#math-and-meta
1 messages · Page 403 of 1
Phase 1 milestone order for me is always:
Obstacle Clearing > Field Research > Whatever you feel like after that.
If you get Field Research and slot an HDD before any other milestones (or material research) you are also guaranteed to get Cast Screw on the first shot.
!wikisearch HDD
Hard Drive Disk is what HDD means 😭
So find one of those first before anything
Mb 💔💔
YOUNG PEOPLE THESE DAYS WITH NO RESPECT FOR THE GOOD DAYS OF TECHNOLOGY 😭
Obstacle first.
Obstacle first.
Then Field.
Have Solid being made by a Constructor while you go find an HDD.
How do you make cast screws?
Ingot > Screws.
It is the same cost as normal Screw, just cuts out the Rod step.
Is it one to one ratio or nah
And it is only useful in Phase 1 😄 So getting it first is going to get you the most out of it.
Ingot to Rod is 1:1
Rod to Screw is 1:4
Cast removes Rod step, so it is still 1:4
Ight still better than making a whole other item to make screws
Cutting out the Rod step saves you on Power, which matters at that stage.
Imma go shower can I ask you for help after I’m done?
👍
Ty
it also makes screws a little faster than the rod recipe 50/min instead of 40
imho, that's helpful for rotors since you don't yet have a bunch of slugs
World's longest shower?
A very healthy number.
Recipes?
Wdym? Sry
Which recipes did you use for the production line that ended with Computers?
1 sec
Here it is I used all this
Oh this is some.. base recipe shenanigans 👀
Yea if it works it works
Crystal Comp my beloved.
This factory is huge
Oh mb I ate dinner
I just unlocked exploration thing
But the map website making watch an ad to use it and the ad glitch’s and I can’t x out of it
Nvm
Stop using the map website.
Found an hdd already
Alright
So research it and I get cast screws?
Yup.
If it isn't on the first 2 options just click reroll and it will be right there.
I think I personally get splitters before foundations. But there is no wrong answer after you have Obstacle and Research completed.
Doing that now
I can't read this.
One question
Ok but Tools...
How do I split specific amounts or is that not possible
Give me numbers.
Like number values
i like modeler a lot more
Just wondering
Give me actual numbers as an example.
with splitters and mergers you're pretty much limited to dividing by 2/3 and then adding things back together
if that doesnt work then just make a manifold
Uhhh like 105 going to 1 side and 135 to another
just manifold that
Can you let me answer??
Check your messages 💛
like Bill said can always manifold, but also, that doesn't seem all that complex. You've got 240 total, so you can split once going to 120/120, then split one of those lines until you have a belt of 30, and then get 15 going across to the other 120 line. 135/105
you can split numbers, but you can't do specific numbers that aren't halves/thirds of the input to the splitter. you can get ratios decently well, but it is less than simple
mergers & splitters
clock 3 groups of smelters
1 that makes 20
1 that makes 40
1 that makes 45
clock them as needed
you, however, could jsut do it in one manifold
Huh I’m confused
no need to split
do you know what clocking is?
have you unlocked it?
I’ve got this so far
yeah, tweaking the clock rates of the smelters probably would be the simplest of solutions
Yeah
ok so you have 1 belt that needs 20 ingots pm right?
Mhm
ok so clock 1 machine to do liek 20 pm
the next belt needs 40
clock 1 or 2 machines to do a total of 40 pm, merge them and send it dow nthe line
same for the 45
Don’t got the shards for that tho
Only for the miner
Don’t I just need one smelter underclocked
under clock then
or you could just do this
you can fit all of the ingots on 1 belt
just feed plates screws and rods on one belt
I’ll be back
plenty of slugs on the map, this is my save after i've made ~2000 shards
actually , i lied, scim reset on me, so that's the virgin map 😛
if you ever need some easy pickings for power slugs, the dune desert at night time is fairly safe and the slugs pop out of the landscape
I mean it works. More complicated than it needs to be
put a merger in front of every output
Now how would I set up the rest of the plan
That’s the real question so many buildings
literally just feed
Ight
r for rods, s for screws, p for plates
I’m gonna tweak out
Can I do the manifold for the assembler too?
you just need a manifold for each of the two inputs... often the 2nd manifold is just on top of the first one
Everything has to back up before the first line starts filling right
not sure how you mean this exactly, but you can either just let the Manifold run... if you provide as much as all machines together take, it will work after "some" time (depending on several factors)... or you can shut down all machines, wait until the whole input manifold (or all of them) backs up and then turn the machines on.
both works
My fault the belt for the splitter wasn’t placed properly
It’s working now
this is definitely a way to do it... but don't forget that Satisfactory is a 3D game... you always have more options 😉
yup
i made a balancer - but i might have done something wrong ? since the numbers arent "the same" ?
first question would probably be - do you need a balancer?
one thing to keep in mind is that belt counters aren't 100% exact due to them being just running average. Though most likely it won't differ by that much
I don't see a belt coming from the top splitter to the bottom merger
as for your balancer - it doesn't look like it's actually balancing
thank you !
belt counters are accurate enough to +/-1 usually, they wont be off by much more than that
Yes - i need a balancer as i need 2800 iron ore and it's divided on 3 train wagons - and all belts doesnt have equal consumption - therefor it's stupid if wagon 1 and 2 gets empty and the third isnt empty - would like to consume "equal amounts" from all wagons to make sure i can use it all
its a little hard to see, but it looks like top merger only has two belts in
why not hook each belt to the amount it can feed instead?
Assuming the flow is roughly constant
It won't count a train, drone, or truck correctly
numbers are correct now
and i didnt finish my factory yet therefor it's not taking from all three belts
well no, since they dump it all out at max capacity until it runs out
They could count it correctly, if the averaging window was long enough
but it you're using them after a production line, or in any other system they are fine and pretty accurate unless the number is very low, like 5/min
that would be so awesome - to have slider that said "calculated for the last x minutes"
the problem is that the averaging window is different for every use-case, so unless it's settable, they will by definition not be reliable enough (and if it's settable, then most people would still misuse it or whatever)
average of 5 min would've been nicer from a stability viewpoint, but they work well enough to be useful
mainly to make em more reliable at very low speeds
What would be awesome was if you had a main hub - and external hubs wich you could login to and see what you were making "within" the priority switch (local) or all over the map coumptions - efficiency on the "factory" etc
It should just be configurable
info - funfacts are so cool when it comes to these games
main problem with any of these X/min values is that they are basically a lie anyway 😄
not enough to make a diffrence
They aren't though
They accurately tell you how many items passed through in the last minute
my point was that nothing in the game works on X/min, game works on cycles 😉
doesnt make a diffrence that it does. the end result is still number/time
I think he means that it's not a solid production sometimes things are too far apart to be registered
no he means game makes x items every y seconds depending on recipe and machine
But doesn't it?
for example, instant scrap makes 30 items at once every 6 seconds, still works out to 300/min, but it doesnt technically make it in a continous flow
i belive the factory works with math even if it's out of render distance - but visually nothing loads in
yeah, that's basically my point
sure, in most cases the difference isn't relevant, but it's a source of many issues when you get to more technical/specific levels
there are some quirky situations where it matters
but for 99.99% of the time, you can just use the 300/min and be fine
but you may not see 300/min on your belt counter 🙂
well - instead of having to load up my save to see how much im making of each product ut would be a nice to have fun fact ingame - im pretty sure the info exists
it doesn't really (and if it would, it would have same problems as belt counters - you'd have to pick the range for floating average)
that will be fine, issue comes with those recipes which take more than one minute to make and give very low quantities. then belt counter is often just wrong.
like nuclear pasta is 1 item every 120 seconds. since belt counter window is 1 minute, it will show 1 for 60 seconds, then 0 for 60 seconds, then 1 for 60 etc. it will not show 0.5
if it's on 1200 belts, you'll have big gaps between batches of items
I guess with a cycle of 6 seconds it won't be an issue, but with a cycle time that's not divisible cleanly in 60 seconds, the counter will jump up and down
but if you make 10 nuclear pasta/min in 20 machines, it will probably end up being staggered enough it will start showing more accurately
im curious - if i were to add summersloops to a Rocketfuel blender - so that it would make 200 instead of 100 rocket fuel - would the consumption eat up the extra 100 rocketfuel ?
if you have fuels gen to use up the extra being made
Yes ofc - i would setup the extra fuelgens but would the consumption on the blender (powerwise) eat up the extra power the 100 extra rocketfuel i would gain ?
not even close
100 extra rocket fuel would be 6000MW, slooping a blender wouldn't be a 10th of that
Is making 800 turbo fuel for power better than 1600 normal fuel
it would make more power yes
Kk
now - before someone says its a waste to use summersloops on something like that - im almost using what im making atm and that means i cant even fire up my upcomming nuclear plant - so its temporary 😂
if you want more bang for the sloop, use them on a machine overclocked to 250%
indeeed! thanks
so instead of 100 -> 200, at 250% it would be 250 -> 500 so you'd egt 150 more from those sloops
yea thats a good idea ! i'll just underclock some machines so that i have enough supply for the one doing 250!
just keep in mind some machines wont handle sloop at 250% like nitro rocket fuel which would output 750/min, but since mk2 pipe only do 600, 150 would be wasted
YEa ofc!
@outer yew
build with mk.2 pipes so you can sloop the final blender for filling the pipes
just charge up power storage
i have a consumption of 250k mw x) thats alot of powerstorage
power storage can discharge faster than they charge
so you could easily make a block of 125k in a blueprint pretty easily
a mk4 bp of storage is probably most of that
mk3
besides, you only need enough to boot strap the nuclear setup
Reasonable Trainstation?
2-13 train ?
i think usually a multiple of 1-4 (or less) is recommended
because of rail inclines
1:4 hasn't been recommended since Update 5 if memory serves.
Trains were given dynamic weight.
Just make sure you have enough power for it lol because for example a fully over clocked refinery with a sloop just sucks your power like it's a candy bar
Im curious - if you use a Alien Power augmenter you get 10% bonus - but can insert x items to increase the bonus to 30% - from what i can see that production line to be able to sustain 1 of those agumenters is pretty huge - is it actually worth it ?
for 1 - 15 tw setups, yes. For finishing the game no
It still is recommended, if your biggest incline is a 2 m ramp
Still recommended by people holding on to the past 🤷♂️
I haven't seen anyone genuinely understands the dynamic weight system still preaching the 1:4 methodology.
ok, smart guy
what's the optimal ratio then?
because I have just looked at the wiki and concluded that 1:4 is sensible
1:5 is a bit slow on 2m inclines if the wagons are full
and you can go beyond that on 2m ramps if and only if your wagons are full going down and empty going up
There isn't a static, optimal ratio.
That is inherent to the word "dynamic."
1:4 is recommended cause weight of the locomotive + the four cars is just under treshold to create slowdowns on 2m slopes
four cars at full load*
on flat tracks 1:4, 2:8, 3:12 etc maintain the acceleration and top speed, but the larger ones will suffer slowdowns on inclines
if you do five cars to a locomotive, acceleration takes a hit, not huge, but a hit. and if you make em even larger it gets progressively worse
yeea, weight is dynamic, but unless you're controlling the amount of stacks going onto the trains, its just way easier to account to the 1:4 ratio of a full load
also while dyanmic weight does allow a 1:5 to not lose speed on inclines, they do lose speed on acceleration
which to be fair you can build around somewhat. having longer tracks out of a station to allow them to get up to speed
and avoid really tight turns and intersections where they need to slow
could also only make 1m ramps, but those gets rather lengthy to do any kind of elevation change
and its just generally easier to just recommend something which will work in majority of situations. since so many seems to have issues with basic train setups to begin with
me personally, i do 1:5. but i will recommend 1:4 to new players still
easy way, sink
harder way, rate limiters
could prob try at vencam, they do a lot of sushi
though, even with rate limiters, you might need a sink eventually
way down the line, at an end product
make exact amount you need 🙂
Simple
Don't use sushi
what do you reccomend then?
still ain't working
... not doing sushi?
Like the only place I use a mixed belt is when dumping excess production into a sink
but it's more compact with sushi, no?
if you're making exact amount you need, you cannot have excess 🙂
it still keeps on clogging up somehow
it's a sushi belt that leads to a few circuit board assemblers
always one of the last ones gets full of copper sheets and makes no way for the plastic
use smart splitters in an overflow setting going into a sink or sumn
aight
saw something the other day about programmable with one port set to both any undefined and overflow. but i'm not a sushi user so idk
The general rule is to always have an overflow-to-sink, and ensure you overflow at every single Smart Splitter
No need to have a Programmable with both "any undefined" and "overflow." Overflow inherently includes "any undefined" (a not-defined resource entering the splitter will overflow naturally)
For each step of the sorting you can do just fine with one output for the resource being sorted, and the other output being Overflow
(And then at the end of the sushi line, overflow to sink)
Technically once the system stabilizes, so long as you're giving it the exact amounts, you'll never actually see anything headed into the overflow sink
So when you use smarts and just the Overflow setting -- everything will work just fine but you can have items get "caught" in the system because the splitter will keep things in the internal storage due to how Overflow works.
Again, the system will work just fine. Only major "issue" is if you're using sushi for radioactive stuff, as the catch can cause the area to stay nuclear until the line flushes it out with something else.
When you have poggers, you can avoid this entirely by setting the middle of Overflow and AnyUndef.
By doing this, the sole item kept in the internal storage is the one the splitter is supposed to keep anyway. Everything else gets flushed through and it makes the line "cleaner" for lack of a better term.
People who do sushi belt are another kind of specie's because it's so ungodly inefficient for the headache it can and absolutely will cause
Here comes me who wants to use 3 CHOOOOSSS in a row to pull like 10 freight cars 😂
Headaches are caused by skill issues 
And is there any limkt to how long you'd make a train?
Doesn't seem so
#satisfactory-experimental message
Didn't seem to move though
Not like i'd need 400 anyways
Thanks
Might make one line per ressource for the funsies
Fairly sure they said it did move
At like 3 km/h
hi, I want to build more vertical stuff (Since this is not factorio) So I want to stack my smelters on top of eachother but I Just can't figure out how I would feed the bottom machine in a nice way
For the other levels I can place a splitter in the middle of the lift but I cant place on at the bottom
I could do it like this and then wraparound but that would be kind of clunky
you can just snap the lift to the machine
That would put my input at the top though
ah
leave enough space between the lift and the machine to put the splitter between the lift and the machine
then feed it from the side
have the lifts on either side of hte splitter feeding hte smelters
Ah I see thanks
it's not as compact as flat manifolds, personally I just build multiple floors for hte verticality
oh dang that looks sick
thanks!
Didn't know this game got that pretty
Also will there be like blueprints or copy pasting later on?
you could also try something like
very unlikely, build what yuou need in the bp machine
I mean like later on in the game sorry
so there is a machine for it?
yes
thats what my screenshots builds are built in
Ah now that you say it
wadup
This ended up being the final design thanks for the help
I probably wont do this again until I have the blueprint machine though lol
The exit ended up being different but I kinda like this design
Hello guys! I would like to talk with a mathematician to help me solve a problem im tripping out about my factory, if is there someone that can help i would appreciate it so much 👍👍❤️
One of the simplest systems that is incapable of clogging or failing is a headache?
I've been something similar. Inspired by the tunnel rat but going wider. four smelters per layer with framework along the outside giving it a stable real world field.
i dont have a close up as im at work
if it wasn't clear what Greeny meant, just ask your question instead of asking if you are allowed to ask a question... if someone is willing and able to help, you will get an answer. 🙂
It's 100000% capable of clogging depending on if you have an over flow or have significantly low through put depending on what other machines through put is not to mention the amount of filters you will constantly need to set for each and every machine to make sure it pulls the right thing. And so many other things that make it one of the most difficult and useless belts to ever exist. I would rather the best plate of spaghetti that causes 20 migraines then to ever admit a sushi belt is "better"
Sounds like you don't understand how to build sushi if you think what you just described is reality.
Sounds like you love to make everything inefficient and difficult
Sushi manifolds are incapable of clogging.
That's just an indisputable fact. Unless you intentionally build them to clog.
Also, you only have to do the splitter settings once because copy/paste exists.
Curious what "so many other things" are though.
You can only copy and paste if the other machines do the same exact thing otherwise you will also clog those
I mean... in a production line dedicated to an item... the machines are doing the same thing. No?
Also, again, incapable of clogging.
Depends on how you want the line of sushi I've seen people who shove every item they make don't multiple sushi lines right next to each other
You can send the wrong items down a sushi manifold and it will not care.
Neither is the most simple kind of belt to make which is just a manifold system or something a tiny bit more difficult a splitter setup
I can do the same with a normal line too
That is factually incorrect.
If you send Iron Rods down a line of normal splitters in a line that has no use for Iron Rods, it will clog the system.
Or you setup a sorter at the end to send the wrong item out of the belt
Whereas I can send Nuclear Pasta through a line trying to make Circuit Boards and.. nothing happens. It gets passed through the system and normal throughput resumes.
But I'll just stop here since clearly you lack common sense and critical thinking
🤔
Someone else not understanding sushi == I am dumb.
Ok. I will try to wrap my head around that one.
literally nothing complicated about sushi unless you make it complicated yourself
feed exact amounts, smart splitters to pick off resources off the belts, overflow to sink, done
maybe one of you thinks about Sushi with a sink at the end and the other thinks about Sushi without sink? I know Vencam did quite a bit "balanced Sushi" (without sink), but its tricky as hell to make it not make it block...
sushi with a sink or a link back to "storage" is much easier to get right
if you are using manifolds in previous steps you need sinks, if you are doing balanced, then yeah i guess not
Balancer Sushi and Manifold Sushi are 2 completely different concepts though 🤔
even with balanced sushi I would most likely a small "overflow belt" to show me if the balancing was bad 😄
so "getting stuff to machine" is a 2-dimensional thing... one dimension is manifold vs. balancer, the other is sushi to non-sushi ^^
Vencam does art.
I do factory-floor, copy/paste, boring sushi 😂
Because it works. And it cannot be made to unwork.
Nothing complicated. No headaches.
Simple.
and then there is "lets game it out" style of belting 😉
it gets more interesting if you add a feedback loop
https://youtu.be/pV6b72xF8pc
This assumes you have an overflow to sink
Oh no... not... assuming you build sushi correctly in a sushi discussion...
Never that...
I mean it's not strictly required
And I wouldn't say not having a sink is incorrect
Enjoy clogging 👍
Enjoy headache 👍
Enjoy every negative thing people believe about sushi 👍
Ooooorrrrrrrrrr - build the manifold correctly 🤷♂️
You can build it in a way that doesn't clog (at least with items that are meant to be there)
Without a sink I mean
why does my fuse blow when i flip this switch?
basically my power plant messed up because i accidentally deleted a pole that connected my fuel generators to my rubber factory and it meant it stopped taking in ploymer resin so it just got backed up until the fuse blew and i got rid of all the resin and got it working (kinda its not at 100% efficiency now but oh well)
so i flipped the switch to repair it but now when i turn it on everything immediately blows up
keep the switch on, then reset the fuse
does the switch just kinda do this sometimes?
if you connect a grid that has the fuse blown to a grid that does not, you blow the combined grid
i see
also something I suggest is to get the fuel production running so the generators can saturate because while tripped, gens don't consume material but accept material into their internal buffers
i have now resolved the issue by adding a fuel sink and linking it into my polymer resin line via an overflow splitter
you can mitigate damage by seperating out your network with Power priority switches
For example my main grind is Power towers and train stations. And factory/facility being powered goes from the main grid to a power priority switch then to the facility.
Power priority switches let you set up a tiered system. I put power in the tier 1(the most important) followed by things that are a pain tyo black start in tier 2. Starter factorys in tier 8.
this way if you blow a fuse tier 8 shuts down giving you power headlift to fix the problem while things stay functional
I also recommend you do the math and have a seperate grid of Power Storages that can provide 4 hours of your max consumption, because that should be enough power to get you back online if something goes south
four real life hours?
that seems a bit excessive, no?
i fixed my powerplant issue in like 40 mins
for emergency systems, it is better to be a bit generous. plus by the time you are at the state of the game where you are making this tier of contingencies, you have everything for power storages automated so its not that hard to achieve.
I have a 4 hour isolated supply that is disconnected from the grid, and a 24 hour supply that is a part of the grid.
To be the opposing voice: I find using Power Storages for anything beyond decoration pieces to be "excessive."
to ensure that if I really screw up I do still have power left.
for me? gotta run some numbers rq...
like in terms of volume
ah, 1 TWh.
for my main storage. my reserve power is only 25 GWh
so i get 45 every minute and make 15, this means i need 3 contructer to make it 100% effifecnt ?
the constructor consumes 45 limestone per min to make 15 concrete per min
the efficacy of machines hover around 100% ish. so long as you have at least 15/min consumption on output and at least 45/min input, that machine will be 100% efficient
it takes 3 limestone to make 1 concrete
how do i know
the bars with the number beneath it
where the number is 93 in your image
it tells you the percent of time recently the machine has been active
you want that number to be as high as possible
why is this one 35%
now its 0
because it's running 35% of the time
oooooo
yeah i understand now
but how do i know, how to get the 100% on every machines whats the factors i need to see
basically the issue is that your machine is eating up all three limestone at once, leaving you with 0. the game detects the machine has 0 limestone in it and forces it to idle for a few seconds, the idling is hemmoraging your efficiency
just plan everything properly
so that your machines are getting exactly the amount they need
nothing more, nothing less
you don't have to have all machines running all the time
it's fine
my factories all have at least some machines that run at less than 100%
more is fine
won't affect uptime
it will
what about the machines before that?
they'll be clogged up
just because one machine gets more than it needs doesn't mean that the one before it will back up
if all machines get more, then yes
but some is fine
that's how manifolds work
also, there's little practical benefit to having all your machines at 100%
What's the best way for me to make sure the fluid makes it to the end of this manifold pipe? Do I just need to use power shards to boost extraction? I have 3 water extractors and eight coal plants and the last two in the line keep losing pressure and turning off
is that mk1 pipe? how much water can it carry? how much are you putting into it?
Mk 1, 300, and I'm putting 300 in currently
I am currently playing on the beginner map and I am looking to make a mega Coal Generator Warehouse using the water extractors, Does anyone have any designs that I may be able to use?
3 extractors make more than 300
there's only one map
Weird I was watching a YouTube video and the person opened their map and I did not recognise it.
it's big
Must be, Well that should make designs a little easier I hope.
You are correct, I can't math lmao. 360 in
there's your problem then 🙂
47km²
?
That's how big the map is
ah neat
!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...
How would I connect the assemblers with all the constructors
Also don’t know why it’s telling me to use 3 constructors if I’m using bolted iron plates
I’ll figure it out
Is heavy turbofuel better then making packeged dilluted fuel and turning that into turbofuel?
no. turbo heavy fuel has a subpar oil and compacted coal efficiency
turbo heavy only has 2 real upsides:
- its simple
- it has neat numbers
ok cool thanks
numbers hell for the next hour it is
if this is about decimals, they are meaningless, you have full control over totals with clocking
true , maybe it wont be so much hell
if you change the unit of time you're looking at them with they disapear entirely 🙂
like change it to p/sec?
well 22.45 parts per min turns to
2245 parts per 100 minutes
see? decimals are all in your imagination
every recipe in satisfactory uses an integer number of things to make an integer number of things, so you can entirely reduce it to ratios of production machines. How many machines do you need making X recipe per machine making Y recipe?
For example you might need 12 machines to feed 7 machines to make something. However for either (or both) of those numbers, there's almost no penalty for overbuilding, as long as you have enough.
It's often easier to upsize one or both ends to make logistics simpler. For example, it may be easier to have 14 machines feeding 7, rather than 12 machines feeding 7. That way there's a clean 2:1 ratio, you can plug 2 machines from the earlier stage into 1 machine of the later stage, and it be reduced to 7x 2:1 tiles that don't require interconnection or rely on each other or change behavior when expanding capacity.
parts per min is just a convenient method of linking up process cycles since they all have different intervals
especially useful advice for components like quickwire & screws
just about any item that stacks to 500 should be a clue about that
If u got a impure and normal limestone income = (imp: 30Ls/m and a nor: 60Ls/m)
Which equals 90 in total if u merge those you can then split the 90 on one belt via splitter into 2 belts which will have exactly 45 each = 100% effic.
sure? but manifolds are also 100% efficient
Lots of people like to keep it easy at first n then get to more ,,complicated" things over time especially when its ur first run/ world
at that point, probably better to just clock the normal miner to 150%
If the person has the option to do so - definitely yea
the 45 in the concrete recipe is kind of a nasty thing to deal with any which way, but it all works out when mk3 belts become availabe
I mean.. could be worse - having 2 45 constructors for the beginning is okay but needs to be upgraded sooner or later
But for the very beginning its okay
because concrete is at a premium early, i often try to do 3 constructors fed by 120/min, each at 88.8888%
Also valid. I did that on my 2nd run
that's just one of those things where making it fast enough to build what you need helps, and early you haven't cached full containers full yet
True
I have 8 coal generators being fed 120 coal per minute through a manifold even if I fully saturate them before turning them on the last ones will still start flickering after a while
Is there anything I can do against this?
prob not feeding em enough water
Nah the last one just consumes more coal than its getting
its gets empty eventually
The water is always completely full
then you might have a tier 1 belt somewhere limiting it
Yeah I was also checking for those but doesnt seem like it
can be inside a splitter
Nah that's also not it
Is it just the nature of the manifold
that theres a bit of flickering
nope manifolds have no thruput issues
If the last machine was actually saturated and it un-saturated then you have an issue somewhere, yes.
Its weird because the input belt is moving at full speed
If there was an issue somewhere would that not have to stop every now and then because it slows down?
post a pic?
that looks like 10, not 8
yea nvm, went by the first only
eh I'll just place more and not worry about it
suppose the fluctations dont matter if I just have way more power than I need
well the splitter location there makes the back two recieve 40 coal, and the first on front left get 40, and the five to the right get 40. so you're overfeeding the back two and front one, and starving the right five. With enough time, the back two and front left will fill up and the split will be correct. However that might take 20-30 minutes until it happens
fo real screw fluids in this game... need 3x600, one time it is running smooth all of a sudden, only 100 being pumped
using buffers?
yea
thats your problem
got 3 identical settups, 2 are running smooth 1 has problems
tried it with and without buffers
also being looped at the entrances
i removed the buffers and now 2 setups are fucked and the 1 that was fucked is okay now
then don't
removing them didn't do shit
a buffer doesn't solve issues, it just stores them for later
well, no reason to have them either
also, hard to help without pictures
only reason i added them was ause my friend suggested trying that. worked fine. until it wasn't
tell your friend that it's a bad idea 🙂
yea my friend makes the worst factorys anyway
but got desperate with aluminum so why not give it a shot
hope i got it working now, but its just stupid how prone to errors water is
no gave up on that like 6 factorys ago
well, good
i'm feeding 9 refineries with fresh water, recycled water on 9 others and dumping the last bit of water to wet concrete
blue gets fresh water red gets recycled water
Oh okay thanks
just disconnect the power from the last couple of generators & let them build up a buffer of a few coal each and it'll eliminate that flickering. It's an annoying issue if you don't pre-warm the manifold. I specifically build coal power with a power-of-two belt split to avoid that issue.
and you're having issues with it?
it looks like youv'e interlinked ALL the systems together?
if so that's an extremely obnoxious way of setting things up for yourself
process each belt independently from each other, like so https://media.discordapp.net/attachments/1347741162018046083/1347747308623892551/image.png?ex=69f35d3e&is=69f20bbe&hm=535534f1a1b81e86c3cfa6d7341a5b4b5939d5bb6ac51066c93ba2c3e6f96b2e&=&format=webp&quality=lossless
Don't know what you mean with iinterlinked, each 3 refineries proces 600 bauxite each. Only when water input is fucked then others are also fucked
if you process a belt of bauxite, coes any of the waste water go back anywhere other than processing that belt? cause it looks like iot
like the image I posted
in that image red is the waste pipe
Waste water of that belt goes to another 600 bauxite (combined with some other waste water)
for example this looks like 2 different units but you're splitting the waste water in two different directions
yeah don't do that
process each belt of bauxite entirely independently from all the other chunks
Can't make sense of this one, won't you have way more waste water? And what do you do with that then?
this is the clocking
for either 600 or 780 bauxite pm
it uses exactly the right amount
So for 600 bauxite you only need 180 water?
depends on yoru recipes, which are you using?
Sloppy with regular scraps (coal)
this is the example for your recipes
so for your combo you would run 40% of the bauxite on fresh water, 60% on waste
for whatever amounts are coming in on that belt
so for 600 bauxite you'd use 240 bauxite on fresh
What is "better" Uranium Fuel rod or Uranium Fuel unit?
Better is subjective.
yes ofc - easier maybe? xD
Define "easy"?
Smaller factory
Rod.
Ty
💛
fuel rod is "easier" fuel unit gives more rods = more power
Which is why I asked for all the clarification before answering 😭
well, that depends on other recipes in chain as well
it's practically never about a single step
However you want to splice it, making Oscillators and Rotors is going to take more than making just EIBs.
Unit trades space/complexity for higher yield.
how many coputer and HMF do you think i need for the rest of the game
is 20 HMF a good number
and 60 computers
thats easily "enough" hmf if you are not planning some kind of gigantic projects, for computers it depends on the alts you plan to use in the future and your expectations, you can probably also easily make do with 60 of those
really it all depends, as always
yea, this is like my 5th playthough and im making a megafactory
then i dont understand why you are asking questions like this
second opinion
no one can really give you one thats actually worth anything for your situation :p
well, again, who knows 🤷 , people can tell you what they like to do, thats not necessarily useful information for you
i made 4500 ingots myself, figured thats a comfortable enough amount for me
any number is good number, if it makes the amount you need
ok socrates
if you're making megafactory, I'd heavily recommend planning the whole playthrough before building it
though I'd also recommend to not build megafactory
I mean you're asking us if a number you told us is good enough to fulfill your needs which we don't know
well im jsut going with the flow
im gonna wing it
its pretty mutch a moduar factory, but with resorces belted in
so like a hybrid
also that was a compament
kinda
?
the great greek philosopher
if i want to do a train from player to cursor to collect 150 items per min production how many trains would i need on the line/ how many cargo boxes
Try 1 with just one freight car
If it doesnt keep up, add another wagon or another train
is it more efficent to have 2 wagons or 2 train with 1 wagon
ive never touched monorail before so im very new to it
Not sure how one could be more efficient than the other
less likely to mess up more stable per minute travel ig
It wouldnt even use less power to add another car because of freigbt platforms
At these small rates and this distance they likely would be equal
cool cool
No particular benefit for one over the other except for maybe space used
Freight platforms are big
and can trains circle back on the same rail or do i have to make a full circle
They can but if you want an expandable rail network then you should invest in proper rails
so when im running the rail just run 2 side by side
and how many rails would you say id need
Theres no benefit to more than 1 per direction
i mean actually how many will i place
Trains dont "spread out iver multiple rails" if they all go the same direction
like so i can prep material
dude no clue
ish?
Cant say
Just try. some things you will have to find out yourself
cool cool ty for the advice
rails can be anywhere from 1.5 to 12.5 foundations long, so guessing how many you'll make is more or less impossible
um idk if this question goes here but im new to satisfactory and i got 3 drives and so i have 3 alternate recipes but i dunno if they're any good
is there anyway to know or would i just have to ask here?
Good is subjective.
What you personally find good is not going to line up with what someone else finds good.
Also, you will unlock ALL recipes eventually, so there is no wrong answer in that regard.
Oh
well idk what my version of good would be ☠️
Is there any like uhh commonly agreed 'better' recipe to look for first?
Anyone who says "yes" to that is either lying or telling you "the correct way to play the game is my way of playing."
Pick what you feel you might actually use in the near future.
Hmm, fair enough I guess. Thanks.
Assuming this is your first run -> just go with your gut.
As I said you'll get them all eventually. After you have seen them all and "beaten" the game, you'll know what you personally want.
And all subsequent runs you'll have your preferences locked in. Don't adopt someone else's preferences before you've experienced the game yourself. 💛
yeah it is my first run i recently got the game, i was going with my gut for the most part, just as I progressed through the elevator parts phases I was running into questions and stuff just wondering but I have seen a lot that the game gives you freedom to do whatever so I think I'll take your advice and just do whatever then when I do a second run as you said I'll know!
to expand on the recipe thing, there's basically no meta in recipe choice - and you can't have 'best' unless you're very specific as to what your situation is
your location
your volume you want to make of said item/s
what other items you're making on location
what you're willing to import
what other factories some ways a way might want to use
personal preferences to how to go about doing things
and maybe most importantly - what other recipes you choose to use along the chain
recipe combinations have HUGE impacts.
So yeah. No best. No Meta 🙂 the thing I love the most about the game honestly
if you're building ridiculously big, there's some recipes to avoid, but that's something that you shouldn't worry about on the first playthrough. get through the game once before trying to figure out how to plan a 2000 hr max nuclear build 😄
Why’s the iron on the right side of the manifold not filling up
I have 270 iron coming in
either your miner is set wrong, you haven't waited long enough, or you have a low mk bit of belt somewhere choking it
yup. Happens a lot especially if you build splitters/mergers on top of belts. which you shoudl avoid doing
it was near the top where i have 3 miners merged into one output line and it was the output line lol
This honestly scares me. And I know I'm about to have to come up to this. And i'm just in the middle of rebuilding my entire iron production
i'll say it more explicitly than Cobalt... when you place splitters/mergers on belts, you run the risk of having a too short belt that never gets upgraded. experience builders in this game always do it the more explict splitter first, then connect the belts because it is so time consuming to find the problem
Can you help me out on how to proceed after this factory?
Also I’ll try fixing this too in future factories
Im actually lost on what to do next it’s overwhelming
its good practice and once you start doing things the 'hard' way, you'll find a bit of pride in it all
if you're at steel and have your coal up and running, probably the next thing is to put on the big boy pants and get to mod frames for vers frameworks
Is 10 per minute good to start with
https://www.satisfactorytools.com/1.0/production?share=fYyVhN63TRAi8OKYpGYz im tyring to do this since i already have enough beams and pipes
i'm having an issue with my rafinery, the las one from the left and the right can't push residue oil to the blender. same thing happen on the output of my blenders so my electricity is unstable
But I don’t know how to do it logistic wise
probably. depends on what your goals are, but at the phase 2 point, the belt speed is still really limited (that changes with 480 belts) and you can't really start building volume yet
Can you check this out
first thing is get rid of those valves
second thing: pipe networks behave much better when they are small. prefer sizing things to the mk1 300/min and using several pipes
when manifolds get really long, they start sloshing around
the problems happen on the line of 20 but also on the line of three
and the one you have pictured is pathologically too big
you said that is 20 hor refineries?
yeah ...
20x40 = 800 > 600
20x20=400
the hor recipe is 30 crude -> 40 hor
i'm using rubber recipe, 30 to 20
ahh, ok
check your output belt for the rubber & see if it is backed up
that needs 400/min as well
its a part of this
basicaly : 600 crude oil in 20 rafinnerie doing rubber. Heavy oil goes into 8 blenders with water to make fuel. fuel are both use for making plasting and for the generators
mathematically everything are balanced. but hymn concretely, the end can'T affort
i'd split it in two halves and consider oc'ing the refineries
here's an example of me doing 600 crude into base rubber
the 4 rubber refineries on each side are at 250%
but why the valves are bad ?
valves never do what you think they should
when you set the flow rate on them, they cut down the current flow by a percentage and only give you the set rate if the pipe is completely full
that makes everything very difficult to actually reason about, and um, i have a good suspicion that they don't really stop backflow either 😛
they've never solved any flow problems and most likely never will
for sure the setup will be easier without 20 merging
use them as decorative pieces if you wish, but don't try to control flow with them
what i said is very true, pipe networks behave much better when they are small
but I try to reduce the blender from 6 to 3 and I got the same issue
and I can't go bellow 3
you may have multiple things going on
sloshing, bad clock rate on a machine, weird headlift issue somewhere, etc
tough to say with big networks because there's a ton of stuff to look at and well, you can only look at so much at once
but generally I don't have problems using valves... like here, no problem
tell me this rule I need to know
keep pipe networks small and simple
it's just 2 km of pipe ! with 500 meter of downflow
if you can't look at it and tell me where the fluid is flowing, the game sure as hell can't
very sorry for the rule.... but I have 24 raffineries connectoed on a sigle pipe... I'm I going to hell ?
rule #2 always place all consumers of a network at the same altitude
rules #2 I respected It by default
for gases, you can get away with having them at different heights, but for pipes, having consumers at different levels leads to weird priority problems
rule 3: 2 mk1 pipes are preferable to 1 mk2 pipe
omg
please, do not come in my game... you will hate it
but thanks you for the tips ! I'm taking notes for my next save
i mean, it all looks cool
its just that large pipe networks really are nightmares to debug
no problems here, and it's wilder (I don'T know if the word exist)
ok yeah at this point you need to make a post in #1038092680493801533 with lots of clear overhead images of the layout
gonna be a lot easier to figure out there than on a main channel
many pipe crimes to be seen
yeah, that too.
well, unless you enjoy public shaming 😉
nah, overall your stuff looks well-built
I mean it's more that you'll have a dedicated thread that's easy to reference
I'm proud of myself, I never watch video for setups, never using automated schema for a factory. I'm doing it with a pen and paper. I can make mistake
that happens too
we've all mathed wrong at some point
one thing that has probably been saving you a lot of trouble is that you are downfeeding from pipes above. for one reason or another, i feel that often behaves a lot better
yeah, the mesa water is always a great way of getting it into the desert. gravity is good
hey, you do what you gotta do
but I have the same setup of 20 rafinneries in a different axis without problems !
there's always small variances in our builds that are easily overlooked.
takes forever to find those small things
Do you think it's worth diagnosing for approximately 1000 MW? 60 refineries, 24 blenders, then 20 more refineries to power 85 generators?
up to you. you could take it as a learning lesson with pipes and just have a little bit less power
but a couple things about that
- no problems that you noticed. A lot of people miss small yellow stutters in systems
- there's reliable ways to pipes and less reliable ways to pipes
the issue is that you absolutely can make unreliable layouts work. Getting them to work reliably is the issue
I have seen some truly stupid set ups that, through some miracle, looked stable.
haha, yeah, the power of 'works by coincidence'
sometimes you throw a deck of cards in the air and a few land and lean against each other
when in doubt, use the KISS principle with pipes... its a first good step
1 nuclear plant at 100% gives 10 uranium waste per min ?
sounds about right, its x50 from rods used
Would you say it's "worth" using sloops to make the plutonium fuel rods made from 400 uranium waste?
oh god no, never
Because they are limited? or because the power consumption of the fuelrod production will be higher then the produced power?
because you'll make more waste and refinign plutonium waste is expensive as heck
if you want more power, build an alien power augmentor
Why not
the slooped plutonium, if you want to burn it, is only worth it if you can afford Ficsonium
i would actually rather sloop ficsonium fuel rods instead
however, that can have a potentially very large power cost, would you still get more power out of it?
4x more power for one single encoder vs 2x more power from nukes
now its just a question of what is gonna be bigger
sloop ficsonium vs sloop plutonium was the question
slooped ficsonium just means it needs more power and you get more DMR
but slooped plutonium would require you to increase ficsonium processing
slooping plutonium, say you make the max of 22.4/min would make 44.8/min which will now require 12000 aluminium ingots and 24000 sam ore to process into ficsonium :p
slooping ficsonium would give 224 rods over 112 and make you independent on dmr.
the comparison was slooping ficsonium here, but slooping plutonium only makes sense if you're not making a real lot
as otherwise you'll just run out of SAM
it doesn't look like either one makes much sense tbh
ficsonium may only be a marginal increase, but its a practically "free" increase and it makes you use less DMR / SAM
how much power does a fully overclocked and slooped quantum encoder suck?
4 x 3.34 x base power
well it's a power decrease if you're just using it to reduce resource cost
26720 max yea
if you go with the max its a lot less usable power
the avergae is technically usable but would mean you need to use storages
actually, if you use the DMR it does reduce the amount of SAM needed
it would make 12.5 fics rods which would generate 31250MW, so just a small net gain :p
and it would eliminate need of DMR
but no real difference in power usage doing that
hmm.... a regular encoder would use 2000 MW max and make 2500 MW
or 1000 MW avg. and make 2500 MW
naw, 2500*2.5
oh right 2500 MW per 1/min rod
6250
imo, def not worth the sloop cost, especially since you can use half the sloops to just increase the DMR by the same amount in the convertor
could do it for shits and giggles if you get the inventory bug and get infinite sloops :p
well its either slooped converter for LESS DMR usage or slooped encoder for 0 DMR usage
there's still DMR usage
well, at least 0 in the Ficsonium
as it's needed in an earlier step
Singularity cell still needs em of course
so it works out to exactly the same
i'm using the unslooped encoder output to feed the sigularity cells
but regardless of which one you sloop, you still need the same amount of DMR somewhere
not really
heh, slooping the ficsonium would be better than slooping the ficsonium rods apparently.
but it still means using more Trigons
nooo wait hold on.
if you sloops ficsonium rods you dont need to bring in dmr for the ficsonium itself. aside a little to start it
no but then you need double the trigons, which greatly increases SAM cost
if you sloop ficsonium you ALSO dont need more DMR for Ficsonium
because of the doubled encoders
it would use more resources naturally
sloop the encoder too 
that way you make free DMR
which you can recycle into the Singularity cells
for 0 DMR needed. just trigons
typically slooping last step is desired. few exceptions like slooping ficsite ingots rather than the trigons
voila, all for the price of 12 sloops 😂
why are you slooping non overclocked buildings?
why would i overclock the particle accelerator, which i only need 1 of
Hello friends stupid question but I just unlocked miner mk2, is there any benefit of using it outside of just overclocking a mk1 to 200%?
because why would you make so little ficsonium?
i assumed this was to be upscaled to the full supply you can get
nah
so why are you just converting 10 plutonium waste?
because this is a test and overclocking more makes the net power negative
which means making this would be a literal waste of power and resources
damn, so i really do have to forget about ficsonium then? is the mean power negative, or the minimum power negative?
@lone jewel out of curiosity, what do you reserve somers for in your world?
if you overclock everything there, then the power made - max power used becomes negative
well obviously you'd only overclock the slooped buildings
even just with the clocking i did here, you NEED to work with average power used
because max power is still negative otherwise
-11 MW if you just try to work with the maximum power used by the buildings
wait so max plutonium/ficsonium is worse for power as well as worse for ressources ?
yes, and more plutonium => more ficsonium
slooping~~ ficsonium~~ plutonium would be worse for resources overall as it doubles EVERY cost
yes, fertile uranium recipe is bad :)
and that is not possible if you use all the uranium and maximise plutonium and ficsonium
you don't have enough sam
Or overclock too much xD
im talking about the planner i have here, the slooped buildings in my planner
you can sloop ficsite ingots for only 20 sloops and have enough sam
tbf i wouldn't sloop those
and that's without the electromagnetic rods, aluminium etc... damn
good news: slooped ficsonium makes 4x more power
bad news: you spend half of that minimum on just running the damn thing
32 with the fertile uranium and instant plutonium cells
dont use fertile
max Plutonium is garbage because it means more Ficsonium
yeah it makes the numbers awful as well
more resources for less power
but yeah, sloop ficsonium and ficsonium rods and you DO get about 4x more power out for just 2 x more Ficsite and rods
but the power out is only usable with power storages 
can't afford that with how much sam we got
or maybe if i sloop just the rods
hmmm
ficsonium was never feasible with max uranium / plutonium
never ever
this is only feasible if you decide to do only some
it is doable with slooping ficsite ingots
because of what?
resource cost
of which ressource besides SAM?
i think also copper and aluminum
dang
you need ~ 5000 alu ingots all in all, where 3000 go to trigons
copper you need about ~ half of the map
almost 5K goes to trigons with max plutonium
yea more reason to not do fertile
skip fertile, minimize plutonium and use the sloops and sam you now gained for doubly slooped Ficsonium 

only 12 sloops per 10/min Plutonium Waste!
maybe even a bit less lol
thats a lot
yeah which is why this isnt something you would build on scale
224 Pu waste/min :p
this is more so a small scale thing you would build "just cuz you can"
268 sloops :p
might do instant plutonium though
instant cells -> Pu fuel units, make 22.4 Pu rods/min using all 2100 uranium on map with the infused U cells + U fuel units
which is doable to turn to ficsonium if you sloop the ficsite ingots, using 20 sloops
UUUH
i got 11.2
oh
i am stupid
and i think it was 52 sloops or 56 to sloop the ficsonium fuel rods
actually, it's barely possible in vanilla
without slooping
its not possible
nvm
without slooping
yeah no nvm that was the regular line
not the instant PU cell line
without instant PU cell and fertile uranium, you need 10080 lol
but slooping ingots its 3000 alu ingots + 6000 sam, which is now very doable
kinda wanna do that instead for the funsies of surviving on 120 sam
well you need some DMR for the singularity cells + ficsonium
so you need to sloop anyway
oh fudge i forgot that
well, you could make some dmr thru byproducts
the ai server is the best for DM right?
i have not mathed that out so idk
using the time crystal DMR recipe
hi do you guys use exact math to decide which belt you're going to place or do you just overcompensate and place a higher belt/best belt available?
I see 0 practical benefit to using the "appropriate" belt. I basically always use the highest I have available
The only exception is mk2 because at that stage of the game I usually don't have enough rips to use mk2 for everything
I usually like to use the slowest best possible, mostly for visuals
Yeah thats why i was asking, I wasn't sure if all materials were supposed to be close to each other or was it just a nice visual up to the player.
I see. I've been playing with both the appropiate and the higher ones, just came here to see what everyone else uses. Thanks for the insight!
There can be some logistical reasons to use slower or faster belts, but one can usually just use a single segment of slow belt to get the job done and keep using max speed anywhere else anyway :P
thanks :)
Output - scale down to lowest.
Input - highest possible.
kinda sorta, but depends on where you're using the dm crystal. sometimes its better to sloop a dmr making recipe for more, which is the case for FFR's. for other recipes, I have a feeling that slooping the synth power shards is good for making dmr as well
Uhh, I think this goes here too, but whats the best material to SINK?
Define "best"?
What gives t he most material points thingy
Ballistic Warp Drive.
Oh, guessing thats late game 😭 Uhhh
For early game what would be the best item to sink
Without using major materials that I'll need to progress
Why not just make things and have all excess of everything sunk when storage fills?
I have that on some of my factories like rods, screws, etc but I wanted to give more to the sink since it takes a lot to get a ticket
As you make better stuff that you have to make anyway, your point value for those things goes up.
Okay. I guess you're right. Thanks again
Make what you need to make, points take care of themselves.
The only time a "dedicated to points" factory is feasible is in the later Phases when you have access to those massively high-value, pointless to make for any reason other than points items.
If you need a burst of coupons -- go hunting, convert to Alien DNA.
Not a need, more so of a want, just wanted to get windows and stuff to help factories come together. But I understand where you are coming from, I do have overflow of smaller materials going to the sink anyways so as I'm building other stuff the coupons will slowly fill up.
Oh go hunting, plz. You will make MASSIVE coupons from Alien DNA.
Especially if you have somers to quadruple your output. (Remains = x2 Protien = x4 DNA)
You'll have the entire shop unlocked from a casual lap around the map.
Oh okay lol. thanks, I always saw it in the sink but I wasn't sure what to do, I assume that part is manual only? I wasn't sure if there was a way to automate getting animal materials
You have to go get the Remains, but everything after that is automated (which is why you can somer it).
Most people have a dump container with a line connected to 4 smarts/poggers that sort the Remains into 1 of 4 Constructors to process them into Protein which goes to the 5th Constructor, processing into DNA.
So if you want the most hands-free system, you need to spend 5 somers on it. But it is WORTH for the insane amount of coupons you get.
Okay, I'll keep this in mind. I only want a few items for now but once I free-roam from the phases I'll be able to build.
Thanks again lol
^^ i had plenty remains from previous hunting to get the tickets!
Whatever you have in excess
I have a whole challenge run I designed around Alien DNA 😄
https://www.satisfactorytools.com/1.0/production?share=5Fm9vljmTGsB6kjXPyd2 a lil confused on how to split the 8 screw constructors to two different sides
This is what I got so far
first from left to right is plates, screws, rods, iron pipe
You could make two groups of machines that make screws
120 and 250
Clocking is the core mechanic of this game for logistical management
alright seperated the screw groups
the other groups should be easy to merge
So something like this for the iron plates?
I can’t really tell what is going on sorry but if you’re following the numbers and built it right should be ok?
alright my bad its going to be innefficient for the time being since im not a mk 4
You only need mk3 for 250 screws?
Yeah that chews through iron
oh you mean build 2 seperate factories with diff nodes
You could use coal (coal and iron are the most common combos you can find)
And solid steel ingot
Plus iron wire to cut copper
Just two belts of iron from two dif places to the one factory works
yeah iron pipe chews through iron so much holy
reduced the iron need by like 130 by just removing it
iron pipe is good for a few things it is a very good recipe when you have more iron than you have coal, and also for the one-offs like sam fluctuators and explosive rebar. Really where it shines is when using iron alloy or pure iron with a matched set of coal & iron nodes and you are making hmf's
That depends on your preferences
Any Satisfactory modeler enjoyers here?
is there a feature where i can set i have X of these items ? like in this picure - i have X amount of fused frames and x amount of radio control units
Not sure of what you're asking...
You can get any amount of items on a belt, if you either clock production machines accordingly or load-balance what you have on belts...
Huh?
Maybe try the modeller discord
i forgot do type inn the modeler part idk why - i must be tierd :D
You can interact (double click or right-click) with the items' icons inside each production node directly (eg: the fused frame icon in the Pressure Conversion node can be interacted with)
What im trying to ask is if theres a way i can do like the lower right and add " i am making X amount of fused frames already so when i change numbers down the line - i will see when i do not have enough items to produce more if that makes sense - i have several "smaller" factories that produced stuff - and it would be nice to make them as "outposts" or a storage or something x) i know this isnt the modeler discord - but perhaps there are some experts here - like greeeny use to lurk around here helping out people using his tool for example
There's plenty of people who can give some decent help on Modeler (though, ofc, not as in-depth as the dedicated server), but there's also some people who simply dislike Modeler and take every chance to actively push related questions to the dedicated server 🤷♂️
That aside, modeler (assuming you're using the correct calculator mode for the job) normally does account for what inputs are aviable; it should work something like this:
- If no inputs are connected, no errors are given
- If inputs are connected to a node with no set limits, the node will try to match output to not exceed inputs provided
- If inputs are connected to a node with set limits, the node will try to match inputs to the set limit and Modeler will highlight the node or connected inputs if any give any issues (eg: lack of one input will lead to visible issues on the production node and the node providing that input)
So it should all just come down to balancing which nodes do you set limits on and which you leave "free" for Modeler to calculate based on inputs provided
Thanks alot!
Stil familiarizing myself with the tool! :)
No worries. It's not super-easy to master given how many options you have to do things and the bare-bones informations it provides about how to use the software 😅
Yea I mostly used the satisfactory tool earlier - and i just kept putting "inputs" as i was mooving down the production line , cause that way every single line would disapear and it would be set as "input" - but the production line itself kept resetting every single time i did that so my ocd had to set it up all over every time - this tools is static atm and i like it quite alot
In that sense, it might be better to make many "tabs" on Tools, each tab representing one factory/production line...
Still, that's one of the reasons why I prefer Modeler on big or detailed production plans
If you have a turbo fuel factory that produces 200 turbo fuel per minute, drones take ~2 min to travel consuming around 30per trip so 15 fuel a minute required meaning I can fuel around 13 drones correct?
water in top left & residual, alumina soution around the back
the issue with that is you need 2 machines making solution to keep waste and fresh split
overclocked so it should be 240 bauxite in, 288 solution out (which brings 144 water back) so i should only need 96 water from the elft
in the first image I sent, the blue line was fresh and the red was waste
never connecting
240
sloppy alumina & pure aluminium ingot
ok well you could still do 2 solution refineries and under clock them
but honestly you want a fair bit of aluminium so you might as well OC your bauxite miner
yeah ill probably end up doing that and following what u sent
seems way smarter thank u
no stress!
there are ways to mix fresh and waste water - but they are less reliable and far more fiddly
basically the only thing that can go wrong with that is human error and you can't get rid of that problem
did they change ladders? like i cannot get on a ladder from above, at all now
on ground, they are annoying as shit, from above? might as well leap to your death
oh wrong room, mb
guys, I got a hard question
I want to turn the sets of belts on the left, into the one on the right, using smart splitters and prio mergers
I cannot guarantee how mine lines of turbofuel will appear, only that it will be continuous
You mean compressing them down?
do you mean just changing positions of the belts? or aggregating items on the bottom?
aggregating items on the bottom
Then I'd use this #math-and-meta message but with priority splitters to give priority output to the bottom
yes, no priority mergers necessary
you can also do it as a flat 4x4 grid on the ground... input belts in one direction, output 90° from the input
Prio mergers would be useful if you wanted to consume some belts before others
doesn't really make much of a difference for a compressor...
Not sure you could
You'd need input in one direction, and output in the opposite and top or bottom
Vertical splitters don't work like that (unfortunately)
Alien power matrix is not worth it. Resource and power costs are too high for what you get
thats actually not true
Well, there's a break-even point after which you are gaining extra power, and if you're someone who enjoys building factories, APM is another factory you get to make. :D The real benefit to building APM is the sick APA effects you get to enjoy after the fact, though.
Well worth it just for that, IMO. :P