#math-and-meta
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diagonal refinery
Oh ye of little faith.
One of the BPs I have to show you is for Aluminium and it has a built-in VIP junction in the BP with 3 Refineries.
immediatly block this guy
Just making food atm.
hes using vip junctions
Yes. Block someone for using a mechanic that works...
I think my first Alu setup also used a VIP... one that stopped working one update later. So I never used them again
its a joke, im not cobalt
If only π you used π joke indicators 
VIP is a bug and i hope they fix the junctions someday
Only if they fix hypercannon bug.
as long as they don't "fix" train so you cannot drive them I am okay ^^
I agree to your terms.
Re-fix hypercannon bug. Fix VIP bug. Leave trains as they are.
I know people have lots of fun with the cannons, so they should stay in the game
fluids being arbitrarily restrictive is kinda silly
like we can build space elevators, but not a priority fluid merger
yes, its probably made like this as a challenge, but its still silly
I just personally prefer trains for travel
you can just build the Alu setup without a VIP... its not that difficult. Its more a matter of what you prefer
There's a new way to do VIP in 1.2 as well π
||If that is short for Truck Junction, sure?||
Oh right trucks lmao
It's the 1 VIP method you would approve of π
But isnt that technically also just train station priority input 
No lockout, smaller space requirement.
TPL (truck priority loop) is more compact
hmm... even more compact with Factory Carts?
Can't be used in 1.2
π
I think ive landed on turbo diamonds in the Blue crater.
im avoiding rocket fuel there and this will remove the temptation
Ionized my beloved.
i will be doing that
but it think that'll be in the spire coast. I have yet to research it though
West Coast all day for me on that one.
west coast is full. I have the oil well left and thats it
Delete it and replace it with Ionized π
I can free up One normalbnode that way. but i do not wana delete the fuel barge. I really like it
Porkalo would have deleted it π
doesnt look like it
Nope, it isnt
how do you do that?
do what?
go underwater
without automatically going up
you said you were 150m under water level
this is a cave I think, I was looking for MAR
oh so you're not acc in water?
no, I was talking about I'm so down, like below water level
oh okay thanks
is there any way to build underwater?
without it being a pain that you can barely see?
idk
Not really
Hey @dark sequoia maybe you have some ideas
Yes building underwater is easy
Here is the most recent picture I have of my underwater city
Much visibility.
Very able to see.
I didn't make the game
This was their clarification π
ahhhh makes sense now
ππ
Yeah, champignon, the best way to see underwater is to downgrade to like update 3 before they added the harsh color filter
or you can use the console command to remove the filter. But it's not ideal and it's pretty janky.
If you have a ladder and can park yourself right at the waterline you can sit between the 2 filters and see clear as day.
But the above water filter will cloud you every so often as the waves go up and down sometimes.
I'm at the recycled rubber step and don't really know how to make the plastic to make rubber that makes the plastic https://www.satisfactorytools.com/1.0/production?share=Fa5BPoXiZWDwqMxhUEBi
One sec.
Recycled plastic and recycled rubber recipes make a loop, yeah. Each one takes 6, combines with 6 fuel, and outputs 12 of the other
Which you can then keep adding fuel to
As for the kickstart Plastic to get it running, just hand-feed a stack or 2 into the system.
Soo what is the use case for leached ingots? Where you rushed to nuclear and are hardly using any sulfur?
Kk Ty
Leached Iron? None that I can see.
Leached Copper/Caterium? When you have Iron nearby that you can use to print Sulfur.
Oh right the converter, seems like kind of a waste of SAM though
What else are you spending SAM on?
That's, a choice.
And if you're making that choice, then yes - Leached has no value to you.
I guess I can see the convenience at least
I personally don't see a useage π€·ββοΈ
Iron is Basic
Copper is Alloy
Caterium is Tempered or Pure
Only time I am printing sulfur is like... Instant Scrap.
aight thanks
if you want to over flow waste acid to ores?
I assume they added it in so people had a choice other than package and sink
Okay I have an issue
I have a double side setup where more sides are supposedly the same
I have 6 machines placed like this :
199.5--R--199.5
199.5--R--169.5
199.5--R--199.5
I ahve two belts, one is running at 780/min, the other is at 390
The total consumes 1β―167 / min, my total maximum input is 1β―170 / min
But my brain cant process how am i supposed to distribute the things
it just doesnt work xd
Actually i make ti work
By writing it xd
The rubber duck method wins again
I'm building more power, is it worth doing turbo blend fuel? or should I just go back to turbo heavy fuel?
Turbo Blend will give you more MW per oil.
Turbo Heavy is simpler and faster to set up.
So whichever you consider more "worth" at the moment.
definitely need more mw right now
def more complex though
also dont wanna dismantle the old one
turbo heavy is pretty bad for making a lot of power. the other two recipes (default & blend) have trade-offs depending on whether you value sulfur or oil more
i'm personally a fan of turbo blend over default, but both are pretty good. I could draw up a comparison if you'd like
I wont say no, though Im currently building blend. working with some awkward numbers and two different setups.
Ive got an old pre blender setup using most of my sulfur here
would you like the comparison to hold oil or sulfur equal?
I think my limit is sulfur here, Im in the blue crater. Lots of oil but only 450 sulfur atm
gotcha blended tf likes multiples of 200 sulfur, so i'll normalize to 600 sulfur/min
this is my old setup using the pure sulfur, and the other two are what I mathed out using the last 450 left of sulfur.
obv not complete
this is what the numbers look like
im not too sure on how fluids work so idk if this is killing my powerplant
anyways the idea here is that when the bottom pipe fills up it will start to fill the top pipe
Is this stupid or will it work as intended?
maybe? it violates rule #1 of satisfactory piping though: keep pipe networks simple & small
note that the required power is also different. the %yield from blended tf is in general a little bit better
anyway, if you have a big dilluted fuel power plant already, default tf makes more sense since you can just add some refineries to make whatever boost off of it you want, but if you're building a new plant from scratch, i definitely would favor blended tf
we totally need a leached concrete recipe, lol
if you are doing turbo blend, you kind of want that recipe so that you aren't dealing with the packager logistics for dpf on top of what is already a pretty complicated prod chain
do I even need packagers?
if you are using the refinery recipe for dilluted fuel, the recipe takes packaged water + liquid hor & outputs packaged fuel. the blender recipe takes 2 liquids & outputs a liquid
for both recipes, the inputs and outputs have the same ratio & they're roughly equivalent in power draw if you factor in the needed packagers with the refinery recipe
I do have diluted packaged fuel, is it more efficient then?
i think i just anticipated your question π
both are 1 hor + 2 water = 2 fuel as the ratio. the cycle amounts differ
ok so if those are the same, I assume its better than default (which is what Im using for basic fuel)
as with everything else in the game, 'better' is subjective.
the default yellow fuel recipe actually has the highest yield, which means that when you're just starting on oil power, you can make more power from it quickly and bootstrap larger power builds, but overall, dilluted fuel will maximize the power because, even at a lower yield, you're still making so much more of it to offset the losses
this is probably kiling your flow yes
clock your machines to output the HOR amounts you need in the pipes initially, then feed dedicated sections of machines
oh okay, will do that
ty!
no prob! basically with clocking you can always group machines/belts/pipes into whatever you need
Even if you're semi forced to have some awkward belts/pipes, you can build for those pipes and then clock and merge THOSE outputs into whatever groupsing are convenient for you
@prisma kraken got it working, and was messing with some catwalks,
whats the max output of a drone port (loaded with mk6) if drones are constantly hovering over it?
there's no lock out so 1200pm
you'd almost certainly want to be transfering higher stack items though
it might ot be possible with stacks less than 200
iirc it takes a full minute to land/take off
yeah, transporting a MK6 belt of screws over drones sounds like a fun hell
and if they only deliver 9 stacks of 100.... well that's only 900 pm
ahh, i will just have to use two ports then
just considering it as an option, i need to source a lot of coal
Drones are nice to deliver "small" amounts of items into the middle of nowhere, saving you building a huge train station... but not sure if they are good for mass transportation, especially for raw goods
i use a few to deliver 600 sam to my trigon factory xd
i have kind of boxed myself in with how i build rail, its not always feasible
i am planning on doing most of it by train, just that if i get tired by the end i can close that gap with drones
I think my next run will be "randomized"... because I noticed that I tend to fall into the same patterns and distributions of factories, because I like to have "most" of my items close to each factory
and I don't want (e.g.) my plastic/rubber again on the West coast, just because it feels natural and easy to reach by train π
Would def recommend
Its such a small thing but it does change the way u play by quite a bit
I keep it fresh by forcing a rule that once I have built a factory dedicated to an item in one location, I am not allowed to use that location for that item in any subsequent playthroughs π
quick question, will this work as intended? I have 3 pipes of 480 that need split into 8 refineries. Each refinery requires 180 pm
Don't think about pipes in terms of belts.
better make it 9 refineries and underclock one of each tripple so they consume 3x480
8 refineries is more than fine.
8 * 180 is 1440 iirc
Your math is fine.
You just need to know that pipes and belts are completely separate operations and the terms don't transfer.
Junctions are not splitters nor are they mergers.
This is how I would do it.
hmm, alright
you still need to make sure you don't need a 600+ flow at any place... maybe just a linear pipe feed at the ends and in the middle, with 4 refineries left and right of the middle?
On belts, items go where directed.
In pipes, fluids go where they can.
So having looped systems that allow freedom of flow will give you better results in distribution.
Even if doing one long line with all Refineries to one side, I would still loop the pipe from the end back to the beginning.
Examples:
Or at the very least:
one other thing, the refineries make 105 water, so my current solution is to combine 6 refineries together, drop the 600 down and have 30 carry on down the line, I have a feeling this will not work
Delete all Valves and Buffers from your system.
I have no buffers, but why the valves?
Because they either do nothing or cause issues.
They never help.
huh, alr
Has been extensively tested.
They are good for decoration though.
Buffers' sole proper use-case is fluid trains, but those were rendered obsolete by the addition of the mk6 belt.
I have a couple in my fuel plant and my rubber plant and they seem to work?
Then they are in the "do nothing" category of operations.
Buffers are genuinely just really large pipes with extra potential to cause issues.
And we already have pipes with less issue-potential. π
This can work, but it is better to have it dropping out from 2 points instead of 1.
What is the overall design if I may ask?
like the pipe network or what its for?
still waiting for the "no issue" pipes...
Like what product is being made?
Nice.
thx! :)
I am partial to Instant, because it makes the water part so much simpler π
oh yea, I just have a bunch of petro coke sitting around, only reason I use it

Ease of making Coke is why I am seriously looking at Tempered Caterium.
I did the pure caterium recipe for my main base cause I already needed 9k water. With the aluminum, I used coke due to making an absurd amount for coke steel and I have like 6k left over. Most of that is waste product from my powerplant.
This felt special without the context
Hmmm... if power is creating "waste" coke, you could have just turned it into more power by feeding the coke into coal gens.
which I am also doing xd
feels like it
This is what Iβm talking about with having the smelters underground on a recourse node and you put a miner at the top of it
why are you storing ingots?
You donβt gotta store em, you can sent them straight to a crafter but itβs just the smelters all being hidden and not taking up space
factory floor of doom and despair
thats similar to my aluminum waste water strategy, wasnt that bad honestly
i think the worst i had was when i had to place like 300 refineries for pure caterium ingots
Power Shards say hello.
didnt have the power for that
The math just to me doesn't make sense I'm at the recycled rubber part and just don't get how the fuel divides https://www.satisfactorytools.com/1.0/production?share=nUCTUFsCZbabNEgGPOMn
So I am trying to understand - I have 10 refineries for fuel but my fuel is not unloading. I have 20 Fuel Gens Set up. Yet for some reason my fuel just sits in the refineries maxed out. I am using MK2 pipes for the crude > refineries and for the fuel > fuel Gens, Ive rebuilt pipes/refineries/Fuel Gens. Am I missing something?
overhead images of your pipe layouts are needed π
Ok let me see what I can do
photomode makes it easy, press P
Ive added and removed fluid storage a couple times to see if it made a difference but I can't even seem to get it to balance and just run. When I was doing 6 > 12 I didn't see any issues.
MK 2 at th end of the first floor to pump to second floor.
the buffers are likelyi making it worse
remove the buffer
and don't split your manifold over two floors
create 1 dedicated pipe for each floor
how much per min are you making
600 Crude > 400 Fuel
600 crude is more often the issue.
you are feeding from one end
avoid that. move the 600/min oil input to the middle of the refineries
well the ysaid their fuel is sitting in the refineries
so tehre's definitely flow issues for hte fuel
if the fuel is sittin in them i would just slap down a pump, remove the buffer and see what happens
Did a little bit of testing with my design and it seems to work ok for now. The only issue is that I don't have enough bauxite to use the left over water and its causing everything to backup. I setup a coal generator and its keeping everything working slowly.
does the fuel pipe only supply the bottom floor for now?
essentially don't use fluid buffers in a system and have fluid go from point A to point B
no splits , especially over multiple elevations
honestly i dont see a single pipeline pump here and the fuel gens at the top look dry
so thats my bet
I mean that may also be an issue yeah xD
I have an mk2 pump feeding the top floor.
where
because from the look of it it either doesnt work or fluid might not even reach it
its only 32 meters lift
Bottom left. But I am going to reroute through the second pipe I started making
it seems the fuel isnt actually leaving at the top
you're breaking a cardinal rule of pipes in the game. Keep all consumers of a liquid pipe level
the pipe up seems full but it doesnt actually move well
what happens is gravity causes the bottom ones to always have priority over the top ones and that leads to backflow instead of even distribution
is there a floor hole
So feeding the top first would probably fix the issue
should.
but i have a sneaking suspicion
same problem, fluids flow down first
what will fix the issue is if you break up stuff into a pipe going to each level before any consumers
Right so if I make the second pipe it should probably alleviate the issue
or top to bottom. that should just work
doesnt matter it fluid flows down first if the pipe starts at the top to begin with
yep. stripping stuff down to the most basic: all consumers for a pipe network should be level
i believe that gases do not suffer the same issue, but haven't probed that hypothesis
gasses ignore gravity completely, they just fill pipes
I'll mess with it and see if the gravity situation doesn't fix it.
that was helpful to think about the situation, will report back.
I don't know how the game's simulation code works, but it seems that whenever there is a choice as to where volume should flow, the lower altitude pipe segment is always chosen. it always causes an underrun at the end of the upper pipe
probably some building tricks can special case a solution, but the key word there is 'special'
but make sure it's 2 different pipes, in that last images it's just 2 pipes that are still merged
Yea this is what it looks like now
Its a little hard to tell but I split it 6 > 12 one pipe 4 > 8 in the other.
cleaned up and had to clean up my resin as well since it was starting to overload the manifold but things are holding steady for now. Thanks for all the help
I just ran the numbers and without slooping I will need to use about 75% of all the available SAM just for ficsite trigons
you can also use a tree instead of a loop
very true and that's what I had in mind originally, actually. Hence feeding plastic made from polymer instead of rubber made from polymer (which would give 675 plastic at the end instead of 650)
the rubber version doesn't have the neat 1:2 ratio
but then I got lazy
you can easily use the resin to rubber conversion and still get to the desired output
yeah:
oh mb I meant resin, not polymer
but the rubber one gives odd ratios for the plastic/rubber refineries
it's close to 2 but not quite
and the plastic one is exactly 2, hence better for a tree layout
I typically build my factories in output multiples of 270... that gives nice ratios
but tree layout sounds tedious
in multiples of 270? hu
I was wondering if there was a magic number that gives mostly nice ratios, ty!
start with 3 refineries making HOR... from the byproduct you get 30 rubber
turn 20 of the rubber into 40 plastic, turn 10 of the plastic into 20 rubber... afterwards you used up 30 fuel (from DPF or DF) and have 30 plastic and 30 rubber
now select your final product... keep it, use the other 30 for the "tree"
take 30 into one refinery to make 60, take 60 into two refineries to make 120, take 120 in four refineries to make 240... add the 30 you kept and you got 270 output
no looping involved, but stages of "doubling"
you will need 240 fuel for this, which is exactly 4 DPF loops
(all at 100%... if you overclock multiply every number with the factor)
this "30 rubber and 30 fuel" to "30 rubber and 30 plastic" was the magic for me
@wheat nymph hope that all made sense...
I'm fighting with modeler to visualize what you said right now
got it
interesting, hm
the nice thing is that you can use the same layout for plastic or rubber... you just have to switch two belts after the 30/30 producing... and flip the recipes of the three doubler stages
but of course building a loop is also fine
I need a better blueprint for refineries
the ones I made are tedious to use
that is the true limiting factor of my experimentation
your idea is tempting. I do also need rubber. But I don't want to tear down my refineries for the third time and start all over again 
I think I made 4 MK2 BPs that are most of the factory... one BP for the 3 HOR producers and the single Rubber maker... one BP for the DPF loops... one BP for the 30/30 maker and the first two doublers (have to look) and the last one for the final doubler?
hmm
but maybe you should hop into a "creative" (zero building cost) copy of your world and experiment a bit with finding the layout you like
the building cost is not the issue
just the tediousness of flying around and connecting everything over and over again
only to realise 10 minutes in you misaligned something somewhere
and have to scrap it all
that's the one thing I really don't like about the game loop in satisfactory
just skip the connections at first... just place the Refineries and see how they fit
in factorio I could just select and move things and wait a few seconds and everything was fixed
I really miss that here :/
SMART mod at least made things a lot less tedious so that helped but yeah for now I should stick to rough sketches so to speak
and once I am pleased with that double down and hope I did not miss anything
but I am always missing something π
I think my "rubber/plastic solved for me" factory went through a dozen iterations... and will most likely go through another one because of autoconnecting BPs when/if I do another run when 1.2 becomes stable
Ironically, I just realized something
going back to my paint sketch: last night I built the left version. This morning I did not like it and tore it down to build the right version
BUT I BUILT THE LEFT ONE AGAIN
it happens
I had a blender based variant of the whole think made from just two MK3 blueprints... with decorative walls around it and vertically stackable
with the "new" autoconnect feature, it should be possible to make this "2-click and done" π
I don't like the autoconnect feature
it tends to connect to things I don't want it to connect to
and by the time I clean that up I would have manually set up belts faster and better
it also uses too many UObjects imho
where I would place 1 belt, the autoconnect feature results in 3 belts
the idea is great but IMHO it's just trying to be a less intimidating version of the SMART mod which just does it better
with that mod it is actually a true one click operation to add another refinery identical to the one next to it with the exact same belt and pipe connections
the game feels drastically different when it is this easy to just extend your factory
anyway - I am now watching my plastic / rubber loop and it's giving kovarex enrichment process vibes (for those factorio veterans)
smart mod is extremely limited in layout control of pipes and belting.
and there's zero chance I want to belt and pipe teh same way for everything
when you place multiple identical buildings in a row you don't?
this is a done deal for smart mod
yet it was considerably more frustrating with the auto connect feature and just built in blueprints
yeah that's pretty restrictive. I don't use either anymore but with autoconnect you can actually design pipe and belt segments pointing in the right spots to connect to the next pretty easily
I might need to do more experimentation with auto connect then
so far I found it kinda meh though
you have to incorperate it into the design with how you envision the units working together just need little bits sticking out here and there π
found it more useful for tracks than belts. but its nice for pipes
it's just very frustrating for me to plan ahead on that level of detail tbh
if you're trying to do anything but basic stuff that tends to be how you need to do it π
If this were the case, it would just be the 45 rule.
Not the 45-81 rule.
but it's called the 45-81 rule because of the fact oil products should be multiples to 81, no?
I am now confused.
Because if you know that, why are you asking if the 81 side of the rule goes into 45?
If you wanna be picky, oil can be done in multiples of 27 too if you accept single place decimals instead of no decimals (that was the guiding rule behind 45 / 81 I think?)
Oil in 27 gives you product in 81.
27 product should give you 9 oil then
27 product gives you xx.yyyyyyyyyyyyyyyyyyyy_ though.
You can punch 270 into Tools with Recycled Loop if you want.
Ok yeah with non repeating decimals the smallest multiple was 2.7 oil in
600 crude -> 800 HOR + 400 Resin. 400 HOR -> 800 Fuel. 400 Resin -> 200 Rubber. 200 Rubber -> 400 Plastic, 400 Plastic -> 800 Rubber, 200 Rubber -> 400 Plastic, 600 Crude -> 600 Rubber + 400 Plastic. Wheres the 45-81?
Which is just 27 oil / 10
Check the machine numbers
This is about machine relations and their clocking
6 to 12?
600 oil in requires repeating decimals in the recycling refineries
If you do certin ratios
i'm not seeing it
Also why 600 plastic and 400 rubber
Thats not a 1 to 3 ratio, which recycling can usually do
usually end up with some left over fuel which isnt enough to do a full one
Then include that again
i am, which is why i get both rubber and plastic in the end, not just one
45 81 isnt about getting "just one" out either
The total sum of rubber and plastic out should be 3x bigger than the oil input, no matter the ratio.
Thats when you used it to its full efficiency without dumping fuel or resin
o wait, its 1600 fuel not 800. so 200 rubber -> 400 plastic (200 fuel) -> 800 rubber (400 fuel) -> 1600 plastic (800 fuel) which is 200 fuel left, so 200 plastic -> 400 rubber with that. makes 1400 plastic + 400 rubber form 600 crude.
Now find recipes that use those numbers without repeating decimals.
45 81 is about avoiding most of that by being a kind of guideline
Its not a strict must, just a way to do production
theres no repeatign decimals there?
1400 plastic is not a neat number to work with in subsequent recipes
Yeah, which is 8.1 product out.
And the rule was put at the first integer for ease of use.
Because the smallest part of the 45 half was actually 5.625.
But "5.625-8.1" rule didn't have the same punch π
neat or not, still not seeing the 45-81 there
600 crude to 1800 total product is a 1:3
45 81 doesnt mean "every machine includes this ratio by default"
its just a way to ensure doing production without decimals
45-81 is not "this is the sole way to get no repeating."
It is a "this is a guaranteed way."
If you find other paths, that is GOOD. It's just a way to find a path with minimal effort.
That 33.3333333_ hurts my soul.
i'm asking if you can use factors of 45 or 81 for their respective products
thats not how i'd set it up, but w/e
such as making 20.25 oil products/min
Very yes.
Genuine: How did you set it up?
i made refinery batches to work in units of either 200 or 400 fuel+input
color coded em too, black = making rubber, blue = making plastic
How many total Plastic do you have and what are they clocked to?
Whatever*
i see
Neither of those answer the question π
you mean 166.66_% or just 166.0%?
If you have them outputting 100 from a Recycled recipe that's automatically an infinitely repeating decimal.
Yes.
That's the point of the rule.
It eliminates repeating decimals.
Yes.
And given clock speed v cycle time is the sole metric the game itself cares about - that is why we solved for it.
The game does not operate in items per minute.
Everything is done on cycle time * clock speed.
Now, does 0.0001 level of precision MATTER?
No. But it bothered me.
So math.
π€¦ββοΈ the UI lies to make you feel better.
also doing 12/5*3 comes out to exaktly 7.2
Yeah, I saw that the other day.
Seems they changed the truncation at some point.
So this is all moot π
so theres no issue to using decimals :p
It still bothers me π€·ββοΈ
Which was the whole reason the math was done in the first place.
well now we can all rest assured that 3 x 33.33333 is as good as 100 
And while 100/60 may give you full precision in the one machine.
We don't know how it works when you copy/paste the computed settings onto multiple other machines or if you need to manually type it in to every single one.
i think greeny could verify that
as greeny asked in the first place when looking through values saved in machines
Jason could verify it too π
maybe you can just use SCIM for that
I shall dub him: Jason | The Great Verifier.
well if what jason says is correct then doign 100/60 in one machine would have the full number there, so copying it shouldnt matter
since you can type in 100/60 in the clock speed field
The code...
The code on these glasses indicates the AllSpark is 420 blazin miles from here.
Sorry.
if you like having nice integers in your factory so much, mind showing me your factory? i'm kinda struggling to not get them and some inspiration would be nice
What item are you making?
as in your schematic in tools or modeler or whatever
atm im trying to make a nice clean number of heavy encased frames because i'm sick of constantly running out and having to manually make them when i'm building stuff
i don't want to make an obscene amount, just enough so i can run it into a DD and keep me supplied while building
What is your target total amount?
anywhere from 3-20/m, but i'm not too picky
So I would tell you to change that to 11.25 and watch the magic.
Tools hates using Copper for anything and I don't fully understand why π
@robust tulip if you take out the Steel Rod option it cleans up even further.
I am asking greeny about certain weights atm.
Because Tools seems to value.... Limestone...
As if it were some rare commoditiy.
Tools also loves to avoid using Caterium
it rather takes something else and throws it into the converter to get caterium out of it
i think the weighting preference with resources to use is based on amount in the world. since water is effectively infinite, it'll always win
Yeah, you have to force it to do what you want sometimes.
i don't agree with that as a criteria, but it makes sense
But like... it HATES copper, and yet will suggest Iron Alloy before using Basic Iron...
I want a "I do not plan to use every single available resource on the map" mode
that's a little strange to me
it also loves to produce entire chains with -0 input
Ai slop code at work prob :p
this is why i use modeler
I asked it for circuit boards with all alt recipes and its solution was to mix in -0 of the quartz based circuit boards together with the caterium based ones
because you can't uncheck the recipes you don't want it to use?
you've given me the skeleton, let me see if i can give it the meat in modeler
He either added or is adding the ability to set your own "weights" to resources.
So if you don't care about copper usage you can set the weight down and the tool won't try to save on it.
I keep going back and forth between both tools
Which will be very helpful for locally sourcing things.
idk, the tool is good for what its good for. I wouldn't take its advice without some revision in constructing a factory, but it still does a lot right and can help a great deal in planning
Becuase if you're sticking to 1 area for a material, and there's an extra node of something, you can set the weight down to make sure you use the node.
Can't find it, is one of the things I asked.
kk
do you reckon this is the work of the infamous "vibe coders"?
He's said as much, using Claude to code
what i find tools really lacks is the ability to easily figure out what you want to build in a location based on available resources. the workflow for iterating through permutations and trying different options is very slow and cumbersome
who's "he"?
Greeny
is he the guy who made tools?
I thought most of Tools was made before claude was a thing
Yes
Yes.
tbf for developing a web app I'd probably resort to using an AI too
pretty sure AI tools existed before satisfactory as a game did π
eh
afaik he is required to use Claude for his actual job.
what's the easiest way to get to 1000 tickets? I'm at about 400-500 now IIRC
what's the easiest way to get to 1000 tickets?
Activate AGS.
Give yourself 1000 tickets π
ok what's the second easiest way π
Sink overflow on all production
I am sinking the space elevator parts
Open the internet.
Go to SCIM.
Upload your save.
Give yourself 1000 tickets.
Download save.
π
I knew I should have asked for the 3rd easiest way directly
π
ok jokes aside, I gotta scale up my production or else it will take forever to get the remaining 500 tickets
-# Open the internet.
-# Go to SCIM.
-# Upload your save.
-# Give yourself 10,OOO BWDs.
-# Download save.
-# 
yo
what is the relation between pain-to-make-item vs. how many points it gives in the sink?
But yes, scale up production.
i'll spare you all from having to read this, but all you have to know is that this power plant leaves me with 400 poly resin and 400 compact coal as byproduct that idk what to do with, what would you guys do with it?
but WHICH one
I just put overflow sinks on all lines. Had 1k+ tickets before i was even halfway with phase 4
hm
i was making about 1m points a minute when i accidentally made 200 modular engines too many and sunk em all at once
that's what I did with my storages of space elevator parts
but that doesn't last long obviously
are you trying to get the nut statue?
yes
the poly resin should be made into rubber, but you might want to tailrace some of it into fabric first (that'll back up eventually - you don't need THAT many filters). As for the compacted coal, the best use for it i've found is turbodiamonds. you can use it in either making the tf for the recipe or in steel cannisters to package the tf for the accelerators
My plan is to build something and then go exploring for the remaining hdds so I get that achievement, too
and by the time I am back hopefully I will be closer to those 1000 tickets
but I do wonder what is the reasoning behind the sink points you get for each item?
is there a formula of power / resources / space required to produce it vs the points it awards?
resin can be useful for filling gaps where you need a small amount of rubber or plastic, or you could make some fabric and automate gas filters if you havent already, compacted coal fits well into a turbo diamonds setup
is it completely arbitrary? etc
never used a filter in my life - i just prefer to bomb the shit out of whatever is making me need a filter in the first place
its no big loss just sinking both though
some analysis exists on the awesome sink page of the wiki
Pretty sure it's based on materials used and quantity
i think the most bang for you buck is the most advanced thing you can create - either biochemical sculptors or ballistic warp drives
that analysis is in some ways wrong, but it is a good starting point and all the math was done on the backs of napkins, but it is a good starting point
Imagine automating Project Parts π
The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it and converting them into points based on their value or complexity. These points are used to print the aforementioned Coupons, with each successive Coupon requiring more...
that is precisely what I was looking for
like a wire is 6 points, and a cable is 24, so you get twice the points making cables to sink
what? π¨
Have never, most likely will never. π
you could probably do a masters thesis on the computational algorithm you use to min/max points in satisfactory, so any posts around done by armchair engineers aren't going to be complete in accounting for every permutation of recipe or sloop strategy, etc
No?
you set up box factory lines for them and cheese the game that way
well yeah
A machine has to make them.
You do not have to automate them π
Behold.
Project Assembly "automation."
i see
Overclocked and somered.
which works well unless you are doing 100x elevator
(the way the game should be by default)
Somering reduces resource cost by up to 16x depending on which Phase you are in.
I doubt that
at the end of the day it is mostly just a linear optimization problem
that topic is very well researched
its only slighty less automated than mine
I don't think there is much room for a master thesis
yeah, well, it actually isn't and that's the thing that makes it complex and why we're always complaining about sftool's wierd choices at times
supposed to make 100 acus in 1h 40m - took over 7
I said mostly for a reason
Yellow lights hurt my soul.
in set theory, an item is either in a set or isn't. we're talking set theory here. if there are cases where linear programming can't solve the problem, the problem isn't a linear programming problem
its only multiplication, addition, division and subtraction. just.. a lot of it
like a lot a lot of it
the most efficient machine i saw in this factory was at a whopping 54% uptime
I'm not taking that rage bait
Why do you hate me? π
yeah, the master's thesis would be how to tackle reducing the computational complexity of brute forcing every permutation by creating some generalized rules that follow some algorithmic constraints and stepping back and looking at it as a bigger problem.
ladies and gentleman, we have a new record
π
is there really a way other than to brute force it?
if you can create an ordered numbering of all possible factory layouts, yes
i believe that that is possible to do, so with that premise, yes
theres probably more of those than there are grains of sand on earth
you assume infinite time with that. the number of permutations is inductively infinite, so of course working through all permutations will be infinite, but an algorithm should exist.
...or you could spend a few hours in tools/modeler and brute force it
where the interesting maths with it all actually lie is in trying to pair down that infinite set of factory layouts to a finite useful set
it gives you 'good enough' results, so the argument is more of a pure maths thing. Where the pure maths actually come screaming back at you with a vengance is you cannot prove that tools/modeler has provided you with the optimal answer
Fairly sure that tools does give you the optimal answer, but for a question you might not exactly be asking
no tool exists to calculate what you want to produce along with the power needed to run it
SF Optimizer
i mean to design the factory for power along side the factory for production and produce exactly what the factory takes
that requires a different sort of algorithm
? SF Optimizer can include the required power production
ehh, i'm not very familiar with that tool, but it requires some serious horsepower to run an optimization pass on that all and iterate toward the best design
It was done with linear optimisation
SFTools beta kinda can
That's more lack of configuration for optimisation goal rather than linear optimisation beeing bad
Tools give you most "optimal" answer based on its constraints (weighted resources)
Again, not really. It's still linear optimisation
it really doesn't
I mean you're not gonna run this on your 10 yo phone but it'll finish in under a minute on any modern-ish PC
sftools does a great job for what it does. not worth arguing the other points.
optimizer does everything tools does and more but you do you
so does pen and paper :p
Might be dumb but Iβm tryna to produce caterium ingots on ps5 with 3 smelters merged together and need to input 13.33 as underclock for 40 per minute but itβs not letting me and rounds itself either to 13.35 or just 13.3
And thatβs with typing in the numbers
use five decimals? 13.33333
It's not a solution but I doubt it would matter to it orr put everything to that lower number
you can enter '40/3' into the box & have it do the math to max precision for you
Nope
On ps5 too?
I doubt having 0.5 more ore in per minute probably doesnβt matter but it bothers me
Fair enough
might be a bug? take it up on the QA site
It's probably console as a whole
It's really annoying on console to get numbers right
I think if you put in a decimal thatβs lower then 5 in auto puts it as 5
1.23 turns into 1.25
can you do two smelters and clock em up to 20?
Lemme see gotta drive back
or do four and clock down to 10
Merge what?
Oh yea just place a merger on them
Make sure your conveyers have enough speed to manage the output
You think itβs necessary to make the 4th or nah
merge like
How much could 0.05 really hurt me
This is a manifold right
Um I make 4 mergers purely not to confuse myself but no it's not needed
yes
Yes
Nah the 4th smelter
U need the input on the smelters to match the output of the miner
Well 40.05 if Iβd want to be perfect Iβd need 4 smelters
thats what hes trying to do, just that ps5 doesnt seem to allow the specific number they need
Oh
In ur opinion is it worth to make the 4th or just accept the math failure
i'd try just by being curious to see if it works
Iβll brb
Iβll try the 3 setup first
They work at about 90
Efficiency
75 now
Random question how many hours are on your save just curious
50
About a day
Kk
Even with the caterium smelters being inefficient my quick wire makers are at 100%
So itβs fine
you'd have to show a bird's eye view or something
but if it is 3 water extractors leading to 8 coal generators (which is what i'm guessing it is), then it should be fine
but i would pause a few of the coal generators about a minute after turning on the extractors
yeah, I think if anything can be wrong is where the inputs are
just so the pipelines can fill out
they are at the 4th gen, between the 5th and 6th gen, and between the 7th and 8th gen
if it's not working, it's because you're running three water generators into mk1 pipes
water generators generate 120mΒ³/m of water
yeah
so 3*120= 360
but mk1 pipelines can only move 300mΒ³/m of water
think of it like conveyor belts
this is like trying to move 150 items on a mark 2 conveyor
I see
have you unlocked overclocking yet?
yup
okay
what i would do in your situation is build 4 water generators
and set them all to make 90mΒ³/m of water
link the generators up in pairs
and then lead them to the coal generators
but don't link up the 6th and 7th generators for the pipeline
basically just make two separate smaller pipelines
@still hedge here's a shitty diagram of what i mean, where the W stands for water and the C stands for coal generator
Nah it's cool lol
aight
Thanks
feel free to hmu if you've got any other questions
Yo
Iβm producing most basic things iron rods, plates, reinforced plates, wire, sheets, cable, rotors, smart plating, quick wire, limiters, and steel pipes and beams
How would I make a factory for versatile
The frame and the other thing I need
Sry wdym?
How would I go about making a factory for the versatile framework and automated wiring
Honestly If I were you don't worry about them
Nvm I needa make modular frames first
Make a smaller factory to make like 1 or 2 per minute maybe but there not really needed
Yea Make a factor for em and wait ig
I thought U were further and wanted them for the love of the game
Only got this far cause of em
Now I need to learn by myself starting with this new factory
U got as long as you have the game installed it's infinite
just leave your old factory running while you do other stuff
I donβt have a factory for those yet
have you considered using an external software to plan your builds?
No
are you willing to?
Satisfactory tools it's an app too amazing stuff
i would reccomend satisfactory modeler
Both on steam?
But Iβm debating on
Where to build the modular frames at
Since my steel is only being ran by one pure node
And 2 impure coal
modular frames don't need steel?
But they are needed for versatile frameworks
well i would just plan out all the raw materials you would need (iron ore, coal, copper ore, ect), go to an area where all of those things are bunched together, and build your factory there
if you have to build a long ass conveyor belt, you have to build a long ass conveyor belt
Hereβs my steel factory
Yeah learned that the hard way with caterium
Are tractors good or nah
but most terrains are incompatible
Tiny Damm tractor always flipping over
i remember thinking the same thing
then i realised how much of a ballache they are
so i just make long ass conveyor belts now
Iβll still try out the trains simply cause I like em
Uh my screens just black on the modeler
ig i might try them again when i make a new power plant
pure black?
Yeah
try left clicking
Opens up Java when I play it
that's not normal
Ight something popped up
okay yeah
it's supposed to be a coffee cup
Ight
but not that coffee cup, i mean
Oh
the satisfactory cup of coffee
<--- this one
not sure
can also try other planners that you don't need to install π
e.g. https://www.satisfactorytools.com/1.0/ π
Imma just use this
How can I see if something needs splitters or mergers on this?
that depends on how you build
you may not need them, or may need them. That's basic logistic solving skill you have to learn, no tool will give you that info
Alrighty
Iβll let yall know if I can get this modular frame factory working
Probably gonna belt them from far asl away or just make a different steel factory somewhere close to the mod frame one
@wind spade
?
Can I show you my layout and see if my plan will work
Iβm producing rods and reinforced plates already so could I just hook up a factory behind itβs containers
To make the modular frames?
hard to tell because cant see everything and there's no numbers but as long as you aren't going over yoru belt speed and you have enough parts? sure
Let me see my nodes
Itβs 3 pure nodes
So 360 making screws, rotors, plates, rods, reinforced plates and smart plating
the miner will tell you what it's mining
ok again, no idea how it's laid out and the recipes aren't on there so really can't confirm.
again, double check you aren't going over your belt speed
let it run for a bit, if there's a problem work backwards or forwards depending on the issue
if your machine is starving? follow the input backwards
if it's clogged? follow it forward and see where the clog is
The only part thatβs really clogged is the smart plating
as it it has no where to go?
every earlier space part is used later in space parts
if it's inputs are clogged either you're making too many parts, or it's outputs are also clogged
if you aren't sinking the extra or have extra empty storage it'll clog up yes
Im sinking the excess of all my lines
I think Iβm just producing everything else too fast and the plating too slow
then it sounds like you're making too many of the parts per min for the smart plate
Yeah
what's the plan you're working off of?
well did you use tools to make a plan?
For the modular frame factory?
we're talkign about smart plating aren't we?
Not yet but I have an idea on where to place it
Smart plating is being made itβs just the inputs are clogged Iβve made more than a thousand
sure but did you make a plan for it or just ... kinda build things?
Oh yeah I did a plan
on tools?
No
right how many smart plates pm did you mean to make?
Want me to recreate
Just 2 thatβs fine I just needed them for the elevator
Itβs not like I need the for anything else rn
Iβm gonna recreate the whole factory for iron to show you rq
To see if my production of the reinforced plates and rods can keep up if I do build a mod factory
Yeah itβs not enough rods per min or plates
To keep up if I do build another factory behind this one
Iβm gonna go to some other nodes and build the modular factory there
Is there any good underclock percent to set coal generators to make their compacted coal consumption a simple [whole number] per minute?
you should be able to tap in the amount of coal pm you want to use into hte machine
but why does it have to be a whole number? and why under clock?
Because when I divide 400 by 7.142857, I get 56.00000112000002/per minute
... why are you dividing it by 7.14.....
All I got rn but itβs copied so imma delete this save
`it's fairly tidy? looks good
if you understand it? great
Because coal generators consume 7.142857 compacted coal per minute.
I donβt tho
Itβs copied
Thatβs why I feel like I need to restart
oh.. compacted coal? weird but ok
so build 55 gens at 100% and 1 gen at 100.0001%
just so you know, compacted coal recipe effectively just converts sulfur to more coal.
so if you burn 1 coal + 1 sulfur node , the net output of power is basically just 2x coal nodes
Not exactly. That would mean that the machine would consume 7.5 coal per minute. Close, but not exact.
yeah you have repeating decimals it'll just occasionally dip every few thousand hours
I don't even know why compacted coal has such a funky burn rate.
a thing you have to accept if you want to burn it.
much easier to just find more coal next to water
Last thing do you recommend me start again in the rocky desert or somewhere else this time
Yeah. It's just a waste product from my rocket fuel recipe. Maybe I'll just sink it.
you're not reusing it in the turbo fuel?
it's all a bit of a muchness honestly.
the only zone that really different is northern forest where nodes are a bit closer, but you ahve to build vertically with multiple floors
A muchness?
the most difference might be like... grassy plains has caterium that's a bit easier to get to than crystal, Dunes is reverse
I learned a bit from copying but I know it harmed me more than helped
IIRC it was a 50 i/min : 7 Generators ratio
What do you recommend me learn first
I know basic automation and slightly about splitters and such
that depends, what do you already know overall?
you'll have to get through that again and then get to coal power
automated power is really where things start π
Basic automation/load balancing
eh, load balancing is totally optional
But nothing intense
and gets wildly intense to work with the more steps you have to do in a factory
When I copied that guys build I was so confused how everything worked
So manifolds are better?
who's build did you copy?
define better
they definitely take up less space and are easier
Some guys on YouTube
Yesn't. Better is a very controversial term here
but both work at 100%
But Iβm restarting since Idk how half of this works
My recommendation is to not copy builds from others, but feel free to learn principles from others. No point in doing a tutorial to make a project if you don't know why it is that the project works
I liked manifolds better
its not controversial, you just need to be specific in what you want
That's exactly why you don't copy other people's stuff
fair π
Yeah ur right
Thatβs why Iβm restarting
true, its more controversial when people don't understand that they have to be specific in that way
They are also more compact no?
yeah people think there is a META, and there isn't
Yeah learned my lesson there
in general π
you don't necessarily need to restart either, the world is big, so you can just move somewhere else and start fresh over there.
I wanna go to the grassy area imma restart there
IMO the meta is: Don't use biocoal xD
biocoal is great
the only way you can make uranium rods from pigs
I feel wrong having that build in the world now lol
or temp ammo factories you don't want to completely automate
But I can use 3rd party tools right
Grassy Plains are good for learning basic mechanics, but it will force you to expand out past it once you start to get to mid-steel to early oil.
To make stuff myself
go for it, lots of people do
Farthest I got in the copy run is basic steel
like planers? sure it's jsut math
like primary school maths mostly. Planners just do it quickly
I recommend SCIM for a map, and Satisfactory tools for planning production (both links should be in the pins here)
Where would you expand? After
The map probably super useful to see where nodes are at
up to you. I would say while you wait for things to work to explore the world and figure out where you want to go from there
it indeed is.
Imma delete the old save so Iβm not tempted to go back
Also I donβt like the desert anymore lol
Keep it as a reminder of things youβve tried
RIP
I have photos so itβs fine
I learned some stuff
Imma skip the intro this time cause I know what to do
just wait until you get to dune desert....
Is there nothing there or what
just more desert
Wow the plains is super pretty
lots of iron and coal and stuff
Plains is great for that. Northern forest is great for that, too. Pretty much encourages vertical builds
as long as you aren't in a cave you can build vertically really
No guides this time if Iβm stuck on something Iβll ask here
Iβll let yall know how things go after an hour
once you unlock hypertubes, you can build vertically wherever you want though too
Elevator actually huge early game
also a protip, I believe n opens an ingame search bar where you can look up parts, recipes, and do some basic math too
Iβm on console
Dude the elevator is so sick
no idea what it is on console (PC master race)
The first time when I launched phase 1 I was in awe
I donβt think thereβs an option for that on console
I have a keyboard plugged in but I canβt use it
I mean the personnel elevator
No setting to use it
they only got to basic steel, I think they need to get quartz unlocked along with steel before the PE unlocks
Southwest corner
it really doesn't matter
you can over clock nodes and for most of the tutorial (milestones) you're limited by your belt speed
sure
1 node for plates one for rods and one for something else
Stop solving forwards.
Pick your target amounts and solve backwards from there.
If you need only 578 iron from a node, there is no reason to force all 600 out of it "just because."
eh look, it depends on your approach on the tiers
personally, to go up the tiers, I make 1 node of each basic part and smoosh as needed
but if you want practice building specific factories, make some dedicated factories
you can use smart splitters to over flow parts that back up along the stages too if you like]
Thatβs one thing I did learn
And send them all to the sink
I feel bad for the power slugs ngl
You're starting in GF right @plain slate ?
Mhm
Ok so for example about solving backwards:
Rotors take 45 iron ore to run at 100% output.
So in Phase 1 you can pull that needed 45 out of an impure node and call it a day.
Or you can force 60 out of that node and deal with the headache of "how do I allocate this 15 that I don't need?"
It is always easier on the headache to just pick your final target amounts and then solve back to how much input you need.
I overclock the shit out of everything because I prefer the lower building count π
Understandable lol
Why build 60 of something when I can build 24 @ 2.5? π
Smart smart
Rn imma just get the basic things automated
Idk what to get first tho base building or logistics
Mhm
Have you done any milestones?
Nope