The GW difference makes it hard to clearly judge the difference 😅 (1:7 is hard to visualize for me)
I less impressed by making a tw of power then ppl using 1tw of power lol
i build to needs. When i need more power ill build more power ^_^
Hey my nuclear plant will use almost 1tw to run 🤣🤣🤣
ya 144 gw of NRF costs 3.8gw to produce
I think without sloops and without changing clocking on the jerk machines, it uses between 311 and 611GW to run (for 1.95 TW)
Max Clean i thought was 1.4
But... im gonna be 250% Slooping converters and particle accelerator and maybe some of the encoders
The factory produces 6300 ionized from byproduct shards
thats right
so you are netting 900gw
you said its going to cost 1tw in power to run
I was exaggerating because I dont know how much the encoder, converter, and PA will cost after slooping...
I dont want to think about it because I saw one of my encoders using 26GW the other day...
lol i can only work from the numbers you give me ^_^
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)
thats what ill be doing if needed.
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
Yes and I appreciate that
Tbh, I just want to full chain clean nuclear, thats the only reason im doing it
Yeah, a slooped and OCed encoder is very power hungry
I definitely agree with you there. Nuclear is a fun challenge, but most players don't need to go down that route, especially in their initial playthrough
Im just doing it for fun. Im 1k hours in the game and been playing since 0.1 lol
Never bothered making stuff look nice though, so thats my goal this playthrough, instead if flat platforms with neat belts, making real favtories
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
I have been taking my time in my current session as well. I still need to get better at building, but I am getting there. There are a lot of lessons learned on my current playthrough
I still think they should make a prog splitter that can limit throughout on channels
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
naw, you use belts to limit through put
That would be nice. It would definitely get rid of some tricky setups. My UFRs are flown in by drone, and I have them rate limited to exactly 50.4/min so I don't have fuel rods sitting in a nuclear plant waiting to be used.
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
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.
very interesting
i may end up doing that, but why does it matter if youre only producing 50.4 a minute anyways?
thats the exact ammount of uranium fuel rods which you can produce with the 2100 uranium on the map
(Or 256, if you're willing to use resource conversion! 🥳
)
The issue for me is I am flying my rods in by drone, so I would have more than 50.4/min when the drone would drop them off. I have a couple hundred come in at once
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
Ive balanced all my reactors and converyor lines, I hope i did it right lol. I have yet to turn it on as i am now building out my plutonium refinement
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
Good suggestion, I wait for a single mk1 belt to drive me nuts lol
Yeah, haha. A couple belt issues bit me when I started it up for the first time
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
Or it will work flawlessly, and then you will be paranoid that something must be wrong, haha
i know..
oh sorry i read that wrong
thats happened to many times already, Ive used all my good luck lol
no problems. i was snarky bc im bored lol
you didnt do nuttin wrong
👍
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. :)
quartz is so sparse on the map...
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)
yea lemme go mine literally every single quartz node so i can generate enough bauxite...
;-; (can you tell i have the same problem)
Indeed! Alt recipes are often all about deciding what resources you value the most, when you're setting up the factory. :)
Huh? Bauxite is only used for aluminum... Just do alclad casings/sheets and make a few iscs of the bottles and youre set
theres 12300 bauxite to use, so just make more of it if you need to :p
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
yes spicy rocks
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
small radioactive symbol on the right panel
probably next to power?
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...
Just put in the outputs you need
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
also, just to warn you, you're computer will catch fire before you can process every node to the end point.
@brave dock
blue line is fresh, red is waste
you just clock the machines so you don't have to merge them
Hm, that'll need some redesigning. I have 288 waste water, and need 480 as input.
bottom machines are solution, top are scrap
Using sloppy alumina
so 480-288 as fresh 🙂
this design is based on Sloppy + Electrode
yeah, right now that is just a T-Piece with Valves
but if yo uhave Sloppy + normal you'll have to change it up
it's technically possible to merge fluids like that, but valves are basically the least reliable way of doing it
It works fine untill the outputs back up
example ratios of all the recipe combos if you're interested https://media.discordapp.net/attachments/1286300794311938099/1286343954157277307/alum_options.png?ex=69d67029&is=69d51ea9&hm=78e44f641e1942efec7125da58da5a7fbe6d70cb642f4bbc25d7af5776129f1b&=&format=webp&quality=lossless&width=934&height=1320
that's the 'not reliable' bit 😛
Right now I just have each refinery connected straight to the next, so a cross-connect like that will need some reshuffling of parts
@bright rose https://media.discordapp.net/attachments/558721941410807812/1289415239149813840/image.png?ex=69d667c5&is=69d51645&hm=590d571cd51761915470d4e892427ca3b553a55f0063a08cd086deb5f6808955&=&format=webp&quality=lossless Recycling solved with nothing but basic pipes
depends on yoru recipes and clocking
in my example they do still feed directly in front if you loo kat it
yeah, but my percentages are different
I'll need to calculate the ratios for all that first
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
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 🤔
nope, water just sloshes
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
sloppy normal is actually really easy to clock with direct feeds
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
well the frseh water refinery could be set to 96% feeding into another machine at 96%
and then the 2nd solution refinery could be 144% fed into a 144%
and then you're done
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
well 3x80 is 240% which is still what I've got up there
the example diagram though works off a different amoutn of bauxite
I just had my mental estimate wrong
it's just an example ratio
in my mind 3x80% was more than that example
@vapid gorge doing our favorite thing
haha, ok!
I found satisfactory tools doesnt work if you try anything with plutonium/ficsonium, which makes it tough!
just have to input your uranium/plutonium waste
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.
ahhh, right! i did not know this!
this huge graph is actually kinda what i want!
Then go for it! It is your game 🙂
Yeah - it doesn't come up as a natural byproduct since you don't input your reactors. Easy to miss
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
my plan is to build 1 massive factory that can produce as much of everything i can!
aim for 1/4 of the world resources at most, even if you have a good computer
putting everything in one spot will make the computer fire worse
would 10 of everything be glowing embers or great fire of london size? ish...
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
yes, 10 of everything heading to storage per min.
plug it in tools and see how much of the resources it would take
my computer isnt super high end, but its ok. RTX3070, Ryzen 7 3800X, 32GB RAM
similar to mine then.
Have you unlocked all hte tiers yet?
not in this playthrough, but in my previous game did. but i plan to get all the hard drives and somersloops in the game to make it easier!
eh... sommer sloops could basically make it so you only have to make 5 of everything in excess I guess
will my PC burn my house down or might it survive?
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
mynplan for the somersloops is to use 20 in power augmentors, then the rest in SAM constructors
I guess? you won't need much sam though
if I was the type of person who liked mess i probably wouldnt be planning something like this!
the power requirement is pretty steep, and i think i read somewhere that means quite a bit of SAM
not if you do a fair bit of uranium power
i think it was at least 50 Nuclear Power plants...
that's very reasonable. Easy to do
Hooly moly, Its been 105 minutes and my nuclear is still going strong... i think i did it first try lol
Congratulations. Glad to hear it came
up cleanly
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
I am sorry to hear that. Can you adjust the clockspeed on the 48 machines to bring them down?
either i deal with the numbers or rebuild most of it
That amount of rounding is fine
wdym?
can also just clock every second refinery to 50%
if you don't want decimal clock speeds
That also sounds like a great approach
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)
yeah
odd refineries would be at 250%, even ones at 125% (or vice versa, or anything else)
Type in 500/3 into the text box instead of 166.667 and you'll get better accuracy
probably
But also, (250+125)/2 = 187.5 ≠ 166.(6) so idk what's going on here
Ok so each floor is 675 oil
and there are 4 floors
yay the numbers worked
@wind spade thanks
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
you really don't want to do vertical fluid manifolds
i know but its only a 300 pipe and everything just clicked
if it works i will be sooo happy
liquids really don't like vertical manifolds
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
its still flipping a coin
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
Pipes out of machines can stay mk 1 until you reach a junction
oh wait you mean that
yes
ok wait lemme change it
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
is there any advantage compared to making everything just MK2?
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
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...
Check the production steps and recipes involved to find the differences.
I personally suggest avoiding SCIM's calculator though, as it can produce bad calculations sometimes (especially around fluid loops)
share the tools link
how do I type log2(2.5) on windows calculator?
it does but I can only do log(2.5) and can't find how to type in log2(2.5)
Why do you need it? 🤔
so that I can calculate power usage with over/underclocking
Can use the exact value instead
harder to memorize 😂
1.321928 🙂
isnt log2 (2.5) = ln(2,5)/ln(2)
it is!! thanks mate
Yea I can remember it for today but if I need it next week I'll fuck it up for sure
Alternatively, ln(3.75) is close enough
1.321756 instead of 1.321928
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.
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
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.
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.
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
🙄 Yes, it works perfectly forever after I clear it a few times. I must be doing it wrong on some fundamental level.
show some overhead images of your set up, there's probably something simple
People always forget to mention when recommending this design that you need an overflow to a sink for the scrap.
It will not recover if it backs up
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
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
@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
I'm surprised modeler calculated this without any sort of priority splitters/mergers
Usually it just has an aneurysm
don't use the full calculator
it is ass
use the manual calculator
I have no fucking idea why the full calculator is the default
well ill be damned
I mean I'd say modeler in general is ass because it requires picking recipes manually but to each their own
also fuel fits into this 1:3 thing not just rubber and palstic
I like doing that because it gives me control
it's not "ass" because of a personal preference
I need to get more alt recipes, been putting it off
Fuel alone won't be 1:3
Only Fuel + some plastic and/or rubber can be
I know I know
otherwise it's just this
3:8 instead of 3:9
there is no change in ratio
you just also calculated using the polymer resin
The point is that you can't turn resin into fuel
does sloppy alumina, base recipe scrap and pure aluminium produce more than base alumina, scrap and silica?
http://satisfactorytools.com/1.0/production and you can figure it out yourself
crazy
is that before or after you have to build over 120 constructors 😛
Blueprints babyyy
I made my entire Nuclear Setup only using BP's for decore. Im glad i did it this way as it gave me flexibility
@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
SCIM?
Satisfactory Calculator Interactive Map
Best (only?) interactive map for Satisfactory... also a (not so great IMHO) calculator for Satisfactory
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
Thanks. At the same time, I am not sure what is being said here. Is this something that I said earlier and you are reposting, or did you mean something else?
You wanted ppl to test your blueprint yes?
Scim has a blueprint repository. It checks for malicious things like malware and viruses. So I was asking if you uploaded your BP there?
Thanks for clarifying. The last time I checked SCIM, they required all blueprints to be uploaded individually, and I need them uploaded as a set. Correct me if I am wrong here.
is this vip junction good
this looks horrible
(and VIP junctions are kinda bad anyway)
would that even work
What are you trying to do with this setup?
specialyl with mixing mk1 and mk2 pipes like that
is this even a VIP junction?
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.
Very horrIble Pipes
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
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.
Could my pipe issues be caused by some small sections?
I'm still hoping 1.2 will bring pipe improvements, but they're just not ready for experimental yet
Is it possible? yes
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
still new to the game, is this a good setup?
What’s that app called?
Satisfactory modeler on steam
those splitter/merger combos are kinda weird
just a way for me to see that there is a splitter or a merger, even though its the same there
why not clock the constructors to make 30 and 40 rather than 35x2 and save on merging and splittiing?
why store stators btw?
used for building something in the upcoming 1.2, right?
fluid truck station right, forgot they have a use now
so they still don't have a use 
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?
why are the pipes so high up
seems fine?
I say this a lot but if you(general you) try SF modeler, use the manual calculator setting, the full calculator setting is ass
I highly recommend you process each node individually though
Also don't try merging used water.. lol
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?
it makes more plutonium rods
overall though if your goal is more power iirc you're better off using it all in uranium rods
Does it result in a better ratio if input uranium to power generated?
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
"overall though if your goal is more power iirc you're better off using it all in uranium rods"
as mentioned
but most power made isn't nescesarilly the only goal you can have
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
My only goal is power generation
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
then focus on uranium rods
but honestly I wouldn't use Plut Rods for power
many people have at least tried doing this
for most power you go rocket fuel. it's pretty dumb. Like 10,000 power gens
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
if you want most power you definitely don't use ficsonium
very little power generated vs consumed
I don't care about this factor, I only care about the production being as high as possible
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
it's not very good for that either
Yeah I'm starting to see that
huge amount of resources sunk for very little power
Because with the map's sam supply I can make an obscene amount of uranium
Honestly it's punishment for people who couldn't stop themselves from buring P rods
and I wish it was more punishing
Yeah this is a little complicated 💀
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
Yeah the way I'm managing the math is thinking about the factory in modules, and seeing how many modules I can supply with the available resources
I had fun making this unit of machines that make 10.6 frames pm with 1 sushi belt of 36 parts per min
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
yeah another reason I don't bother slooping. I don't find duping mechanics fun
Yeah trying to work out what machines should be slooped or not has been a massive pain lmao
And with almost any situation youre best off just duping the last step.
duping sam ingots is a rare exception
last machines, or sam ingots 😛
it would be close enough to max output w/o doing any work
What I've found is that using sloops to double the amount of re-animated SAM on the map is most beneficial
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
yup it's one of the weird exceptions to the sloop last step rule
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.
Darn it’s been a while since I played satisfactory last
But production rates and ratios have taken over my brain lol
No real advantage. Fertile limits the uranium rods you can make in favor of a few more plutonium rods. The overallpower gain is like 100GW less and you end up with a lot more materials needed if you wanna process the plutonium into ficsonium.
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
Fertile makes for such an elegant producing line I can't put my finger on it
it also allows for integers-only setup
does anyone have a design for equal splitting for 4 and 5 outputs
It has repeating decimals when using 2100 uranium
The other chain does not
It entirely depends on how much uranium you use
Because with 2090 uranium, it's the opposite
yea I'm using 1100 specifically for that
As in 4 inputs to 5 outputs or what
like an design for both
?
split each belt into 5, merge one of each
or just clock your machines. Clocking your machines right means you avoid all that bullshit
they are clocked 🙁
Then split each input into 5 with this
clock them so that you don't HAVE to make 5 belts out of them
For 20 belts total
And them merge 4 together, 1 from each of the original inputs
just use the 4 belts as is
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
manifolds also work btw 🙂
I think they jus want to create 5 manifolds out of 4 belts
alright, im gunna mess with some stuff that might work with what i got
an example, 3 groups of smelters making these amounts, but you clock them and merge the belts so they ahve these outputs
yeah just make 4 manifolds out of 4 belts lol
this is what im doing
not much cause im newer to the game but im working on the rods
really don't process nodes together, becomes obnoxious
just process each node seperately , and clock the outputs to put what you need on the belts
thats the thing is the stuff was fully clocked and i lost abunch of items pm
and i get more mergingthem
basically exactly like the image I shared but you have a group of 600 and 363 you clock into the groups you need
you do not get more merging items, items don't appear out of nowhere
bro said "siri pick any rational number between 1 and 20 for my motor factory" 😭
😂 i'm jesting
3.14159...
Plus there's one half utilized node
PI is not a rational number 😄
i switched it up and made each node its own, im getting more motors:(
little dumb
it is when you cut it off at 200th decimal 😛
still a quite irrational choice 😉
1200 iron to 21.6 motors
thank you
if you have some copper available there are more efficient ways to get Wire...
i have 1 node but i have it set up already so ill be good!
It's not like you need more than 20 motors/min for personal use
unless you begin to spam Fuel Powered Generators 😄
It only takes 12 hours to generate enough motors for 1000 generators
depends what "efficiency" are we talking about 😛
I remember getting Motors and Concrete by train for my powerplant, because uploading them via Dimensional Depot introduced to much delay ^^
you should always have at least a normal storage before the depot, so that you have virtually more in the DD
and yea you should multiply DD for concrete iron plates steel beams etc.
yeah, concrete just "vanishes" when you start to do large projects, especially with BPs
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.
generally people don't build central storage anymore
since you can just depot everything
You can use drones, but personally I invest into a train network first, only using drones to cover out of the way places
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.
I also like having a central storage still. It just feels right.
Same, once I unlock the depots i just throw it on top of my storage container
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.
you could probably just have most of the things be built on location for the central facility by importing a few raw goods and make a low amount of everything pm that overflows
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.
pre-1.0 I just used trains, with a giant pile of stations each dedicated to a particular factory's outputs
i still don't trust vehicle AI so i just belt everywhere 🤣
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
fix what?
load trucks onto a giant trebuchet & fling them towards your base
the vehicles not really working right
what about them don't work?
on 1.1 they were glitching out on me and not working right
its hard to explain without a video tbh
trucks? mostly that's pathing things properly.
im sure it was user error lol
well they're basically getting turned to trains now so it'll be really clear when you're doing something wrong
it seems way easier with 1.2 though
yeah... now we get multiple tiers of "trains"... the large ones (both trains AND stations) that need (visible) rails but can transport huge amounts of stuff and small ones that are more compact... hope that will restore the usefullness of trucks
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
for me recording the tracks (and the inability of U3/U4 trucks to drive straight on concrete) was the main thing that pushed me away... it was just annoying that small mistakes while recording meant you had to do it again
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
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)
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
it got better (I think I tried it in U7), but getting a Satisfactory vehicle driving straight along foundations is still a pain with keyboard controls... I would have really liked a "snap to foundation grid direction" button for driving ^^
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.
@wind spade Wasn't the map limit for water calculated off the max amount of Water Extractors one could place?
no, it's just semi-random big number
basically "I was lazy to implement infinity properly"
looking at the hex value of the number in sftools for water I would say its NOT random 😄
( 1FFFFFFFFFFFFF )
hence why "semi" 🙂
it's Number.MAX_SAFE_INTEGER in javascript
Javascript has some crazy limitations built in from the "old times"
So the "random" part is whatever value JS is using for a "safe" int?
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"
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
if you go above the max safe int, you may lose precision
just a guess, 9k Water Extractors sound possible
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?
I don't think meta in this regard was researched. Megafactories generally aren't meta anyway 😛
faair
I mean any decorations are definitely just gonna make the performance worse
That's hard to say... The meta itself has shifted through the years as the game changed a lot on these aspects (eg: belts being optimized changes how preferable they may or may not be to vehicles; same for optimizations on vehicles)
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)
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.
I wonder if MK6 belt lifts offer something because they don't show the items going up/down
It sounds reasonable...
Hopefully someone with experience in this like @polar sun or @idle badger could share some more tips on how to build big in ways that minimize the load on hardware
🤞
(If interested, I suggest checking out their builds and posts they made about them)
🫡 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! ❤️ 
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
now I'm curious why ctors are so much worse than refineries there
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!
oh jeez, replied to the wrong comment, good job me!
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
I reckon that one-million-manufacturers plan is one of those plans that include as much downclocking as possible 
unfortunately, no. The script optimizes for minimum power usage, but within bounds; most machines are underclocked to something like 99.9999(etc) percent. The output isnt the most helpful for planning, but i can share the file, i think:
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.
as in, clocked to 99.99...%, or clocked down to sub-1%?
because IIRC 1%'s as low as you can go
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
"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
Just be sure to be ready for radioactive trucks
I find Rocket fuel to be good enough, But if you need to burn plutonium anyways ^_'
yeah i'm torn between ficsonium or just sinking the f out of plutonium rods
i have automated iodine filters so should be fine
till i get stuck in a death loop because i can't go get my stuff
Im sinking the pluto rods. Personally Id rather use SAM to mkae more uranium then make Ficsonium
hold on what
Trucks and drones can both use PFRs, and they provide a ton of energy. I use them for my drones, but the facilities where the fueling occurs has a sky deck, so the radioactive bits are kept away from the rest of the factory.
If you always have an ample supply of filters, you are fine though. 🙂
oh wait yeah i can have hazmat suits in the depot anyways
Ive made my Nuclear power facility but i havent automated filters lol. I really should get on that
It definitely helps, haha. 😛
that's an interesting way to use it, but i'd never use nearly as much plutonium as i'd want that way, nor would trucks do that anyways as i'd still want to use trains for solids
well you where the suit and gas mask at all times as there is no reason to take them off at this point.
The filters can live in you D depot tho
unless i die
I initially went with that approach, as I have drones bringing in all the uranium from across the map for UFR processing, and I didn't want spicy trains on my rail network. I figured since my uranium processing flight deck would be radioactive anyway, it would make sense to power the drones with the PFRs that I was just going to sink anyway.
IF i expand my Nuclear plant ill do so by sending all the uranium under the map to the location that needs it.
guess its a choice, but to make the same power you'd get from burning plutonium and ficsonium you need to convert 11200 bauxite to uranium. only uses like 1000 sam ore, but thats 11200 out of 12300 bauxite on the map :p
I just wana do something different. Its not about min maxing
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
Are you using an alternate recipe?
use online planner?
I tried but it kept giving me weird values
Use greeny's tool
well, you'll usually get weird values when starting from ore
I got cast screws which I was planning to use but I also have bolted plates which I heard is more efficient
well im trying to maximise but the site I was using wants an exact output which is what im trying to find out
"efficient" is nothing
and no recipe is "better". each recipe does different thing and whether you want that or not depends on you
hence why I recommended online planner 🙂 there are some that can do it like https://www.satisfactorytools.com/1.0/
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
modeler is tons of manual work for same result, so if you want the result quick, you should use something else
mhm, i should get nukes ngl (famous last words)
im using this rn and im wondering is there a way to allow overclocking and using sloops? because I dont see an option for it
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.
mhm, i do not have faith in drones enough for large scale transportations though, could it be that they're better than i thought?
yeah but a more precise way to go along your precise goals
clocking - easy to calculate yourself, Tools give you total %
sloops - can simulate it by inputting half of the resource. But it cannot optimise where to put them
precision is the same in both tools
unless tools allows you to prioritise use of a ressource rather than another, no
Drones are great when you aren't transporting that many stacks of something. If you are generating a fraction of a stack per minute, drones are great. Or if you have something going from a remote facility, you don't need a train or truck route.
technically they can
you can plan your whole factory and force stuff? hmmm
yes, you can plan your whole factory
not sure wdym by "force stuff"
ah yeah that's what i planned to use them for, not for bringin the whole map to the red forest
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.
choose the recipes that use or don't use those resources
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
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
(or use beta for custom weights)
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
Oh neat, didn't know that
clocking is just the number of machines
12.2 machines? 1220% clocking
sloop at the end of the production line,basically the only point to use them
||https://beta.satisfactorytools.com/production|| but beware, may have some bugs or glitches. Is "beta", so to be expected 😛
(though no, it's not gonna be merged into main branch, it's too different to do that and can't be bothered to fix bugs when I'm working on new Tools)
I will have to check it out. Thanks for the link! I will have to play around with it. 🙂
oh wait yeah i gotta move uranium anyways, ugh
oh that's cool
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
wait, what esle are you doing with your SAM?
Making uranium obviously 🙃
Atm nothing. Soon ill be in phase 5 and ill use lots for mk6 belts and a few other things
ah so only ficsonium? bauxite might very well be the bottleneck anyways
well
not for the ficsonium
wait holy sheet
I dont plan to far ahead to be honest. I have no lofty big number goals this run. My self goals are
Decorate as I build
Go nuclear
Take my time between projects
I have cleared the game 7 times over my first 900 hours. Im trying to take this save slow and with purpose
i just realised i needed all the game's sam
to make the "perfect" nuclear power plant
damn, i haven't even done phase 4 yet
and i have 300 hours
Ficsonium's very SAM heavy for sure. If you go "max nuclear" at any scale, there's actually not enough SAM to let you fully process to Ficsonium
(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
seems to me it just barely makes it, although you have no more trigons for anything else
without sloops
If the goal is "most power" then Ficsonium's definitely a drain, in the end
Really hamstrings your ability to scale out the U+Pu steps
this should be most power
without sloops
and it "only" uses 10080 SAM/min
Not if not having Ficsonium is holding one back from using Plutonium though
I can't read those impenetrable Modeller graphs; how many rods are being produced?
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
60.4 U, 18.9 PU, 94.6 F
Yeah. Someone had made a python script that optimizes for power generation, and that was around the target. They had posted it to Reddit recently
Max Uranium Fuel Rods without slooping is 256.32/min, btw, which is over twice the power of that. :)
wait what, where?
But yeah, with slooping, max power is like 13TW, and does not involve Ficsonium at all
ther is several people here who have active Max Nuclear projects Dylan, Saphic neko and Linux, If you see them active ask them as they have repeatedly done the math
That's using ore conversion though, right?
i'm not making uranium with SAM either, and i said it
https://www.satisfactorytools.com/1.0/production?share=Mh3vgjzZzMGAidzgbBel btw for that 256.32/min
Oh sure, just saying that if your goal is "max power," that decision is hampering you. :)
If the goal is "as big as possible while having a fully-'clean' system via Ficsonium" then yeah, your plan might be right. :D
I can see if I can find the link, I was asking about updating their json files for a particular calculation
Though I suspect that "clean-via-Plutonium-Rod-sinking" will still be bigger than when you're doing there
why are you quoiting stuff i did not say, i said i wanted "to make the "perfect" nuclear power plant"
I mean, "perfect" is a very subjective term. I know that I'd mean by it, but apparently our definitions differ. :)
Anyway, just talkin', etc. Not trying to dissuade you from any particular plan
honestly i'm torn
You're in the nit-picky-well-actually channel, after all. :D
Dylan worked it out to 2tw of clean power using by products to make Ionized fuel for power
oh i do not want to that with fuel
that stupid turbo fuel factory was a mistake
I think the theoritical max power following the Ficsonium rods method is 1.4tw costing 800gw to produce
that's only 1.52 TW from nuclear
albeit more than what i could make with the ficsonium plan
🙃
huh, i'm at 1.338
Personally, making power for the sake of a big number is not my jam.
I'm just going to expand as needed.
It is cool seeing people optimize for different criteria
for sure
I would probably never go for a max awesome sink playthrough, but it is really impressive seing the theorycrafting that goes into it
someone here reached the Awesome sinks digit maximum earlier this year lol