#math-and-meta
1 messages ยท Page 397 of 1
Especially with the changes in 1.2, it will be interesting to see what people come up with for the various resource node allocations and setting their purity to pure
node purity is pretty meaningless
you can't effectively use all the resources in the world anyway
yeah that was one potential goal, but the theory crafting is just soooo complicated
some people will probably make dumb things with more SAM ore if more spawns, but.. eh. You coudl always mod in more nodes if you really wanted. Or higher mk miners
I need drone fuel so my next power expansion will be rocket fuel and ill max out a oil node or two. carving put my vehicle needs then generating the rest for power
vanilla all pure 1.2 will be different too
You can, I am just kind of curious how many warp drives would be possible under those different conditions
oh wait yeah i'll need rocket fuel for myself anyways
i can't continue using turbofuel like a peasant
really depends on how you value sulfur. I have it as a low value so ill go nitro rocket fuel
(which is, funilly enough, not even from my 100 MW turbo fuel plant)
your computer will currently melt if you try to use all the resources w/o everything being pure. You're not going to use all the resources with all pures later
but from this unreadable abomination
that is just a few machines making the basic consumables
but i overthought it
I dont use moddeler as i dislike it, Im not going to try and read that
you don't need to announce it's an abomination, it's a ss from modeler
share a planner with lables on it
i must still be using regular fuel
Oh, I agree, you are going to push UE5 to its extremes if you are going for something like that. Your frame rate will be mush, and how ever many cores are being used are going to be pushing it. I wonder how many threads are being employed?
can't be that bad
Some people have really pushed the game already prior to change the node purity and the resource allocation. I don't think it would get any better ๐
people were getting seconds per frame before 1.0 when there were half the resources and fewer tiers
and weren't getting it all
They have done a great job optimizing this game, and it is really cool seeing them push the engine
it is not designed for you to plunder and use all the resources on the map
the variety of resources are to give you options in what you can do
reading this is a lot easier for me.
this is 288gw and you have compacted coal left over to play with
yeah hold on, i'm just trying to make it do what i did
and also, this wasn't a power plant
i know that, This is a example of ease to read ^_^
I just gave context to the image as well
thats quite a bit of Rocket Fuel ๐
quite a bit doesnt equal enough pal
288gw worth lol
this happens to be what was open on my tools.
I need half of this
my plan is always to expand as needed.
For rocket fuel this is my plan
https://docs.google.com/document/d/1KiMC2ajn9OooWeQnWG3csgfZwU5j11qRiBTSdGtKUNs/edit?usp=drivesdk
Nitro Rocket fuel Mark 3 BluprinterRefinery set to HOR clocked at 200% uses 75 Oil Blender set to Diluted Fuel set to 250% uses Heavy oil and Water Making Fuel Blender set to Nitro Rocket Fuel uses 100 Coal 150 Nitrogen 200 Sulfur 200 Fuel (made in the previous Blender) Output by product of...
producing in 75 oil a minute clusters is the easiest way for me
before 1.0
https://www.satisfactorytools.com/1.0/production?share=9L972GHCHfyvUsYBHyJ1 that doesn't look much better ngl
oh no
clicking your link overrode my Uranium plan lol
(its fine i backed it up )
don't you have several tabs?
ya, but for some reason it over road my uranium tab
its fine. I have the link save to a spreadsheet
How many tabs do you have open?
odd
I changed two recipies
and limited the uranium to 700 to keep your uranium use the same as you had it
that's not a sharing link, and i did not share an uranium production plant
๐คจ
oh, that confusing my bad
or did i
i didn't, i shared the homing rifle thingy
no you didnt im confusing my self
we were taljking about power so i assumed it was power i was looking at when i clicked a shared tab
and ignored the ammo shared tab
oh lmao
thats a lot of work for munitions lol
that's not just rifle ammos
i saw the filters too ^_^
that's also explosive rebar, gas filter, iodine filters, and cluster bomb
yup, munitions and filters ^_^
tbf the default path is even worse
for sure
actually, nvm, i had just forgotten to remove a few restrictions
Shouldn't
ok this does not seem worth the effort lol do I just disable the base high speed connector recipe?
are you trying to use both recipes lol ?
not on purpose lol that's just what was suggested
ah, yes then just turn off the recipe you wish not to use
there are too many alt recipes this is hurting my brain
i use the search field
I added all the ones I have access to in my library hmm
but then when I have to choose one of the two on a specific hard drive, I disable the one I didn't pick, and then the calculator changes stuff cause it's missing an alt recipe heh. like the alts all chain into each other
I guess i go about choosing recipes different.
I take stock of the recipes, and resources i have access to and the resources im willing to get. then i choose the recipes that fit. At that point i work on the math
it either is processing some byproduct or you're using maximise
hmm that one just needs quickwire, cable, circuit boards, none of those are byproducts? I mean the calculator is probably right that it's efficient for some reason ๐
well, share the link if you want me to look at it ๐
https://www.satisfactorytools.com/1.0/production?share=b6z42bufOZwBj7hRe2d1
if you feel like it? I'm not too worried about it just seemed funny to me that it wanted half a manufacturer using a base recipe
ah yeah
it's making use of silica byproduct from alu
since you're not using normal alu ingots
oh gotcha, I should probably just set the aluminum ingots as an input since I already have it processed
the more information you feed it the better it maths
I keep realizing my plans won't work lol there's always one more thing I didn't think of
I just want some turbo motors rip
I'm just gonna make a factory with no alts at this rate ๐
thoughts on steel cast plate?
@cosmic belfry have you mathed out 2.min of pasta?
no lol I was gonna do 0.5 per minute of that one, 1 / min of thermal propulsion rocket, and 2/min of the other two phase 4 things
you need 1000 for phase 5 pasta
that sounds like a problem for future me XD
fuck that guy right !!!
automating the phase 4 parts at all is better than what I did in phase 3
(something i say often and always regret)
I figured just automate some small amount to get it done over a few hours while I explore and mess with more fuel gens was fine but maybe I should double everything
honestly once oyu hit phase 5 there is no rush. .5 .min is fine as ther eis nothing to unlock once you hit phase 5
and do t9
steel cast plate actually saves a bit of iron
I might do 1 / min, if I sloop it that's not too terrible
ya this is normal. less of a resource because you added another
It's a bit better than using steel pipes comparing to iron pipes, but even then steel pipes are simpler
thats the power usage pre sloop
yeah I saw it's like 6k slooped with no OC?
sounds right
not sure how the range aspect of it works but I'll figure that out later lol
just assume it's at 1500 XD
just over build power lol
Particle accelerators make my max power consuption very by 2gw and im only using them for plutonium atm lol
I can overclock everything that powers 40 gens though
you can just add a few more Power Storage units and then ignore the spikes and just look at the average
naw, i just over build power. when i get to 15gw remaining ill build another power facility
steel rod is such a good recipe...
Any reason to use it? It's normally good for modular frames, but since the one with pipes requires less rips, it ends up requiring much less iron
im a alum rod kinda guy
if you have steel though, use steel rods
I take inventory then choose my recipes based on the resources i have and the resources im will to get
screws
steel screws are a bit too op to not use imo
steel rod -> base screw is even cheaper
till you enter late game and run out of coal lmao
dunno how bad it is tbh, i'm only extrapolating
unless you try really hard, you won't run out of anything
it's actually not that bad. Oil replaces coal for most things, so it's not actually an issue, and you get even higher belt speeds and all
it's way more of a problem early game, since you're using coal for power, coal for tractors, coal for steel
there's 42k coal on the map, surely you won't run out of it even early game
what even is this app
ive had enough of calculating everthin in my head
the issue is not map terms. In phase 1 you're mostly in one place, in phase 2, you now want a place for your power where there's water and coal and a place for your steel where there's coal and iron
can use https://www.satisfactorytools.com/1.0/
the app is modeler, but it requires a lot of micromanaging, so if you don't want to do that, the link I sent above is a faster alternative
satisfactory modeler
that's self-imposed issue
nah i just need it for small things, not the whole factory lol
Tools can do small things as well ๐
but choice is yours obviously
good lord I see why people like the recycled plastic/rubber recipes
yeah, HOR-D(P)F-Recycling is insane together ๐
I'm only missing recycled plastic which is of course the one I need way more of
I can just save scum and reroll hard drives lol hmm
Or you can upload your save to scim and unlock the recipe. Saves you time for the same effect
true
faster is to get more drives
or yeah, cheat the recipe if you want it so much
I have like 25 to reroll
yeah, but if you get the recipes now, you won't have to repeat it next time you want to find a recipe
true
and you can get all recipes anyway
I of the mind set of get it the quickest way possible (just starting with all the recipes via ags) or doing it legit and finding all the harddrives. not bothering with rerolls either way
excuse me what how do you do that ๐คฃ do you unlock it from the same page as the interactive map ?
Ya there is a world settings. Thing
yeah it's basically a save editor, so you can cheat to your desire
good to know when I start collecting hard drives on this new save
my last run when I beat it I wasnt scanning hard drives as often as I should have been so it was a lot harder to snipe specific recipes so Im gonna try scanning very early and as often as possible this run and see how that goes before I resort to alternative methods lol
not exactly, you'd need to handle transports between multiple bases for that, and at that time you only have tractors
nothing says you need transport between them. Coal power can work without transport, factories as well (depots are available very early)
if you have clean pool, then you never need to search for new recipes between old ones ๐
true that, I've never had a clean pool before so going to try that before advancing my tiers this run
another advantage is that you have all the recipes available and can always pick based on location and preferences, rather than "well, I could use iron wire here, but I don't have it and don't want to bother with rolling for it"
man I was just gonna make a turbo motor factory but I realized I gotta figure out plastic first
I dont change phases until I have all available recipes. The mam will tell you when you hit this point
that would have been smart
it returns the hard drive to you right? That's what I read anyways
it wont let you scan it if you cannot learn anything
jeez the combo with HOR, diluted packaged fuel, and recycled plastic/rubber takes it from 1800 crude to 400 needed
Your phase four right? You could simplify it with blenders making diluted fuel
don't have that one either
this is just too many things overlapping I don't think I can plan for all this plastic and rubber ahead of time I should just make a bit for now or something
the packaging loop is not really a big deal if you build it as a blueprint
you wanna know something even better? with the lategame setup you can make a system overbuilt on both sides to produce a wide range of plastic and rubber
I didn't need any plubber outside of my fuel production until phase 4. When I did i processed on oil node
yeah I'm in phase 4 now and I need shitloads of plastic and a bit of rubber
I needed the opposite. My entire world uses 50/min plastic lol
wtf how
lmao
I skipped plastic entirely in phase 3
you just don't need circuit boards or computers?
even the alts need plastic wtf lol
All my computers, and super computers are made with caterium and quartz
well, for those I'd make separate plastic ๐ and wouldn't consider that as "plastic production"
how can you say you skipped plastic if you're using plastic heh. I guess circuit boards have two other alts
I'm not saying I skipped plastic
I'm just gonna end up playing something else soon I don't want to go explore for even more hard drives and without the recycled recipes planning for phase 4 is insane
this was my phase 3 no plastic facility
I'm just saying that for me, "producing X" means "X is final product and goes to storage". So if I have iron plates being made, but immediately converted to reinforced plates, I don't count that as "producing plates"
fair enough
I didnt want to ship plastic so i just used the quartz i had locally
i need lke 1k plastic / minute even with the caterium circuit board recipe lol
When I upgraded the phase 3 facility to make super computers I processed just enough oil in blue crater for the super computers.
Which was the plan all along
The infrastructure was there is just needed the plastic and the recipe.
yeah I have no idea how you'd do this lol must need like every alt recipe
Caterium circuit boards and crystal computers
Wiki is down or id share it
lol yeah I think I'm taking a break can't even use the wiki rip
didn't build anything at all today ๐
can use tools ๐
I'm trying to lol I keep going to the wiki to see how alts compare to the base recipes
yeah, tools have codex
I think I'm kind of just fucked unless I want to build 60 refineries to use 1800 crude for plastic and rubber
ahh okay ty
It was pretty simple. Step one
What do i want
Then I look at recipes and pick one with the resources I have access to. Quartz was the obvious answer as there was many nodes near me I was not using
SCIM has something similar
yeah I want rubber and plastic but the normal recipes are brutal
It's under Game Resources and then Items
the HOR byproduct from that many refineries is more than I'm using total so far to make packaged fuel
maybe I just need to do one full oil node worth of plastic and repeat later or something
There is lots of oil in the game
yeah that's true. I'm just thinking in circles lol
this game will do that to you, it's better to not second guess yourself lol
idk how to stop lmao I've been doing good at not overthinking too much but phase 4 is wrecking me
is there a way to change the final desired outcome from 10 to 20 smart platings? I cant seem to change that, only the limit but that does not affect the produciton line beforehand in modeler
I have a bad habit of overplanning stuff in general heh
there is unlimited resources so if something isn't as efficient as it should be you can always delete it. That's my way of looking at it
I was so proud of my first factory just to delete everything and move away from Grassy fields ๐คฃ
why delete?
aestethics, you wouldnt get it
I wanted more pure nodes centralized and it looked like a mess

maybe like this to cover me for now and use two pure nodes?
I wish I thought of this before I made a bunch of heavy oil residue refineries, the byproduct is so much fuel lol
I mean if you're going to build elsewhere anyway, just slap a few depots on it, you won't be looking at it anyway and at least it makes resources ๐
(also pure nodes are kinda weird to aim for, given you can't fully use them until lategame)
that was my point, I wanted to future proof the factory that way I minimize my deletions ๐คฃ
okay I think this will work, I can use a third pure node to end up with 1000 plastic and 200 rubber which covers everything I need in phase 4 hmm
yeah I wouldn't recommend future-proofing, but it's your save so ๐คท
there is not one path to success ๐ซก
for sure. Just usually future-proofing is met with burnouts and later realisations you didn't future-proof enough or did too much
lol yeah I think I'm being riduculous trying to plan ahead
if I just made some shitty turbo motor plant and container fed it my stored up plastic and rubber I'd be way ahead lol
usually I'd recommend building only what you need now, and leave future for future. Planning ahead imo only really works if you have your entire save planned from start
I mean, I kind of need everything in phase 4
but when you're new trying to shove it all in a planner is kinda nuts I shoulda just done turbo motors and left the rest as a problem for future me
yeah, but the point is that you don't know how much of what, and where, and in which amounts on how many belts
I mean I figured it out but I've been planning stuff for two days now instead of playing
especially if you're doing independency
I was like, I need some turbo motors for storage, so I'll figure out all the phase 4 production chains that need turbo motors and make some extra for storage
previously I just made a factory for everything new and then made more of those parts when something else wanted them, that's a much less stressful way to do it lol
well, obviously each person is different, but personally I do recommend making everything from scratch
as in, if you unlock something and want it automated, just make a small factory for it to send to storage / sink?
that's what I've been doing all playthrough idk why I went all planning crazy in phase 4 ๐
yeah, and that factory makes it from raw resources
in the end you'll build same amounts of buildings anyway (if you want same final output)
thats how i ended up beating it first time. A bunch of small modular factories. I'm gonna try and make a mega factory this time and see how it goes. RIP to my frame rate come phase 5 ๐คฃ
a bit excessive
hmm idk what I was thinking, that it would be easier to just have one extra building in the middle of a production chain?
RIP not only your framerate, but also sanity
yesnt
I guess the time it took me to plan just made it way less efficient than building a simple factory for batteries, super computers, electromagnetic control rods, radio control units, fused modular frames, turbo motors, cooling system, all that stuff
planing is half the fun
I'm being too OCD about it though lol it's getting frustrating
yeah i also am freaking out from time to time asking the game why it doesnt have more sulfur on the map
im hoping the randomization is gonna make it easier. I got lucky and everything seems like it spawned in my starting area. I also have a couple of pure sam nodes so I might end up doing a lot of conversion
What's the meta for tier 2 limestone automation
there's not really much "meta" in this game, you have options and they are all viable
limestone > constructor
K thanks
is this really the shortest way for adaptive controle units?
"shortest"?
first one is with base recipes, second one with "most resource efficient" path.
thank you
there's something i don't get, why would you want to use a block signal and not a path signal?
seems about right
just got home. from my p3 notes
block as in a section., seen as a colored block
what
i am replying to your statment. thats why its a block sgnal and not a path signal
my question is why would anyone use the block and not the path
path signals slow oncoming traffic while it calculates whether or not if it is safe to proceed.
in short block is faster
Those seem pretty nice, I seem to have more quartz than I can use
not space efficient though lol
I still haven't used any signals at all I gotta make more train routes today
so block will have tighter spacing of train, but you need path whenever there's an intersection? the in game description really makes path sound like block but better
I just make floating platforms lol space isn't a huge deal
you got it
What is it, path into intersections and block out or the opposite?
okay thanks, and also, where do i place them on a track? anywhere?
this is sdaid factory
path in, block out
and then block roughly every ~200m of track through your entire network
Looks awesome
the length odf my trains. I generally do one engine to four freight cars
they are directional so the train engine needs to see the front of the sign. the side with two circles
I make my tracks by just zooping foundations out to place the supports so I usually just put a block signal every 2 sets of 10 foundations
any way to BP the signs or am i gonna have to manually place them?
seems like you gotta put them in between two tracks
ive never tried, as i want them 20 or more foundations apart
so wait, if my tracks are 5 foundation each, can i still place the signs 20 foundations apart?
or am i just gonna have to do the track placing by hand? (would be fine tbh)
Generally speakiong you want your train to fit inside the area between two signal.
as long as a train is within a "block" no other train can proceed into that block
do some testing yourself. Maybe BP's with signazl close together will work. Ive never tried
i do not want signs close thought tbf, i've realised that
I can't wait to try to add more trains and mess everything up XD
We all are still learning. The game is complex and all your choices change how you play. Its why its fun.
@vapid gorge and Iโve got another 12 further down the coast hahaha
in general try not to connect up all your fuel systems together
coal generators tolerate a LOT more bullshit piping than any other pipe system will
What do you mean? You mean the water supply for it?
I mean that fluids flow in both directions
connecting up a ton of systems you don't need to connect up will generally fuck things up royally.
coal gens are just very tolerant of bull
making smaller sections independent of each other is
- easier to debug
- will hae fewer issues to debug
Oooh I get you. I think the reason I did this was because I didnโt have blueprints yet and Iโm stuck with mk1 pipes so I just decided to flood the entire network. Iโll definitely remember this for the next thing that requires pipes ๐๐
!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...
3 extractors to 8 gens is very convenient
and you don't have to have blueprints for things to do them different.
blueprints are very new
hell, just making a blueprint of every machine with power, pipes/belts hooked up saves you time
if you just want some basic connections. Quickly build those
Brilliant. I got banned for three days too for saying someone smells so Iโve had to be winging a lot of stuff Iโd have much rather have gotten advice from. You are a lifesaver
in it gone be a problem to leave it like this?
cuz if i can change it from now that would be better then 2h later
depends, high flow pipes tend to need to be looped
its not an input
ah right, well it's generally not an issue
changing it would be sooo annoying
but I've seen people try to set up waste water outputs on aluminium having issues with high pumped outputs
its just a fuel setup so HOR to blender nothing spicial
also heared that if i can have a Mk1 pipe i should? i wanna know if that is true?
like if the pipe is only 300 total i should just use a Mk1
Nah I don't think it matters. I've been using mk2 pipes for everything since I got them without issues. There can be some weird quirks afaik if you are sending 600 through a 600 pipe that don't happen if you send 300 through a 300 pipe, but there shouldn't be issues sending less than 600 through mk2 as long as the pipe is full
ok thanks
but i think i am still use it
for looks and also for troupleshooting down the line if something happens
It does matter.
Dont give fluid the chance to flow faster than it needs to, especially in manifolds
also @orchid brook for reference
Even doing less than 600 in mk 2 pipes can cause weird issues sometimes, so using mk 1 where applicable is always preferable
i see your reasoning and also think that helps for troubleshooting sometimes but i personaly had never that much problems with backsloshing
Varies case by case
Unless everyone builds the exact same way, variance is what makes it so unreliable to say "i never have issues with backflow or slosh" and then take that as some kind of fact
In your specific pipe networks, maybe.
But in other pipe networks it very well could be causing trouble
yes i understand
maby its because i always have an order and have rules while building with pipes
im sometimes extremely strict if im being honest
Pipes themselves are quite strict in what kind of network layout they do allow
Im still convinced its a bit too restrictive in terms of buiding freedom. In the practical and aeathetical sense
Their rules make certain layout / buildstyles really unfavorable or hard to work with
(Im not arguing they should be belts, but they certainly should allow for some more freedom with how you wanna design factories)
Thanks
So, for 8 Coal Plants I need 3 Water Pumps for 360l/min. T1 Pipes can only process 300l/min, right?
Any other solution besides waiting for T2 Pipes or using less Coal Plants (or 1 more pump) for the initial setup?
arrange the pipes so you're not trying to feed it all through any one segment
!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...
Ah I see, ty
you need 3 extractors but don't really need any pumps unless going up
Interesting, i chose the first design, i had no idea the second was possible
they're not exhaustive, just examples. any setup that doesn't require pushing more than 300 through a segment should work (though pipes do be pipes)
Those three are definitely the nicest, but now i have a feeling i light loose hzlf an hour making an echaustive list because yes
(With the assumption that the pipes behave, for once)
tbh I prefer the option of 1x 75% extractor -> 2 gens, as it's tileable and just bypasses the flow thing entirely
Can someone help me out, im going to be making a very strong power grid and i was wondering how good rocket fuel is for generating power
its really good... less complex than Nuclear and easier to handle than (turbo-)fuel, because its a gas and doesn't care about headlift... just be prepared for LOTS of Fuel Powered Generators
dw im not bothered about generators
then you think you are prepared for them ๐
how much does the average plant make
define "average" in this context
from 1 source of nodes
pretty easy to make on the order of 100GW without too much input
exact numbers depend on exact inputs and recipes
I think my powerplant in the last game had 100-150 GW
oh ok thanks for the help
details are (as always in Satisfactory) variable and complicated ๐
Would this Water tower do what I want it to do?
Closed valves are no longer that reliable for this trick
And there is no replacement
No longer reliable in what wat?
It just doesnt transmit head lift when closed
It can sometimes work but again, no longer reliable to get it to work
should I quit?
bc I don't want to build this
Use more blueprints to reduce how much you have to build manually
okay but i only have the mk1
he knows bro
In stable or 1.2 Exp?
Both
how was this map made?
not very clean ๐
or do you mean what did i use to make that?
yea๐ญ
tysm
np
this is the very start of the midgame
okay but i'm playing with someone and when he is online he is just afk and is watching me build and it kinda frustates me that the only thing he build is concrete so that's why i don't want to build this
start small with part factories
try starting with a plastic and rubber factory
and then work your way into the electronics
it becomes simple if you take it in steps
i have a small one but not enough for this build
what alternate recepies do you have with oil?
none i think
try geting heavy oil residue, diluted packaged fuel, recycled rubber and recycled plastic
with this recepie combo you can turn 1 oil into either 3 rubber or 3 plastic
you can and likely will unlock everything, both are good. just choose one
i already have cast screw
that sounds like an interpersonal problem rather than a game problem. if they're not pulling their weight, either get them to or kick 'em out.
if they're not doing anything they're not learning, so they'll just be dead weight as you progress further
ik but i like playing with someone
may be a bit too trial-by-fire to tell them to build that whole thing instead of you, but maybe task 'em with a subsection
"playing", doesn't sound like they're actually playing really, you could probably just screenshare to the same effect ๐
he just says good luck and is going to play smt else
true
pick one you like or flip a coin
okay what is head and what is tails
sounds kinda sad but its true
flip a coin for that
atleast the person is making company i guess
you can choose what is heads
yh kinda but he is like 90%afk when he is online
damn :-(
and even being online is rare for him like maby 30min/day
Could you point me in the direction of a source on this btw?
I can't seem to find any mention of this online
there is none.
Thats just from trying
feel free to test it yourself - just might work
can someone help me with train signals i have a question
just ask your actual question
an intersection like this how do i do the signals for it
either path in block out, or just block in block out
i do not have a clue what u mean by that ๐
is the heavy encased frame good?
path signals going into the intersection
block signals coming out of the intersection
"the intersection" being the whole thing displayed on your picture
if i do that it just says signal loops into itself
pick it up and move it away from the previous place a bit
you might need to push the signals slightly away from the junctions, i gather there's a bug in 1.1 (and maybe 1.2)
very
why is it telling me signalling error when there are no signals that are broken
could be backwards
i flew around and checked
is it that my path blocks are waiting for path reservation?
signalling error just means that the train could get to its destination if there were no signals, but it's currently completely impossible because of signals
looks like its working
that's the default state of them
if the message is literally "waiting for path reservation" then that's normal
the issue is my train has a signalling error
what's the actual message
thats what my train says
that often means your train station is backwards
yeah it was
Station unreachable due to signalling issue is one of the errors a train can give
.
yeah that was what I was checking, if that's the actual message they were getting
I mean I've never seen anything else except "unreachable" and "unreachable due to signalling"
do you still need these after this phase?
Every part that's required for one phase is also required for every subsequent one
prob pointing wrong way (the train)
signalling error usually means a signal is preventing train to travel in the direction. "unable to reach station" usually mean stations backward. like 99 times out of 100 :p
2x 50.5% 6.0794434621816 MW [x2 = 12.1588869243632 MW]```
underclocking is always more power efficient than overclocking
i have a version for somersloops, wip
kind of
overclocking was never ever power efficient anyway
its a tradeof between production speed and energy requirements per produced part
yup
would be quite game-breaking otherwise ^^
You can see this better when you divide the power consumption by the clock speed
Then the graph becomes energy consumption per item produced
noted
You get this deviation from baseline at 100% clockspeed
At 250%, items are ~33% more expensive to produce, and at 1%, they are ~75% cheaper to produce
this curve has some error in its presentation
<@&387163995947270144> spam
@manic goblet the curve on the left side should continue to go down... to show how much energy you need compared to 100%
I could do that, I flipped the equation juts to keep it positive to show the two regions of over and under clocking next to each other
Less than 100 is savings and great is cost
I think not flipping it would be better, currently I think its confusing because left and right part of the curve say something different with their f(x) value
You want it to just have a range from 0 to 2.5 so I am using the actual decimals compared to a percentage?
just personal opinion... make X the percentage you add into the overclocking and Y the percentage each item costs... with 100%/100% the standard value. I think this will require the least explanation. Maybe a mark for the 100/100 point could be added later.
personally i had to take a closer look to see what is what, though #math-and-meta message made it a lot clearer, i would flip it on the y axis, more power -> up, less power down, where clock is the x axis, like i did,
nice math
it will most likely result in a curve similar to this https://satisfactory.wiki.gg/wiki/Clock_speed#/media/File:Satisfactory_constructor_overclock.png
just the y-axis not multiplied by the Constructor standard power consumption...
it is (the same)
if not I would be concerned about the wiki graphics ๐
This isn't an actual graph of power consumption, it is the percent difference in power savings, between the the same number of items being made at the target clockspeed versus 100% clockspeed
efficiency
makes a little more sense now
oki
Items incur a ~33% higher power cost at 250% clockspeed and have a savings of ~75% at 1% clockspeed
anyone want to guess what this graph is?
distributing something over multiple machines?
should've posted this one instead XD
this one's cursed
bouncing
It looks like damping in a system
ball bouncing of the ceiling because of misbehaving anti-gravity generator?
the difference in power consumption between underclocking all machines equally vs leaving them all at 100% when you need fractional machines
the second one is similar but you're underclocking one machine instead of all of them
Maybe this is a bit better chart; thanks for the feedback. This shows the adjustment to the amount of power consumed at various clockspeeds when compared to machines operating at 100% clockspeed.
If you take a constructor running at 100% that uses 4MW...
For 2 machines running at 50% clockspeed, you use 20% less power compared to a single machine running at 100%: 3.2MW versus 4MW.
For 1 machine running at 250% clockspeed, you use 34% more power compared to 2.5 machines running at 100% clockspeed: 13.4MW versus 10MW.
Whats a good amount of Radio Control Units and Super Computers to make when building their factory for the first time
Ive never been this far so I dont know whats good numbers lol
"as much as you need right now"
there's no universal numbers, as it depends on your future usage which you likely don't know yet
doesn't really matter if you make the "wrong" amount so don't stress it - if you make more than you need you can sink it, if you make less you can just build more later when you do know how much more you need
Im also planning Supercomputer and 10/m seems a little much in terms of buildings lol
Well imma make 20/min after looking at what it gets used for
that uses all the aluminum casings I am making already so I need to maybe make some more
10/m Supercomputers seems like way to many lol
So its mostly building item
Where the RCU's are really needed are 1) turbomotors and 2) nuclear pasta. you can kind of guestimate how many RCU's you need as using those things as 1:1 proxies
there's a few other alts that use them (i.e. overclocked supercomputer), but such recipes are very aluminum heavy and the rcu's add to that
yeah you dont need a lot of supercomputers
my setup for the late phase 4 parts is such (i sloop them too) and its easily enough to cruise through phase 5, most of these are not really used a lot, if your goal is simply to beat phase 5
Well, depending on your difficulty settings, lol
i am assuming if someone is asking something like that, they are probably playing normally xd
some of ya'll really like torture
is fun, lol
honestly, i'm really liking the 100x elevator cost. the game is significantly longer with it, but it makes doing the exploration aspects much more important and lets you get away from the factory to do so
Actually, I just realised that at 2x cost, the plastic/rubber recipes become completely useless
You turn 12 rubber and 12 fuel into 12 plastic
And then 12 plastic and 12 fuel into 12 rubber
So you're turning 24 fuel into nothing
I have a 300 pipe going into an industrial fluid buffer. However its only outputting 120. Does the buffer need to be full to have maximum output?
Yes, pipes in general do
it's just that smaller pipes tend to fill before you notice it
what's the buffer for?
Its for fuel generators for Rocket Fuel.
kill it. Buffers don't give you any benefit and can fuck your flow
especially if you use it for gasses
Ok easy
there's very few places where you actually need a buffer. Basically the only time you should have them.
And that's at train stations
Im so confused why my generators are not doing anything, Is there some mechanic with Rocket fuel where if theres anything in the lines it doesnt like to flow?
I thought it was a gas. So I have 32 blenders making it. Sets of 4 are summed into one pipe for 300 flow per minute. These are then taken to sets of 24 generators. However at the generators, theres no flow.
What's the buffer at train stations for?
when trains dock they lock out inputs and outputs, so you need a buffer to to the platforms to catch back up
it's also why you can't move 2 full pipes/belts on a single platform
show some overhead images of your pipe layout, P for photomode
Hmm so you feed belts into storage that feeds into the station? Is this just for input?
usually you feed 1 belt into a double container, 2 belts to platform.
reverse at delivery
Alright sounds like a good rule of thumb to keep in mind thank you
save these images to copy for fluid buffers at platforms
I'd create exact replicas in a bp machine for convenience
Will do, much appreciated
I'm gonna have to set more trains up finally lol I still only have one single line
But all this phase 4 stuff at my aluminum factory area needs to go to starter factory
disconnected pipe somewhere. It happens usually due to a misclick, but it can be a bug too
just follow the fluid until it stops fluiding
and replace that pipe
i had problems with the crude oil for my rocket fuel plant, everything was correctly done and calculated but for some reason i still didn't get enough crude oil, i recalculated everything and i was correct with all my calculations before. then i found out that i misclicked and didnt run a cable to 1 of the oil extracters..
guys if you are having problems with fluids and flow rates please first check if your extractors are actually working!! life lesson learned here. now i can enjoy my 80.000 mw of power
checklist for everything: power, pipes, conveyors, etc etc
Does someone know how i would calculate the rate at which i need to produce compact coal to power 12 coal generators using manifolds
- open the wiki to get the burn rate per generator
- multiply by 12
ah ok didnt know there was a 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...
just make sure you don't get a link to the old "fandom.com" wiki... the new one is on wiki.gg
yeah ive heard some bad things about fandom
Or build coal gen to see
its 3+ years out of date
and infested by too many ads
ill take your word for it ^_^
Glances at SCIM with a sigh
SCIM gets much better as a Patreon...
could be like that without a patreon tho ๐
loosing my mind handling alum lol. any alternatives or advice? or just pull in some concrete and call it a day?
loop the water back
what is the max speed of fluid station unloading? trucks
the transfers now with the belt item truck stations are instant (but there's a stop delay animation). I haven't tried the fluid trucks yet, but i'd bet it is also that way
i.e. there's no knob to set how long vehicles stop at a station and .5 s per stack that requires it
can flow rate from pipes only fluctuate cuz of height or also when 2 fluid inputs meet at a junction for example?
flow rate can fluctuate at junctions, that's why pipes being full is important
Given these produce 1 adaptive control unit per minute each, how long will it take to produce 100 given they have no power or supply issues
33.33333 minutes
Got a question about headlift
I've got my pipes all going up to multiple power generators because it looks cool but im wondering if 1 pump will apply 20m of headlift to every pipe going up or no?
Unless you place another pump to reset headlift, headlift is never lost
Howd u make this?
It's only passed on by full pipes, so it can be a bit weird if you have many junctions after a pump. A fluctuation that leaves a pipe briefly 99% full will stop uphill flow until it's back over 100%, and there's much more potential for them with loads of different pipe connections and flow directions.
Also, there's a valve there. Valve can break headlift (2 valves without a machine or pump between them can completely prevent headlift from being forwarded due to a bug, and any valve that prevents a pipe from filling will affect headlift transmission that way)
Also also, those junctions are all vertical, which messes with headlift due to a completely unrelated bug - that can cause unwanted flow prioritisation or blocking. To avoid that, place junctions flat on the floor (so that all connection points have the same height)
Also also also, those pipes are taller than 20 meters after the pump. Might even be 50+?
Regardless of the issue, frequent pumps solve a surprising number of fluid quirks and effectively work around a handful of different known bugs. They're much more effective than valves at doing most valve things.
Hello! anyone here familiar with Satisfactory modeler? and knows some tricks?
my goal is to start at the end and say "i want X parts - what do i need in the step before this "
You may be better off using satisfactory tools for that. Tells you exactly which machines and items you need to do. You can also pick the alt recipes you want and it'll calculate the best solution
https://www.satisfactorytools.com/1.0/production
You would start by bringing up the recipe chooser to pick how you would be producing those parts and set the rate limit to the number of parts.
You can then start making connections back from the required inputs to select which recipes you're using to provide those.
only issue here - is that every time i am done with a step i change the recipe by adding input"
Lets say i need to make 1000 plastic - when im done with 1000 plastic i go to input and add 1000 plastic so that i have control over what has been done and everything changes in the vizualisation window (resets)
There is no other way afaik to tell tools "i have done this step"
Adding input is a way. Though you can also just screenshot it and draw over it in paint lol
Yes ofc - i am using tools for every build i make - and the only thing im missing is "im done with this part" option without the vizualisation resetting every time i add it as a input :P thats why i tried modeler
Could also drag the done nodes to one side
And it kinda needs to recalculate it if you add input
im not saying it is anything wrong - just explaining what i am missing :P
like - lets say i could doubleclick the circuit board and hit a button that said "i have his item - it should not move only change color and remove the previous steps to get there - for me i love the vizualisation part the most but my ocd wont let me just drag something thats done to one side xD
i love your tools so dont take this as critizism or a complaint
yeah this has technical issues why it's not really possible (or rather, why it wouldn't work great). Unfortunately it would require large chunk of rewriting to get right. And since I'm working on new Tools anyway, I don't want to spend time on that
@velvet token re: ^
pick one you like, or one you want to use. If you don't know, flip a coin. You can get all recipes anyway, so there's no harm in picking anything
also, all recipes are good for something
(also, asking in a channel where we can't write is kinda weird)
Oh i didn't know you could get all recipes anyway... thx!
@junior wagon (same thing - don't ask in channels where we cannot respond)
as for your question - trains always choose shortest route. This will never work in the way you want it to work
That sucks, they should fix that
can someone please help with wich I should choose or rescan
see my reply just above #math-and-meta message
pick any you want, flip a coin if you don't know
you can get all recipes anyway
and all recipes are useful for something
okay thank you
But what is the correct way to make something like this ? ๐
you don't. This isn't factorio, we don't build stackers
what do you want it to do?
whant to have something like a wait station to enter the station instead of making a long line of trains
not possible in the game
Choosing an approach that accounts for how trains work (they don't re-path during travel and they don't account for traffic when calculating it, just choosing the shortest path)
but why? if they are all queueing for one station, you have other issues (namely throughput of that station)
i have 4 stations ahead all for dif things to transport
make a line in front of each station
trains will queue for separate stations in separate lines
i will take a look ๐
how much uranium + plutonium and ficsonium fuel is possible in all pure ressource setting, and how do i enter this fuel calculation correctly in satisfactorytools calculator
you just look at the amount of nodes available, multiply that by the output of a mk3 miner overclocked to the max on a pure node (1200 iirc), and that's it
oh and ask it to produce fiscsonium fuel rods, increase the number till it tells you it's impossible
or you can use satisfactory modeler on steam to find the max, assuming uranium is the bottleneck and enter that in tools
(spoiler alert, SAM could be the bottleneck with ficsonium)
SF Optimizer would be better
ok thanks
well 2100 uranium is 50.4 U rods/min, so 6000 would be 6000/2100*50.4 = 144 U rods/min
6000/2100*22.4 = 64 Pu rods
320 Ficsonium
if theres enough other stuff to support that tho i dunno
gonna need a shidload of trigons for that. like 13k-ish
why not use maximise instead?
they asked for pure settings
yes, pure is 5 nodes a 1200 = 6000
but you're basing it on the fact that you want to convert all uranium into URods
which may not (and probably won't) be the case
fertile
and thats the max possible
you're maxing first step without considering other steps
cuz maxing the first step is the most power and thus most rods made
is most power for uranium, not most power in general
fertile makes more plutonium at cost of uranium but comes out as less total power
but may be necessary to not have waste leftover
i did not know this existed
?
nope, it's more power if you do ficsonium as well
i checked, it is
raw, not net
so if the machines draw a ton more, sure
is by 320 Ficsonium a problem you need more dark meter
whats your power number for fertile based on 2100 uranium?
i checked a while ago, fertile vs no fertile
there's no alternate after that anyways
when you sloop the encoders for ficsonium, the main process is DMR neutral. you still need dm crystal for the singularity cells, but the input and outputs for the ikea lamps & rods match up
it also means that you produce 2x the fics rods, which means that you end up doubling whatever power you make from plut rods
actually there's a plutonium fuel unit recipe mb
fertile is 22.9 U rods/min which become 30.5 Pu rods which then become 152.5 Fic rods total power is 286250+762500+381250 = 1430MW, compared to not using fertile you get 1470MW, small diffrence, but there is one. Also fertile makes the ficsonium much more expensive to do
in general, you'll make more power by trying to maximize uranium rods and minimizing plut rods
wait what
non fertile is 50.4 U, 22.4 Pu and 112 Fic for 1470MW
i swear at some point fertile made sense
fertile is fine at small scale
plut rods are extremely expensive to make, and then optionally burn and turn into ficsonium. when you use a recipe chain that turns the uranium waste into the smallest number of plut rods, you make more power than if you try to max out plut rods
I got to ~2.135TW with all max
but it limits the uranium rods you can make to 954 U/min
(no byproducts apart from power shards lol)
cuz the rest has to go to fertile
all pure or default?
sounds low
no sinking anything nuclear related
it would be even lower if you sank plut
6000/2100*1470mw = 4200MW, will require heft slooping on the ficsite ingots
fert uranium with plut pellets doubles the plut pellets made from the uranium waste and will double the plut power you'll have access to. It also ends up giving some really nice numbers for sulfur use
well idk maybe there's something wrong ๐คท https://beta.satisfactorytools.com/production?share=jc3K80enDbIpCyGjmfPX
that being said, more plut rods per uranium is the opposite direction you wanna go for making a lot of power ๐
no alts is what's wrong lol
u also did ficsonium?
ah I thought I enabled them lol
so ~3.682TW
though it has power shard byproduct
without shard byproduct, ~3.603 TW
yeah nvm
or 4200GW if you sloop the ficsite ingots
4200MW?
the fert uraium and instant plut cell, and plut fuel unit recipes don't make a lot of sense to use unless you're doing something other than burning the increased yield in power plants
instant and unit make sense if you're going for max power
infused uranium cell -> uranium fuel unit -> non fissile uranium -> instant Pu cell -> Pu fuel units -> ficsonium -> ficsonium fuel rods = 4200GW
4200 MW is like two nuclear plants
gw*
ah
will cost like 35k sam tho, so slooping is needed
having modelled every permutation of the recipe chain, what happens at around 2000-2500 uranium processed is that aluminum gets very tight for use in processing uranium waste. it gets tighter if you go all the way to ficsonium
theres "only" 22k or so on pure world
depending on what else you are doing in your world to use the power, there's only so much bauxite
you need a lot of pressure cubes, but should be doable on pure world
with that recipe it actually makes more
i forgot this existed
with that chain pay a lot of attention to the bauxite
if you accept to use pretty much all the SAM off the map
and a shit ton of aluminum
going for U and sinking the PU is the best wasteless way imo anyways
i think you probably want to look at using silica to supplement the alum production as well
yeah i'm going with that for aluminum
even if i won't need it for nuclear
it ends up stretching a lot of resources extremely tight
i just don't see any use for the insane amount of silica we can make
17k alu ingots/min to make the ficsite ingots lol. yeah slooping is a must, cuts it down to 8.5k, prob would sloop the trigons too so its down to 4.25k
for me, the lion's share of silica ends up going to HSC's
hey i did not say it was a good idea, just that it was more power
idk where you get 17K, i get 8.5
320 ficsite fuel rods is 12800 trigons which is 4266 ingots which is 17066 alu ingots
how are you making 320 ficsite fuel rods?
slooping is involved somewhere?
from the waste for 64 pu rods/min
6000 uranium is 144 uranium rods which becomes 64 pu rods which become 320 fics rods
and how do you get 64 PU/ min?
oooh, all pure, riiight
#math-and-meta message this chain
yeah no now it makes sense, i thought we were using vanilla numbers
vanilla is 112 fics rods :p
with this silinesss we get 22K lmao
and like 12000 sam + 6000 alu ingots
since theres only 10200? sam, you need to sloop the ingot step
which takes it down to 6000 sam + 3000 ingots
give or take a few
oooh right that's why the max PU chain sucks
imagine slooping 67 buildings
yea, fertile making more Pu and thus needing much more resources to refine it into ficsonium makes it kinda bad
two each
oh 56 is fiiine
28.6 if my maffs right. so 29*2 = 58 sloops
but then you loose so many power boosters
not quite
wait actually no lol
28
cos if you sloop you need half the buildings
but that's at least a 20% hit
which kinda sucks
How would I split 3 ,5/min reinforced iron plates into 5, 3/min plates for a modular frame factory im planning
a chain of mergers, then a chain of splitters, and a bit of patience
4266 ingots = 142.2 conevrters, att 250% oc and sloop divide by 5 = 28.6
orrrrr, an overbuilt 5 output splitter for no real reason, other than being very cool
So a manifold line? Im new to rhe game sorry if its a stupid question
ye
if you're not gonna limited by a singular converyor's speed, and the output is not a nice ratio, it'll save you some headaches
otherwise you can use the elevator method
Outputs a nice ratio and i am working at the lcm so everything but the reinforced irpn plates is giving me issues
split 4 ways and clock the machines to 1.25x
3/5, or 5/3 isn't a nice way ngl
I despise odd numbers now
Even numbers for life
...or 2 ways and clock to 250
downclocking would be a lot easier
merge the 3 into one, then split the one into 5?
the clock speeds 125% and 250% turn 5's into 4's
My energy grid blows up when I turn on the toaster
Im gonna expand it with coal tommorow
that's either 4 or 6 power shards
you can also downclock to 62.5 or 31.25%
for what could be achieved with one more machine
6 is a valid number btw, no need to go to 8
one to five splitter
I was gonna try that but its annoying hauling iron that far
that doesn't solve it
I started in fields so theres no good iron
that's what whoever made the cool elevator splitters used
the elevators where only cos one belt wouldn't be enough
all iron is good iron. the only condition is if it is nearby ๐
transport de chocolatine?
you can also clock 6 machines to 0.8333333333333333, and split in 2 then each in 3, or 3 and each in 2
i'm more of a manifold belt guy for space reasons, but i love splitters
Alright ill try that tommorow when I wake up and put it on paper factory seems efficient and all good so far
Since you are at the "preferred"ways to balance, it maybe time to build lol
also because i use stupid ratios
mhm?
oh wait yeah i have 9 oil/ min to spare for turbofuel whoohoo
(i'm using 10 for weapons)
Phobia of pipes perhaps
yeah no pipes are indeed awful
i needed to do the thing on the left to preven sloshing
and i still see the occasional yellow light whenever i come around this doomed place
this recipe suuuuuucks btw
fix it with a pump :p
thats 20
sweet christ.
on two sides, so 10
also still 600/min :p
as it is in mine, and i've never had issue with these
I do that build quite often for power. I find it to be nicely buildable if you build it in chunks of this size
despite them 40 on a pipe
wait, so that's 20 on each side, how is that fine
i did do 3 pipes i think
300 + (600 + 300)
turbo blend fuel sucks though
i realised that after making this bs
its nice if you wanna save on sulfur :p
i feel it to be the best of the tf recipes, especially when your plan is to do a rocket or ion fuel conversion later
no coal is needed
you are out of coal?
i'll let you know when i start making time crystal ๐
it's barely more power than straight up using fuel
well, that's a decent uplift, but for 80 sulfur?
nahhh
not to mention the added pain
and the requirement of a blender (you can do diluted packaged fuel)
in all seriousness, when you're looking at building max ficsonium with a decent elevator delivery rate and some APA fuel on the side, coal gets to be a constrained resource
APA?
power augmenter
Alien power augmentor
oh yeah
doesn't fare that well when you wann do rocket fuel though
what happens is that you end up getting tugged between all the endgame resources and need to use time crystal to shore up dm crystal production so that you can use sam for things other than residue, and just everything gets pretty tight
(iodized fuel do be a little silly though tbf)
the point of it is to allow synth power shards a sink so you can make more DMR
not quite sure why petroleum diamonds exists ngl
besides waste managment
okay that's a fair use tbf
it makes a bit more power, gives you a little compacted coal to use for turbo diamonds (or steel canister) and kinda allows you to get to the goal
in any event, saving the coal for phase 5 is a thing
you can use the compacted coal byproduct to make more Turbofuel for Rocket Fuel
ig, but you can also use the oil for diamonds
and actually, oil for diamonds is pretty good imo
yeah, oil & turbo diamond are both good. if your building goals are ambitious however, you're going to be looking at using both in tandem
Is it normal for pipe fullness to go up and down? Like empties a little, then fills back up afterwards?
(this pipe isn't a full 300)
if you don't start your system with the pipes completely flooded, yes
Will the system stop working if it isn't flooded at the start?
no, but i've observed with things like coal plants, sometimes the generators blink on and off because the fluid is sloshing around at the other end of the pipe
np. good building tip is to get your pipes filled as you're building
full pipes are happy pipes as McGalleon would say ๐
i'll add that it often makes troubleshooting easier
and happy pipe => happy life
that's why you stick the biomass in them ๐
so to get rid of all the plutonium waste, you can convert it into ficsonium fuel rods, but there isn't enough SAM to process all of the waste. if you use sloops on the reanimated SAM and Dark matter residue, wouldn't you have enough SAM at that point?
If you sloop the refineries, you can use much less Oil with Petroleum Diamonds...
That's about the only positive I see in it ๐
Iirc, it should suffice with Sloops 
Honestly what's taking so much SAM is the trigons
so it is possible to get rid of all the waste, that's good
i'll have to fool around with what's going to give me the most bang for buck ont eh sloops i guess
Just 70 wastes consume 1725 trigons, that's just insane
But there's also the other things in my calculation though
So in practice, it's impossible to have a 100% use of all uranium and have full nuclear power plant
what's the objectively most resource-efficient way to automate plastic and rubber in one factory? (an inequal amount in this case, if that matters)
it's been a while since i played
*without Sloops
One just needs the equivalent of ~1k more SAM to process the waste from a 2100-Uranium plant (without slooping any Rods)
@idle wedge Here's how much trigons you'll need just for 5 ficsonium rod while your powerplant will be insane
Recicling recipes are probably what you're looking for
Share the details for that then, because I'm not seeing that even remotly close to possible
so recycled plastic and recycled rubber?
you can actually build an adaptative factory for that btw
if you consume mor plastic, it'll produce more plastic
Oil-HOR- diluted fuel(or packaged) then you start the recycled oroboros loop
oh fr?
and vice versa
Yes
but iyy'll need to be very overbuilt
i'm working on 60 radio control units/min so i'll probably pass on that then 
might have to cut it down a notch honestly i do NOT need this many RCU's
no like, if you wanna do that, you need to have enough of both recycled plastic and recycled rubber refineries to make the max amount you might end up using
https://www.satisfactorytools.com/1.0/production?share=HKhyq6KsJUln6VxWuljB
Processing 10 Plutonium Waste takes ~833 SAM/min
Max Plutonium Waste (without Plutonium alts) is 126/min, so that's ~10'500 SAM/min to process it all. There's 10'200 on the map
ooh
ill play around with this when i get home then
not quite sure
right now im planning a phase 4 megafactory spanning basically the entire rocky desert
but you just need the items to go in priority to the refineries
as well as ACTUALLY automating the project assembly parts for a change
can some one tell me how to make\ a 3 to 4 liquid load balencer
so i can comfortably finish phase 5 without plopping down some makeshift machines to finish it up
if you want this setup to work with any amount, you need 7.56 recycled plastic refineries and 7.11 recycled rubber refineries
I finally started phase parts with the ADS. I built a nuclear plant in the swamp that took up a ยผ of the biome. So I figured id just keep that going
or more, but you get the drill
danke
any other requirement?
only 2 of the 3 can be put in one pipe
oh, right, well, split one of them, and make each half join one of the other pipes
then split these in two
, or just make a sort of manifold
but you input from 2 machines on one side, and from 1 on the other
It's possible to go up to 191.25 plutonium waste by doing some recycling of dark matter (it would need an external injection for startup) but people rarely use the basic recipes but alts since they consume less and have a better output most of the time
I don't know what your familiarity with the community is, but Plutonium alt recipes are rarely used here ^^ (and any SF community I've seen, tbh)
I'm not in any community soo
The usual logic is: use as few resources as possible to get rid of Uranium Waste (sinking the Plutonium Rods)
So why do you say "people rarely use X"? 
naaah this is possible, trust
Cutting out the amount of SAM consumed doesn't really make for a great point ๐
wasn't on purpose
using all uranium will require sloops to do any waste processing regardless which chain you use. its just the amount you need to sloop which changed
wdym i'm using 80% of all sam?
I didn't mean to imply it was xD
that's not an issue at all XD
even if you do pellet -> cell -> rod which make the least you still need to sloop one step (ingots is best) to have enough sam for the trigons and the DMR
How many Sloops did Converters take again? 4?
2
DMR?
Eh, not even 30 Sloops for max-Plutonium + Ficsonium plan?
Not even that much IMO ^^
20 sloops, 10 fully OC'd converters
slooping the constructors for trigons would be 30 sloops (30 fully OC'd constructors)
Dark Matter Residue
dark matter residue
if you have some extra sloops, thru various means :p you can sloop the ficsonium rods to make it self sustaining on DMR and get a bit more power :p
but since QEs cost 4 each its kinda expensive
I never thought about making the F-Rods DMR-neutral... Worth looking into, since I'm planning for a small Ficsonium anyway (shouldn't need many Sloops)
we don't have enough sloops lol
Use other resources that produce DMR to make it work
there are enough sloops, but you're using like 92/103
72 sloops for the ficsonium rods and 20 sloops for the ingots
which is why i wouldnt do the rod slooping unless i have extra sloops
i'm using 128 here
little misleading to say that. slooping the fics rod encoder reduces that number quite a bit and the DMR needed for dm crystal for the singularity cells can be byproduct from other prod chains. can't get away from the trigon sam, but that's not a whole lot
...additionally, i think your 833.3333 number is really off, even without slooping, i'm coming in a magnitude's difference from that from the brief sketch of the build i just made without using sloops
dont quite me on this but i think Ficsonium is gonna be even worse on 0.25x cost OR on 2x cost
0.25 will not use enough waste and 2x will use too much other stuff
If I have a belt with some really odd number of items on it, and I want take exactly 10 items per minute off of it, is there a setup for that?
getting exactly 10 requires belt rate splitter magic outside my specialty so my next best guess / answer is "just use an overflow splitter"
overflow splitter is gonna take literal days or weeks in real time to settle I'm afraid
split a mk 1 belt into 6 parts
merge 5 of the 6 back into one
the last one is 10/min
Only if the input is 60/min, which it's not. The input is 11.625 per minute
not if you feed the 5 others back to before you split
aaaand you use priority splitters on the mergeback
oh, the priority mergers might do it
this is what I had come up with so far, and as you see on the measurement thing, it's not working :D
it flickers between 11 and 12
why dont you just fix the manufacturers to make 10/min then
either this belt stuff or that
I want the full output from them, but I want the extra that goes beyond 10 to go into the dimensional depot
And 10 goes to the train, so I can make fused frames
im afraid if that priority merger thing doesnt work then you are out of options and will have to make a compromise
Unless someone else chimes in with even more absurd belt magic
So is the stuff being back-fed more important, or the new input? ๐ค
feedback
so it chokes the input
i think an extra overflow splitter might be required before the mergers then so it splits off the remaining 1.125/min
that's the one on the left before the container
I made the merger below it a priority one, that takes priority from the right
you got the order wrong
yep, I just noticed that :D
the smart splitter comes before the smart merger.
That way, if everything goes right, the splitter feedback thing will slowly accumulate parts
this way it can never overflow
it will still take an eternity to fill, but its a smaller one then overflow onto a train
at least thats the theory
I have over 1k of them I can just throw into the machines outputs to saturate it
can just test it with container loops i guess
that's effectively what it is, yeah
I think this should work
Had to turn all the belts on the left into Mk 1 ones, otherwise the Mk1 one being split would take items too slow, and the overflow splitter overflows just from the Mk5 input delivering faster than the mk1 can take them out
if my math is correct cant i place 30 fuel gens bc each one uses 20 fuel a minute and my pipes hold 600. 600 divided by 20 is 30 so can i run 30 fuel gens off one pipe?
Correct
Personally id divide into two line of 300 using mk2 pipes
The Mk2 pipe being maxed out can get wonky from my experience
thoughtabt that but i need 360
360 is also fine
I'd just stay clear of depending on 600 going through a pipe reliably
I usually design stuff with the goal of 500 max
okay im just tryna keep it as simple as possible since im gonna be placing 360 fuel gens