#math-and-meta
1 messages · Page 406 of 1
Per min is irrelevant because you can set that to whatever you want.
What you need to look at is cycle conversion.
Baseline Motor is 2 Rotor + 2 Stator = 1
Rigor is 3 + 3 = 6.
Multiple both up to 6 and you have:
Base is 6 + 6 = 3
Rigor is 6 + 6 = 12
Here's why that alt is good.
If you're making motors the base way, you just have to add crystal oscillators, and now you can make 4x the motors!
Well fair nuff, like I said it's my first playthrough so I'm still learning
Is it 4x or is it 2? I can't count
The point I am trying to make is everything has a route that makes it "good" and it all comes down to your playstyle.
Hey sev, what's radio connection rod good for?
For example: Many people find the Bolted recipes to be ass "because costs more."
Ok, but for the price of cost, you get the trade of massively reduced space needed. -- which matters to some people (like me! 😛 )
What is a Radio Connection Rod?
I meant electromagnetic connection rod
ECRs? 😄 Love those things.
My bad, mixed it with radio connection unit
I'm talking about the one here from high speed connectors
Personally I use the Electric Motor alt because it a) increases production and b) pairs SUPER well with Turbo Electric.
In both cases you need ECRs.
RCUs I am a base recipe man.
Because base RCU pairs soooo well with Crystal Computer.
And they both pair together into OC Super alt.
@mellow karma I will add that note:
Some recipes are "ass" in a vacuum, and their power comes with how they combine with other alts in a larger picture.
Resources are kinda cheap because if you're playing well maxing out a location isn't an issue.
And moving on to another location can be super easy.
So using bolted can save you loads of time
Bolted also SLAPS once you have Steel Screw.
Time putting splitters and mergers and power and making power
I still didn't understand why I would use the alt for ecr
?
Start over, frame whole question with more words and I will do my best to answer it.
how would people suggest splitting into 5 constructors
3 foundries -> 5 constructors
manifold
for example this belt evenly feeds these 4 smelters
it seems like manifolds can be a bit bad because of priority feeding
they are 100% efficient
oh okay
manifolds are 'over flow manifolds' , they overflow to the next and so on and fill up
Did you play Factorio?
nah
all they care about is
- a fast enough belt
- at least enough parts per min
Ok so then that comparison doesn't matter 😄
The main thing is that resources in Satis are infinite. So if you just keep sending them, everything will automatically self-balance given enough time 🙂
does it matter if you put a splitter on the last smelter or not
It does not. Most people just do it for "looks consistency."
understood thanks, ill have to redo my coal gen layout
Coal gens you say?
loool
!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...
basic coal layouts. With systems with pipes you focus on your pipe layouts
belts are easy, yo ucan do almost anything you want with belts, not so with pipes
Power Shards make it simpler because you can just build 2 Water Extractors @ 1.5 clock and plug one on each end instead of dealing with 3.
would this be a good steel layout?
pipe constructors underclocked to be efficient, mk2 miners
seems fine? underclocking really doesn't do anything
the power changes between over and under clocking is nearly nothing
better to have overflow in the foundries then?
oh is that when you merge iron+coal to one conveyor and use smart splitters
yeah im up to mk4 log
What’s the benefit? Just smaller footprint?
That is the main one, yes.
I find it simpler to set up too since you don't have to over/under/over/under with lifts constantly.
And for stuff like say, HMFs where you have things line Pipe that are needed in multiple stages of the production chain -- you can just send all Pipes continuously through the system instead of needing to split them off.
Yeah at first with my steel setup I was gonna do that but I went with the other setup instead, looks cleaner
You can do it with mk2s, but it's just easier starting with mk3+ because belt max is your limiter.
Say you split a mk2 (120items) into 2 machines would you use mk1s coming from the splitter or continue with mk2?
I use highest for all input belts as it keeps flow consistent.
Fair
I just try to understand people’s approaches since I would’ve went down a level so there wouldn’t be gaps
using the highest tier belt mostly just avoids mistakes of using too low a mk belt in places
@timber python too close
this is min distance
Ok, thx
@timber python
Valid, I probably need to rework a lot of my stuff
as long as you have a fast enough belt for the manifold and enough parts per min? should be fine
Sushi allows you to use lower mk belts to the side if you want because of how the splitters' internal inventory works.
But it is just "faster" to use all max for inputs tbh.
My train signals appear to always want to snap to one side of the tracks most of the time with only one position sporadically where itll allow the other side.
i know it isn't practical, but can't you get them a tick closer than that?
not if you want to make turns without the rails clipping
i'll take your word for it
not sure what to tell you on that , I've heard occasionally that people have had issues placing signals but I've never seen it
you can of course make systems much thinner if you really want
i've been fighting with the signal thing a lot, sometimes you just have to work to get it where you want it
GANG culture? 👀
You inspired me to go back to mixing belt types in sushi 🙂
For now i dont really care, itll be above the ocean anyways. For now
always easier keeping it stacked from the start, but up to you
Can someone tell me the benefits of the ECR alt recipe?
what's your convention for which direction goes on which elevation? do stations always go on the top side? etc
as with many alts: uses different resources which may be more available to that production line (whether that's the raw resources or the intermediates)
one way goes one way, the other the other xD
it doesn't matter which
if you face it one way, the bottom goes away from you, turn around and its coming towards you , no matter your choice
But what are the advantages and disadvantages?
I see it consumes more quickwire
advantage: uses x items instead of y items, and/or uses less of z
disadvantage: uses x items instead of y items, and/or uses more of z
(or uses more space, power, complexity etc)
I don't know the recipes offhand, but those are the lenses to look through
it rarely is about a single recipe, depends on other recipes in chain as well
advantage is higher production at the cost of a more advanced resource
Hello, i am kind of restarted when it comes to fluids and i can't seem to figure out HOW i can not feed my coal generators, is there anyone willing to hop on a quick call and help me figure out please?
It's suppossed to be super basic entry level piping but i can not figure it...
share images in #1038092680493801533
at a guess, use two pipes not one for eight coal gens
Did ,t thanks.
yeah but the issue is i can not figure out to get 600m3 flow in a single pipeline, its rather to understand piping
it seems so the water is sloshing backwards after a point
yes it is
How do i have it reach to the end then
loop it
use pump, loop pipe
isn't this looped?
im getting flow rate of 100-300 with 2 extractors combined...
Worked like a charm!
Could you kindly explain me what exactly is the problem with me having a singlep ipe though?
exactly as you said - fluids can backflow
cos the 600 starts in the beginnig but even before halfway through it starts flowing backwards
so if you have 500 flowing one way and 100 flowing other way, you have 600 total flow
but i have a pump pushing it upwards so
pump only adds headlift
hmmm
not true
any pipe section can backflow
pumps also add pressure proportional to its headlift
which forces fluids ahead of it
so even if you dont have lift requirement, a pump will absolutely assist in flow thru the pipes
and works on gasses too
Does it? I had heard it doesn't in the game. Though it should at least limit to one-way flow?
the ingame tooltip only mentions headlift, but its not accurate
which is prob where main confusion comes from, cause people dont even try
I refuse to believe there is a pressure component until a dev confirms it explicitly.
But also if you saturate your pipes, there are usually no issues.
a person who looked at the code has confirmed that there is pressure
the entire simulation is basically navier stokes differential flow equations
I am not going to search, but I am fairly positive they did confirm it.
Because that's why it went from "there is no pressure" for years to "there is a pressure component" in the more recent timeline.
is there a name for this kind of conveyor splitting
That's usually called a "balancer"
(though the term "balancer" can mean a few different things, in different contexts)
that is a 1:8 balancer
I think that way of splitting items feels the cleanest
Yeah that’s definitely true
I’d always use manifolds if they introduced a splitter that lets you choose how many items per minute each direction should have
All you've gotta do is wait a little bit and that will even itself out without any manual configuration needed
Honestly IMO not having rate-limiters for splitters/belts/whatever is a net positive for the game. Anyone feeling compelled to configure rates for every single machine would spend half their lives doing so, for no real benefit since you can just wait and it sorts itself out anyway
eh, I've played for a while with a mod that allowed that and all the time spent setting splitters ended up feeling like a complete waste
manifolds fill themselves, without any of my involvement
You can also prefill the machines' input buffers to more or less totally bypass the warm-up time, though of course that would require having that material onhand
What QOL mods are best
As with basically everything about the game, "best" is in the eye of the beholder. Personally I don't use any mods. (There's also a modding discord which might be a better venue for it)
That said, a lot of folks like Infinite Nudge to give some more control over decoration
What’s it called
And Curve Builder is popular for folks who like incorporating curves into their builds
The modding discord? There's a link to it in #welcome
Or, y'know, just browse the mods database and pick the ones that interest you
Just 'cause someone else likes a mod doesn't mean you will
Sorry what mod database 😭, or is that what it’s called
Heh, whatever pops up when you search for "satisfactory mods" in the search engine of your choice. I think it's linked in #welcome as well. (ficsit.app, I think?)
None 🙃
Building an overkill Phase 3 factory
I already have a truck logistics system (tho its mildly less efficient in 1.2 bc I can't make it wait a long time at a station to save fuel)
Im going to start a train line to transport 10 belts of 480 from my off-shore wet concrete rig to the steel factory.
What distance do you guys think, in 1.2, that trains start to become more efficient than trucks?
I'm still trying to get past your first part about making them wait. 🤔
In previous patches you could alter the wait node of the vehicle path at a station. For low volume trucks I had them waiting say 2h before moving on
I don't understand why anyone would do that, but you do you 🤷♂️
Im stingy lol, although it doesnt matter for the train/truck comparison bc Im more worried with throughput rather than fuel efficiency
it's impossible to use all the resources on the map, fuel is basically infinite
When you save a path it tells you like "30/min coal" or whatever.
So if you're "saving fuel" you'd have to manually calculate exactly how much the "hey I made it wait" is going to cost you and hope the truck never goes over that.
Or... just supply the 30 and let it run normally 🤔
Tbh for fun Im using biofuel
I gotta do a little bit of testing then to see when rail is viable
(posting this on math-and-meta because it takes ages for people to respond on the questions-and-help thing) anyone run into this minor visual bug before? a few seconds after taking this pic, my game crashed
Monitor visual bugs are... meta-related? 🤔
had to take a pic of my screen because my screen goes black for a solid minute when i try to take a screenshot
well it certainly isn't very meta to not be able to see anything
Maybe playing blind isn't a metaphor and is the real meta? 👀
Kinda looks like how my 3090 rendered when it cooked itself
also for some reason whenever i use alt-tab my screen turns itself off for about 5 secs, did that happen with you?
that's normal when alt tabbing out of a fullscreen game
try windowed fullscreen
or borderless, whatever it's called
DON'T LISTEN TO THE MANIFOLD PROPAGANDA!!! Look how cool one can make a load balancer
You and me my friend will be the last 5 people doing a load balancer run in this game
the overlapping belts at the front look like intersecting railways
🖇️
Spaghetti but Dayum
i like it
😭
Do it without clipping and you have a point 😉
no it's just whenever i use alt tab in general
its not like its hard to do stuff like this without clipping, it just takes a bit more space
between any 2 apps?
this is a 1:10 balancer
But why are the lights yellow 😭
this one is a bit more complex but theres no clipping
you can't make one without mergers
i dont use this factory for anything yet
theres a merger in the middle of each
Probably backed up from not using mats
I cri.
Oveflow goes to sink.
Nothing should ever stop moving.
Yellow lights on production machines are a sin against ADA.
spliter in to spliter into 2 spliters in to 1 merger
Ada can kma the way she talks to me
😭
She was different prior to 1.0 tbh.
Yellow lights on production and visual clipping are the 2 cardinal sins.
The only sink I’ve got going atm is where my turbo fuel is being made, I’m making packaged fuel with unused empty packages
It’s making packaged water into the sink
as long as no one can see the clipping:)
Hide it away from yourself 😭
If you hide it, you still know what you did and are still sinning. 😛
Just accept it and be pure sin
ill be a sinner my whole life if it means i can get a cube that makes 2250 iron ingots per min
Heretic. Burn yourself.
that's not a balancer either
????
is that what you have?
Ooh is that how you would do 5 machines?
then it's not a balancer
a manifold will work about as well
ye but manifolds suck
why bother atp
what you built works on the exact same principles as a manifold
Why balancer when you can sushi? 😏
there are literally 2 manifolds in there
what would be a 1:5 load balancer
You do a 1:6 and loop one of the 6 back to before the split iirc.
Huh?
im a visual learner
thx🙏
Not what is above, this is simpler:
Just do a 1:6 and loop 1 of the lines back.
something like this?
though a bottlenecked 1:5 would work in a 1:10 if the 1:2 stage is first
I MADE IT A BIT SMALLER
better & even smaller is just clocking 4 machines to 125% and doing a 4-way split
(or 2x 250%
that would be cool if i had 200 overclockers
well the question is why don't you?
all slugs on map make around 5300 power shards
which will prob last until tier 9 when you can just craft em :p
yeah, i'm still in phase 3 and have about 2000 amassed from just gathering as i see them
but for sam, you are looking at 12/6/3 shards per pure/normal/impure node to fulling utilize it.
plus i see the mk6 belts in that photo. add some other crystals to the time crystal and you have unlimited shards
Hi guys, noob problem here. I have a mk3 belt supplying 18 rod constructors (first three floors). The input is backing up but the output, a single mk3, is at max throughput. Is there something fundamental I am missing here; should it not be 1:1 ingots to rods? How is it possible for the input to lag without gaps in the output?
I realise its impossible to debug just from a screenshot like this alone so I want to make sure Im not missing something obvious...
its easy to check if something is 1:1 by looking at the machine interface
and even if the item to item ratio is 1:1 the recipe time might not be
yes, which is my confusion that the input is lagging and the output is full for a 1:1 recipe
If its 15 per minute and I have 18 constructors, that should work, no?
mk3 input belt is 270, that matches 18*15pm yes
Is this something you built prior to the mk3 and then upgraded later?
no, new build
probably nothing to be concerned about, just buffers being buffers
Upon zooming in -- change all the input belts to mk3's instead of mk1s.
the middle belt is backed up, but the bottom one is not.,,
which floor is being drawn from the most
Wait you said the INPUT was the problem, why is the OUTPUT now the issue?
im guessing there is no actual issue
Sorry, I maybe was not clear. I am trying to ask; is there a fundamental "factory" thing that I am not aware of that could cause the input to back up but the output to be max throughput on a 1:1 recipe?
Pause.
This is my first factory type game, so it may just be a logistics thing I am not aware of
Are you having an input issue or an output issue?
Input. It is backing up. The output is full saturation
This is saying the output is backing up.
Both can be true? 😅 the middle belt is backing up. The overall output is full saturation
Flush the system and see which happens first.
Because an output backup will cause an input backup automatically.
Also, as I said, change your input belt branches from mk1's to mk3's.
hello????????????
pov: your are playing skywars
@half crater your water pipes keep going up and down, stop that
flatten your pipe there, make a loop, flood the system by underclocking a couple machines to like 50% until it floods
if you're still getting flow issues put a pump on the X
My oil pipeline is a up and down mess, I make it go up 100m at the end, and I have 600m3 no problem
this water pipe goes up and down , don't do that. Flatten the whole manifold
and close the loop, flood the system
Yeah that's what I tried to explain when I said my water was not in a closed loop. I think that's more the problem than élévation, mk2 pumps can pressurise up to 50m, I set them at 25 max...
yes, a closed loop helps too, but having elevation changes within a manifold can absolutely murder your flow
hence 'flatten your pipe'
I see why the elevation can disturb the flow (water need to counter act Gravity), I don't have this problem with oil because I set up 2400m3 tanks, and they act as a flow regulator
buffers, at best, do nothing, at worst cause or hide flow issues
Buffers ? You mean tanks ?
flow issues happen at points outside the buffer and they do not solve those
it's the same reason why water towrers or feeding from above solves things
Keep pipes as simple as possible
don't use valves or buffers
keep your manifolds flat
don't branch your manifolds, go from A to B, no distractions
loop high flow pipes
these are the steps for simple and reliable piping
Haha, I may have got lost at some point
I'll show you something
tl;dr. don't try to be clever with pipes. small and simple is best
there are lots of ways to do piping, the issue is that most of those ways aren't very reliable and often hard to replicate
hard to impossible
This is my first coal plant
coal generators are a lot more tolerant of pipe bullshit than basically any other system
yup, doesn't help
i think technically that gives you a few meters of extra headlift, but ugg
yeah fr
if you want reliable piping don't do all of that
I had like 30hr of playing when I built this...
I didn't even knew how to do straight pipings
But anyway, the 4 tanks are always 400m3 full and fill up at the same rate they empty
Anyway thanks for the advices
Even if I felt like being roasted/getting yelled at 😂
I bought the pipeline floor hole, I closed my circuit by going through the floor, I think it's a good solution
loops do help. And I'm not roasting, just pointing things out.
As for the buffers? yeah at best they do nothing 🙂 that's what you want them to be doing if yo uahv ethem there
honestly better to just clip the pipes through the buffers. You get the looks without the possible issues
buffers are useful to even out uneven flows. except for train stations in the game, everything should be a constant steady flow, so the buffers don't really have any positive effect. they can, however, have a negative effect of causing flows to slosh back and forth betwen buffers
not having setup drones before, just to confirm that this won't backup:
starts empty at home port.
picks up 30 shards / min at port B.
drops off shards and picks up 20 alien power matrices / min at port C.
takes APM to home port.
so as long as i'm consuming all 30 shards and 20 APM it won't backup. the risk being if something drops the APM production efficiency the drone could eventually fill up on power shards. is it worth just using separate drones?
Drones can only ever go from their home port to a single destination port
A single drone will never ever visit more than 2 total ports
i took https://satisfactory.wiki.gg/wiki/Drone to mean i could link home to Port B and then link Port B to Port C and so on
Nope, you've misread something in there, sorry!
unlucky.
(well, that or there is some misinformation in there. :D)
Anyway, in terms of drones and "backing up" -- the only situation in which a drone will get stuck for awhile is if it's trying to deliver material but there's not enough room in the drone port to fully unload all of its cargo stacks
In that situation, the drone will wait there until it has delivered all of the stacks it was carrying. At that point it'll pick up anything waiting for it in the outbound buffer and head back to the other port
i see i see. hmm.
well given i have to use separate drones anyway, nothing to worry about at this point
(This behavior is why it's convenient to have a "fuel depot" (batteries, packaged rocket fuel, whatever) with an unassigned drone port or two. Remote drone sites which need fuel can have a "fuel fetcher" drone which picks up fuel from the depot and then distributes to the other ports at the site. After 3-4 round trips the fuel at the drone site will be backed up, and the fuel-fetcher will start spending nearly all its time just waiting there at the site, occasionally dumping another stack of fuel into the port. Having some ISC buffering at the fuel depot is useful since new drone sites will grab those 3-4 cargo loads in quick succession while getting set up)
yeah this is what I planned to and already have ready to go, w/ 300 packaged rocket fuel available to be transported. i just thought I could cut down on so many drones if it could be chained but given it can't it doesn't matter much at all, just means i need another port or two in the middle
All the ports!
I have tanks set up but I fill them completely before starting, the reason is pretty simple, a buffer is useless if the system is constant, but if the system fluctuate because of slushing, height etc... I don't think it's a bad idea.
As I show on my graph, if you have a water usage of 360m3/min (yellow x coordinate), and a refill flow of 360m3/min (green y coordinate, i wrote speed but it's flow ><) you're supposedly perfectly balanced, BUT if you don't have a perfectly stable flow, you will eventualy slowly empty your tank. Any configuration on the left of the graph, before yellow and red line crossing and right on the crossing is impossible or will eventualy fail, it's pretty obvious as your consomption is higher then refill.
But any configuration on the right, after the red/yellow crossing will be possible IF the mean refill flow stays above the yellow line, anything on the right under or right upon the yellow line will fail.
No buffer system can exceed 600m3/min as it is the mk2 limit, but any system that consume less than 600m3/min, with 5-10% margin of error (540-570m3/min) should be fine with a buffer
hey, have fun with your mathing it out, but after a few 1000 hrs in this game, um, don't be clever with pipes, you'll regret it
I made phase 2 with a 7km oil pipe line with buffers to avoid slosh and I filled every tanks before commissioning my oil factory
It worked ok
I went there for oil and didn't wanted to décentralize my production
So I spent like, what, 3-4 hours getting a pipeline from here to my base...
the pipes themselves are already buffers. Flood the system and you keep it stable
however fluid buffers have a lot of other mechanics to them, and because fluids flow to the spot most empty they are more vulnerable to sloshing.
they also have variable headlift
I never set up a tank as a buffer without making sure it's totaly full, when I do the commissionning of a factory I fill the tanks I have set up
yup and in doing that it has no effect on the system except act as a potential failure point
that's what people have been saying, again, buffers at best do nothing, at worst they cause or hide problems
As another game put it: Buffers don't solve throughput problems, they just store them for later. :D
Maybe it dépend on the context, if you casualy use a liquid ressources for a factory, but not constantly, let's say factory B, and you want factory A to keep running while you use factory B.You can set tanks to store excedent liquid, and use the storage as a buffer to run the factory A while B is running, and when you finished with factory B, you set a valve to fill B tanks with the excedent amount
I had a system like this for packaged fuel, I wasnt producing all the time so I had a valve, I stocked excedent fuel and when in need for fuel I used both factory without any problem (6200m3 of stock)
instead of buffering the liquid, keep a buffer of the packaged liquid then
the buffered liquid is useless
and production in this game is constant
the valve is also pointless 😄
I think it forces the direction of the liquid. I solved problems with valves.
Hey let's just say it's a translation of my insecurities, I want to always be sure to stock things because i'm afraid to miss it
it doesn't (well, it does, but only in the valve, not in whole system, so useless)
and if you "solved" a problem, it's most likely just been replaced with a different one or hidden well enough that you can't see it, but it's still there
I know a valve don't force the direction of a liquid in a whole pipeline system. But I know for sure that there are no check valve (valve that force a fluid to take a direction) that works on it's own, alone... If the pipes are shared with other outputs, you need a redundancy Somewhere, at least that is what I saw on the field
given that SF has fixed production and fixed consumption (never variable), there's no real reason to use a valve
"if the pipes are shared" - that breaks one of main rules of piping - keep systems separate, don't connect multiple pipes
?? I share my pipes and it works...
See, two exemple of a check valve, one of them will not work, and the system without a check valve (I draw it without the check valve also) cannot work (it's a distributor with a double effect piston).
You have to place it where it will work and most hydraulic, gas, water or pneumatic system will not tolerate a wrong placement
while the valve stops individual units of fluid from moving backwards through that single point, it still allows backflow to know fluid backwards past it, meaning it's pointless
systems don't care about specific units of fluid , just flow
even if you had infinite valves at every point it probably still wouldn't do what you wanted
The fact that something "works" doesn't mean that the valve is the one that made it work
That's not what I saw on my heavy residue oil treatment
Even if between the instant it worked and did not worked all you did was placing valves ? 😬
Yeah, could be just pipes filling up
Which is often how you resolve pipe issues - fill pipes
I'm sure there are easy expériment to check wether valves works or doesn't in satisfactory
That was not the issue
Pipe were completely filled, that was part of the problem
ok because correlation isn't causation
this diagram doesn't say it breaks flow, it just means it doesn't stop breaks in flow
Valves used in that way often just delays issues, cause fluids can't slosh back thru them, it gets trapped, so it look like it works, but the result is you get a wave form of flow over time ( a lot of time). tried a valve before each fuel gen (80 total) and it would fill up and run at 100% for approx 2 hours, then it would empty out about halfway, run dry then slowly fill up over course of a few hours, then it kept repeating.
Yeah, there were tons of them done, it's confirmed
people constantly attribute things with pipes when it's just correlation, not causation. It's like homeopathy
I made a pretty gross heavy oil residue piping that share the same pipes in a closed loop. Adding valves forced the flow to where I want and instead of having fluctuating flow going from 100m3/min to 400 inconsistantly I managed to get a more constant flow
It's not that they "don't work", it's that they don't do anything relevant and often hurt your production
powered pumps are typically just better valves, since they create pressure ahead of them, that directly reduces sloshing potential
often that's just 'time' happening
if you take homeopathic medicine and two weeks later your cold goes away, that doesn't mean it did anything
Homeopathy is a scam, that comparaison is a bit exagerated
Constant flow is not a thing you need tho. Machines don't consume/produce in constant flow
nope, because, again, time just happens.
or you fixed up a bit of pipe along with the valve
Nah, checked the pipes to see if I had a mk1 pièce somewhere, everything was right
Sometimes rebuilding a pipe fixes thing
that literally isn't what I'm talking about but go off
Even if you build it in same place
anyway, enough time beating my head against a wall good luck with your pipes
But i'm pretty curious of why you consider check valves useless, what observations have you made and what are the facts you can prove ?
What reason would there be for them?
Because for the moment, you shared no stories, expérience, vidéo, or any tangible point about you opinion and I'm pretty disappointed to just get "you know nothing it's just corrélation you hallucinanted"
I literally explained my point of view but anyway
"No backflow" is invalid tho, as Cobalt shown
Here
note that this only applies to full valve output pipes
If you use a valve that is set to a constant flow rate and the output of it never backs up, theres a good chance of the valve providing some better flow stability
its just that a valve with no defined limit wont solve backflow
and limiting valves has its own rules on how to make it work right
Hmm, what experience prove this point ? I don't know if it's because it's a vidéo game that the check valve don't work like a real valve, but it's not supposed to equilibrate forces until flow goes backward. Or it's a satisfactory speciality.
don't you get only % of the limit set if your pipes aren't full?
so even more so you want full pipes in that situation
either way, i dont know what Maxime's original question even was
at minimum you would need a pump / should use a pump on the main manifold input if your pipe isnt full before that
This is what a check valve is supposed to look like, it's supposed to be watertight. If it's not it's called a limiter or a regulator, not a check valve.
So why the game tell us this valve has the purpose to redirect the liquid to one direction ?
Please note:
None of the fluid actually flows backwards through the valve in the game
By all means, it IS a check valve and a regulator valve both in one
What ends up happening is water hammer caused by the valve shutting quickly, if you want a real world analogue
This is more understandable.
Finaly.
since satisfactory code is different from real pipes, water hammer doesnt really "shake" the whole pipe system, but it causes fluid to switch flow direction on the valve input side
that causes the fluid to flow back into the junction, which can cause interruptions
But in real World you can avoid water hammer by using a vessel
Unfortunately that doesnt work well here
you can only avoid water hammer by lowering fluid velocity in the system preemtively
and by ensuring pipes that are at high flow have no reason to ever reverse flow / have nothing to fight against
this is very minimized if you rate limit the input before the valve blocking direction. like here
thats what i wrote before this
using valves with correct limits set can actually be beneficial as they tend to have constant flow
I would also have tought that a tank could work as a vessel in the game (even if it's not the industry standard, a vessel having 2 part that allow pressure change, using a gas to "take the charge")
our vessels never will have air / nitrogen + another fluid inside them, so the only pressure they can apply is the hydrostatic force of the fluid
careful, you're shattering peoples viewpoints they harboured since update 5 or w/e that valves dont work :p
Tipicaly a vessel has nitrogen on one side
Fluid mixing isnt allowed in this game
and neither does the buffer have a diaphragm or similar
it really only works with hydrostatic pressure
and that doesnt help much in this case
I know but I have been working as a technician in gaz and fluids system for 14 years now and I cannot just accept a technical fact without being explained correctly to understand
Yes I know I was just comparing with what is the most common solution irl to water hammer
As a Satisfactory pipeline technician of like.... 6 years now, please understand that the fluid dynamics in this game are simplified in the vast majority of cases
That's a mindfuck to me
But thank you for having the patience
the water hammer problem is actually partially related to our pipes having a slight misconfiguration inside them
McGalleon is the pipe papa :p
Fun fact: water hammer in french is "coup de bélier" which translate to "Ram shot"
which causes the dynamic pressure portion (the one affected by the fluid's own velocity) to grow out of proportion, often overpowering hydrostatic pressure
so that is fundamentally not comparable to real pipes because afaik our universe doesnt have a bug in it
I can understand that
Fluid dynamics is a hard study subject and fluids are one of the most difficult thing to code
if it werent for some of the bugs, i think our pipes are quite close to being "realest" in terms of behaviour.
At least for being pipes in a video game
I remember fluid dynamics classes, I cannot imagine having to understand the principles AND code them into a game.
Anyway many thanks for taking the time to explain, I may look stubborn but I that's my critical thinking getting on
Im a mechatronics engineer so i had some basic fluid dynamics classes myself
But the game is very much simplified.
At best, you should / would only need the basic understanding of "how does the plumbing in my home work"
I think mine were more basics. And mostly based on hydraulic systems and pneumatic systems,
thankfully you can completely disregard pneumatics here
And mostly forgotten
Wait until I get something to eat, I'll have fully compressible gas
Toilet gas eh 
They come in various odors. And colors.
"Ouuuh nice purple of yours"
Anyway my stubborness is over
reminds me of an incident when i worked in a lab. a guy ripped off the foulest fart, and then the big boss came in, and he opened a vial and thrust out to the boss and said "here check what kind of crap they send us" and the boss smelling the fart goes "oh my god that foul!"
@vapid gorge you can come back I wont argue again
You really have to hate your boss to to that
He really have to like you to accept that x)
And by pipe-balancing (presumably?)
Ops, should have "answered" the following message instead 😅
What do you mean by pipe balancing ? Dividing a pipe to divide the flow ?
Splitting a pipe evenly and symmetrically so that flow never has a chance to stop or slow down or backflow (ie: "ensuring pipes that are at high flow have no reason to ever reverse flow/have nothing to fight against" as the McG man said)
I call it "balancing" because, funnily enough, this results in a behavior very much like a "load balanced system" for the machines connected to such pipework (ie: all machines fill up at exactly the same time and rate)
Yeah and if I understood correctly a valve is something the flow will have to fight against
Not necessarily (if I understood correctly), but as soon as fluid stops having constant flow on each and every branch of the system, they tend to behave that badly (thus ruining the system compared to what the user expected)
And what about a system with a mk2 pump to pressurise the liquid and a valve just After, set to 290m3/min, and connect it to a mk1 pipe, wouldnt that do some kind of pressure regulator ?
Yeah I have experienced this
I wanna expériment so much now
Trying idea and systems and such
In my experience, if each branch never stops flowing ("balanced" pipework was my way to ensure this) then valves work pretty much like we all expect them to (except that they wouldn't be doing anything to force direction in fluid) at least flow-direction-wise...
But given that they need the pipe before to be completely full before they actually output the max flow set into them, that might still not be enough to have them affect flow like we want them to, even in such a system 😅
I've yet to actually test them with a "load balanced" pipework though, so this is all data from my "head simulation" over this interaction 😅
I heard pump are not made to force direction and using them in such way in a piping system can cause fuckery in the system
Head simulation 🤔 I wanna play head simulator too
Wait wait wait I didn't say that
I use them to force pressure/direction, kinda like separating a pipe system into subsystems... But yeah, they can create some nasty situations if badly used (like almost everything in piping xD)
Even just placing junctions right next to pumps/pipe supports (ending up in extremely short pipe segments between them) can badly influence flow...
(Which is yet another factor splitting the player base into people who never have this kind of issues or might do, simply because of how they are used to place things close to one another)
Practical exemple of what absurdities I can do. Isnt this kind of bad ?
I have 4 mixers one side and 3 on the other. This is why there is a différence between pipe left and right
There is a world where water was not even my problem.
Eh, given that no pipe segment is maxed out on flow, I think that can work as expected 
The system has leeway to absorb any stutter and once the input pipes are full the valves should never provide less than what they're set to (I think)
The annoying thing is that... That's kind of what would happen if one wasn't using valves in the first place (system working as expected once input pipes are full), making them kinda... moot? 😅
What do you mean?
I saw a link being send and deleted instantly
Had "girls" in the name it was a discord group I think
Bots trying to spam scams
Our bots are fighting them for us, so feel free to ignore them~
I had in mind that liquid can force upon itself and create resistance
And if you notice reaction being spammed to your messages...
That's just because of my bad touchscreen acting up as I type 😭
It can, but if no pipe segment is at max flow, there is leeway to recover from that so the overall system balances out
Fuck
The green arrow right at the red arrow should be red ><
But yeah my valve serve this purpose: trying to force the fluid into the most efficient way. I was thinking what about getting rid of this pipe and having two separate ways, but the pipes are not even (280, 320)
Wait
Am I stupid ? It's correct anyway ><
You would expect flow to follow the green arrows on average, but temporary backflow should be expected too...
Then again, the system can handle it so long as it's not maxed on flow (pipes will move more fluid in the correct direction later to compensate)
Oh wait no, it's 240 not 280. Miss 40m3
Or maybe I am the Fullmetal Alchemist, with the philosopher stone I can create fuel from thin air
Yeah that valve is pointless, fluids will self-balance
There are evidence in life:
Fire may burn you
Water may wet you
Real diamonds are expensive
Valves are useless
For forcing fluid movement, use pumps.
theres a bug with valves that can kill headlift if you put them in series
Always use Valves in parallel
Same for Buffers (if you use them)
My buffer are always derivated, only exception is my oil pipeline, because I was less experienced. But the pipeline is much less exploited
Less stators? Different inputs?
I guess less stators is the only one
as I consume a lot more caterium with the connectors
Less machines also
The comparison is rarely about single recipe, but rather whole chain
in what scenario would high speed connectors be better than ai limiters?
Again, whole chain, not intermediates
And personal preferences can make anything better
I get it now
it has to be silicon connector included
what website is this?
looks like modeler
Not a website, an app on steam
Satisfactory modeler
It's free on steam
cheers
https://www.satisfactorytools.com/1.0/production?share=Hu6vuASj6GovFcN4L6DK need help im produing enought for all the wire and constructor from the first line but the last foundrys refuse to fill up not matter what
im using a sushi belt perfectly set up so idk why
are the belts going into the foundries the same speed as the main belt delivering the materials?
that's the only thing I can think of off the top of my head
why does pure iron ingot have to be 7 to 13. why can't it be 7 to 14. ugh
becuase if everything made easy math the game would be easy and boring
Because Basic Iron is better?
if its the output number that bugs you just under/overclock your machine to a number that better fits your ratios you need
Respectable.
go for 45 and then slop your final output?
Lots of steel, lots of concrete.
Gonna have to use wet concrete recipe
The output number is 13 per cycle though. So no amount of clocking will get around it being in 13's.
Also an option
Nah, just do 90 straight up.
I'm thinking 90 and save sloops for my nuclear chains
you can set your output number...just type in what you want it to be and as long as its between 0 and the max a machine can be made that is the output per min it will make
i wasn't saying it was the best suggestion just an option
the amount a node can produce is fixed. that means when output ratios are ugly if you max out a node with a certain recipe, then your output product has a ugly final number
sure you can underclock it but then you're not maxing out the node
(Maxing out nodes is, for like 99% of players, not worth bothering with anyway, of course)
can always add an overflow splitter for any leftovers and send it elsewhere if you don't need it there....boom maxed out node!
or sink the extra for points
it's what i do atm since i haven't taken the time to build my transportation infrastructure yet.
not really and not really
very decent vehicle fuel
so what's the preferred fuel of vehicle enthusiasts all over the globe?
in phase 4? rocket fuel or plutonium
Sapphic!
Worked with McGalleon on a new "get 600 Gas/min per platform" design if you wish to see it.
sure
Uh... gonna put it in #design-and-architecture
When it comes to turbo fuel recipes I was wanting to know is turbo blend worth it anymore than the other ones like is there a noticeable benefit
what's the best way to do the recycled plastic/rubber loop with 600 crude oil at your disposal?
What are your end product numbers?
Because 600 = 1800 total output. You need to choose how to split that between the 2 or if you just want 1800 of 1.
I don't understand the question because I don't make things without knowing exactly what they are for 😭
But if you just go to Tools, enable all Alternate Recipes, and disable all resources aside from Oil and Water, it will solve it for you easily.
Just make sure Plastic + Rubber = 1800 and it will keep it inside your 600 oil maximum.
kk
don't you get 200 of the resource you don't want as byproduct?
i.e making it for plastic gives you 1600 plastic and 200 rubber?
no, you can get fully one resource only
If you set Plastic to 1800 you will have no byproduct.
That is the Recycled Loop. 1 Oil = 3 Product, zero byproduct.
that resin byproduct needs to make rubber to push into the loop, otherwise you'll only get 1600 rubber or plastic out
one way of looking at the recycling loop is that it converts yellow fuel 1:1 into rubber or plastic
since you're making 1600 fuel, the loop turns that into 1600 rubber or plastic. in order to get the last 200 out, you need the resin to convert into rubber (since you can make more rubber than plastic from the same resin), and then how that works into the system is dependent upon which end product you want out
assuming everything is mk2, if i have two pipes of 300 can i cleanly split another 600 pipe into those two? ive heard pipes are strange
Yes and no.
Stop thinking about pipes in terms of belts.
There are no splitters or mergers. Only junctions.
On belts, items go where directed.
In pipes, fluid goes where it can.
Hello, I need help with my factory
So you basically just need to make sure no single section is being asked to push more than 600, and have an alternate path for handling slosh (i.e. why we recommend to loop everything)
Ask. Don't ask to ask. 💛
Okay, well everything is connected, everywhere has a place to go, but everything is yellow and at standstill, it's an aluminum factory, all pipes and conveyors are connected, dunno what the issue is
The fluid gets pumped way down, will that eliminate sloshing?
Pictures.
Nope.
im using the 1.2 t pipe sections
doesnt having an empty slot in a production line llike in refineries at the end cause sloshihng
Swap the very first one to a normal junction and just loop the end back to the extra slot.
Why is there a buffer?
I use those to contain excess fluids, and if need to, I can use the excess fluids for other refineries
Well its for water, its being piped down a massive cliff thats higher than the building.
I have 6 pipes of 600 planned to go in, but i couldnt put water extractors on two spaces bvuz of terrain
So i have 4 pipes of 600 and 2 pipes of 300
Where is the Silica?
Comes out of the refineries that make the Aluminum Solution, usually enough for both aluminum sheets and containers
Explain "usually" vs. "consistently and always"?
Because from the photos it looks like Ingots are not getting enough Silica.
Which means Scrap backs up.
Which means Solution backs up.
Which means Bauxite backs up.
It comes out of two refineries, then a splitter divides the two rows of aluminum ingots to both of constructor and assembler for the sheets and containers
Are you bringing any in from outside quartz sources?
Nope
Then you don't have enough.
can priority mergers and smart splitters + loop make a load balancer? am I thinking about this right?
my total input and output is more than the max belt size I have (640, I have 480 belts)
Hence the stall out.
Can a mk1 pump handle 600/min
Oh I fixed it! I completely forgot about the water that builds up after making aluminum scraps, oops, but with some pipe reworking I fixed it
Why is it building up?
Didn't have a spot for it to go
Interesting.
so whast im hearing is that buffers are bad in every situation except for train/truck stations or for storing end products llike turbofuel for drones or liquid biofuel
and those last ones you could just package it and store it more densely no
So don't use buffers so often??
The sole use for buffers outside of aesthetics is train logistics.
Very yes.
Is 480/min in one railcar reasonable
Very.
two cars of coal, sulphur, caterium, quartz
maybe one sam
two sam actually
and two irons by it
Trains can handle the entirety of a single belt without issue.
It's when you go beyond 1 belt per platform that you have to start caring about the maths.
actually swap the two irons for two limestones
and i only have one sulphur so ill just leave the other one empty for now
I believe in you.
Is it just me or are trains super efficient when you have a lot of cars and long distances?
They are good for logistics, yes.
And they go choo.
You don't (strictly) need one before going 10m higher than the output of the Extractors. That doesn't look to reach 10m yet
i just have a very bad history with fluids
IMHO, its good practise to have a pump before lift and one after lift. Been doing it for years and never have issues.
#screenshots message @frigid haven made these two (admittedly low effot) a while ago... take the top one, add water to reduce ore input, and it may work out a bit better for you 👍
but also building big stuff regardless of efficiency is fun too (plus tearing down factories halfway through their construction in order to redesign around a new process kinda sucks)
turn on the extractors and see if those pipes fill up.
i'd be worried about this raised bit up here being more than 10m above the extractor output, which is where you'd need a pump.
cant quite tell from a screenshot though, it's very close
there isn't much stopping you from just spamming pumps everywhere though, especially if you have daisy chaining unlocked
i could spam pumps everywhere but that wont look good wont it?
i am very close to finishing
after i am done i will do troupleshooting and first place i will look at is here
Is this fine for blue crater or is it recommended to unlock another recipe ?
Also I don't know if it's recommended to dedicate an entire region for electricity or do I split it to make plastic & rubber
turbo heavy fuel has horrible oil efficiency so if you don't mind wasting a bunch of oil, it's fine I guess
But in the satisfactory planner it helps produce more turbofuel than the classic recipe, or is there a trick ?
I'm preparing phase 3 right now so I don't know if I should wait to unlock a new alternative recipe, or if you got any recipe in mind I should try to get
https://www.satisfactorytools.com/1.0/production?share=kCZmToB8kwLb25jpDcFA
(assuming you don't have blenders available)
but I'd just do this
https://www.satisfactorytools.com/1.0/production?share=pXslaLoI3Jjm5K6KyviY
😰 Big generator number in both cases ☹️
Do I just build them floor by floor or is there a better strategy
I mean you can just use less oil
and unless you use rocket fuel, I would not recommend building the generators on floors because then you'll have to pump
I only unlocked turbofuel for now 🙂
Recipe choices are subjective, so pick what makes sense to you
-
Heavy Oil Residue
-
Turbo Heavy Fuel
These are the 2 alt recipes I unlocked, I just wish to make a max of electricity and forget about it for a while, or til i unlock rocket fuel
Honestly any recipe can give you a lot of power
You can also use some tools to compare recipe chains and see which one makes most sense to you
Check out diluted fuel
I'm at max tier 6 😕
diluted packaged fuel only needs refineries
😮 I thought it was this one
there are 2 recipes
This one ?
🫡 Got it
Is there enough harddrives to unlock all alternative recipes
Yes
Been having troubles with excessive water output when using the electrode aluminium scrap alt recipe, is there a way to prioritize the water coming from the refineries over the water extractors ?
remove buffers and valves
don't mix fresh and byproduct water
well the problem is, if i dont add some extra water, i'm lacking some for the upper refinery
I'm not saying "don't add", I'm saying "don't mix"
keep those separate (some refineries working just from fresh water, some just from byproduct water)
ohhhh okay, got it, so i should have a dedicated system of extractors for this refinery input ?
what site is this from
pipe manual
i'll check this out, thx
Are you using Sloppy+Electrode?
yes i am, i used the calculator
Now my question would be more like : Is there any way to prioritize a pipeline over another ?
do you have any other which is better ?
Then the water math is simple.
30% input is fresh, the rest is recycled.
For example, if you're shipping enough bauxite for a single Sloppy Refinery -- split it into 2 Refineries instead. Clock one to 30% and the other to 70%.
Hook fresh water into the one and recycled into the other. Pipes should never touch.
kinda wanted to build something fast and rush to get the mk6 and it did the job, i'll optimize later
that's a very smart idea, tbh i thought using manifold for the pipes could work ?
I mean.. it comes down to "could work, could have issues" v.s. "will work without issue" 😁
let's say for now, its more like "doesn't work, does have issues"
😬
i'm having trouble using fluids, wish it was easier but yeah idk how to handle them well
With the above method you just need to prefeed the "recycled" pipe to kickstart the system and then it just runs.
Although, when you hear about our lord and saviour Instant Scrap...
good call, and in general, is there a way to prioritize a pipe over another, maybe using elevation ?
Yes and no.
You can make priority systems with certain junction configurations, but not even the devs understand why/how they work.
i do have left over hard rives but what ahppens if i scan one of them when i unlocked every alt recipe at the point where i am ?
could they be wasted ?
It won't let you scan if there is nothing to unlock.
oh well, lucky me
Instant has the easiest water loop.
Because the output from Scrap exactly matches the input for the Sulfuric Acid.
I built this and it should match 1,200 iron ingots output but it doesn't
I noticed that the higher the floor is, higher is latency in the "floor merger" is it something normal and is it with the priority merger that it can be fixed ? Or is it something that usually happen when reaching conveyor limit ?
what's the current output ?
maybe check your machines and try to find the one which isn't producing
i dont understand, your actual output is the one you want ?
the higher floor is not producing at 100% because conveyor are overflowing somehow
1200 iron ore -> 1200 iron ingot
i can't really see how you put your conveyors, but if there's a problem, split the iron ores into two conveyors and make them feed each half of your build
maybe this will work
on each floor output the conveyor configuration is this
is having different mkx especially with lower output an issue ?
id use mk6 for everything
hmm
the way manifolds work is that your machine will all get what they need, it just takes time to fill the whole system
okay thanks ill try that
keep me updated
@dusk star what exactly are you asking?
good turbofuel power plant
basically since i dont know all the alternates
plug in the recipes you want to use https://www.satisfactorytools.com/1.0/production
you'll need to tick the compacted coal and turbo fuel recipes at least in the Alternative list
Heavy oil residue, diluted fuel can also help to extend the oil
honestly though just going to diluted fuel is TONS of power
because it has a very high output of fuel?
going
oil > heavy oil > diluted fuel
is huuuge power on its own.
up to you though, heading to bed
so doing that is way better than getting sulphur and coal
Diluted takes your HOR and doubles it into Fuel for the cost of water.
I'm experimenting with satisfactory tools, is there a way to overclock the machines? For example when I hover on the square it says 14 assemblers at 100% and one at 93.33% but I would like to run those closer to 250%
There are no machines?
Tools tells you the total amount % you'd need. How you divide that is up to you.
If you need 1500% -- you can do 15 machines at 100%, or you can do 6 at 250%.
This is why I like Tools. It tells you what you need, now how to do it.
now that you say that, this is a good approach, thanks!
given that I unlock all alt recipes in the respective tab, will it automatically pick the most optimal one or it should be my call?
i think it picks based on some arbitrary weighting system based on amount of resources available of the type
"Optimal" is subjective.
Tools goes by global resource weight which is the condition most commonly cared about.
You can make it do what you want by disabling alts you don't want used.
There's also a beta version that allows you to directly set resource weights so you can tailor the tool to care about the specific ores you do and do not value.
@wind spade do you have the link to beta? Regular one only has versions in the dropdown.
This screenshot also just reminded me to clean up my shortcuts because I don't even use either of those banks anymore 😄
Should I Make a nitro Rockets Fuel plant or Make a nucklear Power plant? Im in phase 4 and I want to have enough Power when I go to phase 5.
nuclear is more fun
¿Por qué no los dos?
Should I just store The plutonium waste or proces it?
I'm personally Team Nuclear too, but Rocket Fuel is fun as well, and a simpler initial production line
i'm a proponent of processing it, but you do what you fancy
Up to you! Ficsonium is a pretty resource-expensive process, with a big build, for relatively little extra power
If you can live with storing Pu Waste, then Ficsonium is unlikely to be "worth it" for ya, except for the intrinsic joy of Building Another Factory. :)
(I am personally also Team Ficsonium, but I acknowledge that that in particular has a pretty specific niche)
I made a plan on satisfactory modeler and If The waste stacks to 500 like 1 container can store The waste For 3 hours so I could just build a coupe hundred hour storage
I would use like 1200 uranium
can make 28.8 U rods and 12.8 Pu rods with 1200 uranium. which would be storing 128 waste/min, making a indstrial bin last for 3 hours.
Yeah, waste storage (especially for Pu Waste) is not a big deal at all
Especially with blueprints, it's pretty trivial to make yourself a big ol' ISC-waste-storage matrix which (when placed down en masse) can give you literally months of worry-free playtime
or 187.5min to be exakt
But just to Make The numbers nice i would just Make 12 Pu rods per minute
The radiation at your storage site will very slowly keep expanding outwards, but if you place it somewhere offshore you're really unlikely to ever notice
you can use other recipes to make fewer plutonium rods. but if you make less than the waste allow, your waste builds up
Wait does IT expand??? I have never seen that enywere i thouhgt IT was always The same range
The more radioactive material in one spot, the larger the "dangerous" radiation will be, but it follows inverse-square dropoff
It's really not a problem if you put it a little ways out of the way
(And yeah, Iodine Filters / Hazmat suit will protect you no matter how much radiation there is. Filter usage caps out at 5/min, so if you automate at least that much you could spend literally the rest of the game with plutonium rods in your inventory and never take damage)
Ok thats cool
there's not a cap
it will given enough waste
intensities sum up over containers
If I make 75 turbo fuel per min how many fuel generators can I run?
Depends on how you clock said generators.
If you build one there's a little button on the empty fuel slot that tells you burn rates.
Personally, I think burn rate info should be on the generator codex page, but that's just me 🤷♂️
All at 100%
yeah check the gen for burn rate
used scim to add waste. This is normal radiation, + 1 million plutonium waste and +10 million plutonium waste. radius looks same between 1 and 10mil to me
yeah it scales logarithmically
but it does scale
(not to mention that SCIM's radiation is afaik not exact)
it's just an estimate
100x Radiation modifier in 1.3? 👀
The burn rate for turbo fuel is 7.5 per min
a log scale gets real slow the bigger your value gets, so you dont even need a cap, it just naturally behaves how you would want it to
100m vs 1m. i'm not arguing it doesnt expand, but there is a cap on how much
the blue color is radiation
i'm aware
radius is more or less identical
actually maybe not
its hitting that diagonal cave with 100mil
according to formula given directly by devs, there's no cap
well that makes storing waste even dumber to me :p
you won't hit that in several years
storage is always a calculation of how many hours of runtime the save even needs for it to be a problem
just diffrence between normal radiation and 1mil waste is huge tho
and 1 mil waste aint a lot
yeah but problem is "lack of storage", not "radiation"
Oh lol, I hadn't realized that that ~3-year number also involved actually storing waste in a grid around the world
that was an excercise in spreading out the radiation as far as possible, if you stack it all in a corner of the map, sure that corner is irradiated, but for it to be a bigger problem then that takes longer then the save will be functional 😛
well it's uranium waste from U3, so plut waste may be different
yeah, it's also said in my comment somewhere
Yeah, and U Waste accumulates a lot faster now than it did in U3
Still, as always: nuclear waste storage really isn't a problem in Satisfactory
(with the potential caveat that your storage grid will probably have to be awfully chonky if it's U Waste you're storing, due to the production rate)
hm we can make slightly more waste now, but doesnt change numbers awhole lot
what annoys me the most, if i want to build up waste recycle later, because its a tier later etc, do i overbuild the recycler so it can slowly burn down the storage? do i expand the power plant once the storage is empty? do i let the recycle idle once the old stockpile is empty? probably would go for expanding the power plant option
max waste now is 2520, but if you sloop the rods, it could go to 5040, which would mean its just over one year to cover the map :p
you'd have to overbuild it yea, to cover whats being made + what you have stored
the calculations are mostly about the amount of waste needed, so the only relevant property is the radiation value for waste and calculations can be redone this way
what i'm inclined to do is start up the uranium power plant and keep reactors flipped off until i need them turned on. as i get the recycling built, i don't have all the reactors on yet, so i let the recycling work down what waste i have stored. when that's all gone, i let the full power plant go at full force
those t7&8 unlocks aren't that far away from one another
define 'better'
adding coal and sulfur basically converts the coal and sulfur to more oil
but its more work and you have to transport it in
while you can always just make more diluted fuel where the nodes are w/o importing anything
so up to you
holy moly
I used the exact same math to build my rocketfuel plant. Produces 144k MW i guess.
yeah
Ngl, this will take a while to make.
i find it better to go with turbo blend fuel -> default rocket
for a single sulfur node and 3 oil nodes:
why do caterium circuit boards have to have such terrible ugly ratios. why do 7s exist in this game. remove all 7s from recipes
don't neglect that fricking 11 in silicon cb
also ugly and evil.
the truth
it's not like its harder to use, all it is is ugly. they could easily change the 7s to 7.5s or 6, and 11s to 10 or 12 and the game would be much more satisfactory
there's ways of managing it and disappearing the 7's, but it really takes some though
Embrace clocking! Numbers don't matter, you can get whatever numbers you need. :)
yah, but clocking doesn't really disappear 7's
I'm happy so long as I can hide those 7s behind the fifth decimal point
Not on the machine display? Doesn't exist
puts fingers in ears, closes eyes
i want rational number inputs and outputs without having to make 7 systems worth of a thing
how's this for a start
another phase4(ish) example
are you trying to max nuke fuel or something 😭
i was until i brought it down to 400 reactors
goes to show how many resources are actually on the map
yeah especially when you have 34 pure uranium nodes
should i do 400 or 500 reactors to make it a clean 100 rods/min
500!
alright
(it'll be 504 because that's 170 manufacturers)
34 pure nodes?
advanced resource rng tends to go kinda heavy on the uranium :p i had 57 pure uranium nodes in one :p
does the number vary that much?
really it should be more like 5-10
I will have to check which one i used, you are free to explore my save if you want 😄
What app do you use for this
RuneFactory
how many ficsite trigons should i aim to make per minute for my final factory
don't ask in multiple places 🙂
Figure out what your are building first. That will tell you what you need
for smaller scale stuff I actually figured out that if you're willing to add copper, you can do mostly oil & caterium based Computers by mixing Caterium Circuit Boards (in multiples of 7) and standard circuit boards for the remainder. the copper goes to sheets for the standard boards plus fused quickwire to cut the very heavy QW usage. all this gets you fairly rational input numbers
Does anyone have any resources for learning to understand and calculate train throughput?
yeah, both cat computer & silicon hsc do okish when you start with a multiple of 7 manufacturers
as for dealing with quickwire volume, fused quickwire assemblers can be direct belted into other things and cut down on the logistics considerably.
!wikisearch train throughput
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure...
^ there's a wiki article about it which is presumably what you want
Though in vague terms: it depends on two factors: the stack size of the item you're transferring, and the round-trip time of the route.
Personally I never bother actually calculating it; I just sort of vibe the initial number of freight cars and watch the route once I have it set up. If it turns out I was short on cars, I'll add another, etc.
Since you need to know the roun
'cause you won't specifically know the round-trip time until you set up the route anyway, doing the calculations always feels a little pointless to me. :P
(Though the formula is good for setting some bounds. Like "so long as the route is <= 5 minutes I can get away with this number of cars" etc)
yeah, i just go by 600/min per car for ores as the yardstick, knowing that 200 stack items are double than at 500 stack items are 5x that
for extremely short trips, you can go a bit higher, but you really need to measure it empirically
got it. Thanks guys!
the math of it all is calculatable based on the stuff the wiki lays out, but it is a lot of math that is pretty error prone and if you just follow the common sense rules i listed, you save yourself a lot of effort
the numbers i listed assume a 5-6 minute round trip time. if you're doing long hauls, its best to time and test what you'll get
any math of it you do assumes that there isn't congestion on your rails, so doing the calculations fastiduously only yields you a upper bound max throughput number anyway, so meh
In addition to the answer above, I'd recommend to not calculate it and instead just do something simple like "one belt/pipe per car", and add another train if it is not enough
As going close to the limit can be challenging especially with shared tracks
yeah, for moving raw ores, i really like to plan on 600 per car and either double the length of the train or double up the trains for endgame 1200/min rates
@meager kettle if you get time today and are willing, I would like to go down a Rocket Fuel rabbit hole.
Hm?
So you are a Nitro Rocket Fuel enjoyer, yes?
Yea. I've used it some
What do you do with the Compacted byproduct?
Ship it and make steel with it. And/or turbo fuel for turbo diamonds
Fair.
I was looking at "more power" from it options.
And you actually get a really good return if you take the byproduct from Nitro and use it to make regular RF (looping that byproduct back as well).
Yea. But I like to do nuclear too. So power not really an issue
I am curious as to how much gain there is from "just put the Compacted directly into Coal Gens" though. 🤔
And the 1:2 iron to steel is kinda good. And you need a shiddload of diamonds later on
Like if you make 500 RF, how much more power does the byproduct convert to if just burning it?
Iirc was a piss in missisippi
Was something like 8GW from 4800 rocket fuel burning it in coal gens
While the rocket fuel makes 288GW
4800 ROCKET FUEL? 👀
Yeah. Two pure crude nodes and 3200 sulfur
It's what's easily available in blue crater
I really like the compacted steel recipie :p
2 iron +1 compacted coal = 4 steel
I want to like it. But they need to switch the cycle time between it and Solid.
Every other recipe trade-off is "more resources, less space" vs. "less resources, more space."
Solid, while granted requires Smelters, has the fastest production of any Steel while also just costing less outright...
Compacted is the most expensive if you factor sulfur in, and ALSO TAKES THE MOST SPACE?
Yea but the compacted coal is free as a byproduct
Like... WHAT?
And it really boosts steel
Yeah but 10/min baseline per Foundry is atrocious when compared to... every other similar alternate tradeoff in the entire game.
And it's damn enticing on my advanced resource world where I got nearly 2x the sulfur to iron :3
I will never random so 🤷♂️
On a normal world there's not enough sulfur to do it. But the byproduct is useable
Solid and Compacted should just swap imo.
It keeps Solid being the simplest "boost conversion rate" but taking more space the way all other similar alts work.
And gives Compacted a reason to be used outside "I have random nodes."
Compacted is more steel per iron and coal at cost of sulfur
Yes. Which is why it shouldn't also be "at the cost of massive space" too.
That's my point.
Compacted isn't a trade-off.
It's "less iron and coal in exchange for worse everything."
Instead of the standard "this for that" trade most stuff has.
Foundries stack pretty easily
I'm going to just say caio here because we clearly are never going to agree 🤷♂️
Yea. Prob cuz I build several layers of them. So actual footprint isn't any larger. It's just a bit taller
Yea but not in same way
Making like 60 motors and 30 hmf in a 9x9 foundation tower makes it feel really compact. Even if it's 250m tall
Vs doing it flat on a 100x100 foundation area
Also if you have refineries in your factory. Since they 32m tall. You can put 3, maybe even 4 foundries on top of each other to reach same height :) so it makes building some verticality just feel more filling
compacted is really an endgame recipe. the amount of power you need to even convert 1 pure iron node's worth into steel is really crazy and chances are you'll be OC'ing it all to 250% which makes it take even more power.
nothing wrong with that in and of itself, and the output for the input is honestly one of the best ratios in the game, but there's a definite 'not yet' in using it. Unfortunately, by the time you get to the 'yet', often you've built out all your steel needs already and its looking tempting to use the rf/if byproduct with it, but the only thing that that steel is then useful for is making cannisters for turbo diamond
idk, I'm still trying to figure out a good use for that byproduct. tossing it back into tf seems like a better play though.
Power not really an issue at that point
I dont know were to ask this but are any of these any good?
out of them, i think coated iron plate, copper alloy, adhered iron plate, hor, dilluted packaged fuel are the ones to prioritize, but it all really depends on which recipe helps you more now
Yes, but you should choose whatever fits your plan/needs better.
Also 1.2 resource distribution might shift preferences.
All of them.
it doesn't really, i'm finding the same recipes are just as good what does shift preference with recipes is your power multiplier and recipe cost multiplier
All recipes are good
It depends on what youre trying to achieve basically. Diluted Package Fuel is a must if you want to maximize fuel production without waiting for Phase 4, for example
Also Heavy Oil Residue is probably the best alt in the game for oil products
*by some metrics
I'm not to fust on fuel right now has I just made turbo fuel production line that makes turbo fuel and packaged turbo fuel
If youre all set of power, go for the pure iron one 🙂
pure iron is pretty meh. the other iron recipes are often situationally better
i like water as a magical multiplier tho, pretty funny
well if your goal is TF then look at what can be used with it, Heavy Oil Residue and Diluted Packaged Fuel for example
but you're never locked out of recipes in the game, you can always get them all.
and you should, they are all useful
Compacted steel is good byproduct of rocket fuel production
But Yah, at that point you probably have tons of other steel already being produced
Only if you're using nitro rf
With default rf, you can recycle it and save massively on sulfur and coal
With Ionized, you can eliminated sulfur and coal entirely 😁
Yeh I meant nitro rf
It's a simple set up
with default rf, i like using turbo blend.
i don't think ionized fuel is power positive on 5x power
on 1x power, it barely kicks off enough extra to be worth the effort
perhaps dark ion has a better yield than the default ion fuel, i haven't looked closely at that
lol no
it's net negative even at 1x
that recipe has always seemed kind of bad to me, which is why i haven't explored it as viable
it's decent if you want a couple per min for the jetpack. but that's literally it.
yep, even default ion fuel isn't great for power, but it is a means of creating dm crystal and break even on the power for it
i did some analysis of that and found that you really are better off making more ai expansion servers to do that anyway
that costs sam tho
everything costs sam in phase 5, lol
if you're just trying to get to the end of the game, setting up a little powershard production line will give you what you need for the elevator on 1x, but you can't really turn that into a continuous production thing without a sink for shards
steel (iron) pipes. satellite factory or make em on site?
Either way works - whatever you find more convenient. It’s generally simpler to move fewer parts per min though
And coal+iron is extremely common. You could save a ton of resources with the base recipe
Always make things onsite
especially for stuff like iron pipe or concrete where a simple factory boils down the raw resources so significantly, you end up shipping a lot less if you decentralize, plus it gets something made in a spot where you likely have extra space
@meager kettle on review, the single, regular buffer design for gasses doesn't fully hit 600 because the tiny buffers don't hold enough.
So if you want to do it with 1 buffer you need an IFB. Or you can use 2 parallel regulars:
(or you use a fluid truck station as a buffer in 1.2 and avoid gas physics shenanigans)
🤫 😛
Good to know
prob will forget by the time i get there, progress is slow with how busy works keeping me. But a girls gotta eat, so not complaining :p
I feel like the sole reason this works is because 1.2 removed the docking "box" entirely.
it also looks cool tbh
Yeah but if you try this with normal stations in 1.1 you get clearance error.
and in theory, if you rotate them a bit you could either now pipe the fluid out or just transport it with the trucks
That being said... you could just do this for both fluid and freight in 1.2 to make all train platform designs identical..
so honestly, win-win for fluid trains and fluid trucks