#math-and-meta
1 messages Β· Page 407 of 1
Truck collision box is slightly wider than platform collision box if you rotate.
hmm..... then you probably need to do it sideways, but further away from the train station to leave room for trucks
and also you should stagger every second station
Oh wait, it's getting better. I just need to count.
If you move the first one to be in line with the front of the station:
You don't "catch up" in space until the 10th pair.
So you're fine to have them not staggered as long as you have less than 11 platforms per station π
what if you just
Actually wait.
gray lines are pipes going above
That is still in front.
If you line the far left of the Fluid Truck Stop with the Station, you don't get the far right being in line with the very back of the Fluid Platform until you have 16 in a row π
you could also flip every second fluid freight platform and unload from both sides with NO width penality
Yes.
But I'm saying you don't have a "width penalty" until 17+ due to how small the difference is.
Because the front Station gives you space to just shift over instead of alternating.
If someone would prefer that.
Pipes having "Straight" mode now makes it pretty damn clean too.
Question: I haven't unlocked trains yet, but is it possible to manage train throughput so I can run my factories at 100% efficiency?
yes, trains can run at any amount you want
the flow indicator being in diffrent places is bothering me :p
in the end they are practically the same as belts, they just move what you put into them
if you build tracks properly you can more or less run any amount of trains on them
And the game calculates the time it takes to get set resource at x/min to another station?
I know you didn't actually ask this, but fyi: it is also possible to do that with vehicles + drones. All of the available logistics types can be used to support whatever throughput you need. They've got various niches in which they all excel (or are conversely less ideal), is all
Alright, very straightforward, thanks :)
Hmmm, interesting, thanks for the tip! It's certainly come in handy in the future
note it shows the last delivery only. so the first one will usually be wrong, and if you're not consuming on the delivery end, then it wont be accurate either. If you dont have the production going, then a sink would let you see accurate thruput values after a few trips
So I just set up the train(s) to run for a bit and the what the throughput is like? (And if it's wrong I can just change it in the settings right?)
generally, what you put into a train is what you get out.
If stuff backs up, you just add another car
if its wrong you can change it by splitting into two freight platforms instead of one, or you can use two trains instead of one
And its not really something you adjust in train settings
the only train settings there are are
- go to a station or not
- wait at a station until full / empty or for x seconds
- unload/load a certain item type or not.
thats it. the rest has to be solved with enough trains / cars / stations, etc
So for example: if I need 600/min of a resource from point A to B, having 1 train that can get there in in one minute will do the job, but if it would take 2 minutes I simply run 2 trains to make up for the lack of throughput?
can also split the 600 into two cars, 300 each and get more thruput
That'll work if it can get there in a minute, but not if it takes 2 minutes right? Or am I getting it wrong?
each freight car can hold 32 stacks of items
so if your round trip is long, having two cars would let you hold twice that amount
if the stack size is 100, then its 3200 items per car. at 600/min it would take 5min 20s to fill. but if you split it into two, then its 3200 items at 300/min so you now have 10min 40s to fill both cars
if the train roundtrip is 8 minutes, you wouldnt achieve 600/min in one car, but you would in two since its less than the 10m40s
having two trains with a car each is the same effect
but a little diffrent since you now have twice the load/unload times, so the thruput will be slightly less due to that
Wait, so splitting will make the time to load longer, not shorter?
it allows you to have more time to load so the train can take longer
you're still loading 600/min
but its 2x300
Ah yeah, that's what I guessed
Must've interpreted your phrasing the wrong way
longer fill time = longer unfill time (assuming same rate) -> longer max trip length
By having 2 cars, I can load more resources, so when the train gets to its destination, it'll leave behind more resources, so travel time won't matter as much?
yea, if you're loading 600/min into one car, and the thruput you see on the otherside is like 500/min, it means the trip takes longer than the time to fill the car.
splitting it into two would mean both platforms are loading at 300/min each (total 600), but since your capacity in one car is 500/min then 300 is below that so you would get the full 300 per platform, for 600 total. same as you put in.
When making train stations at what number of materials per minute should I made more than one cargo loader for the materials
if you need more than one belts worth, you make another platform
Alright, I think I've got a grasp on how it works now
Just before I go: is the unloading time fixed at 500/min or does it depend on certain factors?
500/min was just an example
it depends on the stack size and trip length
if something stacks to 200 instead of 100, you get double thruput
or potential thruput rather
Ah yeah, makes sense, so to know if a train's throughput is enough I simply wait to check if my factory doesn't shut off?
thats one way i suppose. i typically set it up, place a sink on the recieving end and let it run while i build the factory
then i can see the thruput, and decide if its enough, or need another train, or another car
like there i had a sink above each platform
To check the throughput you place a throughput monitor right?
Ohh, it shows each unload on a graph no?
Even better
That's way easier (and way less tedious) than checking if my factory shuts off
No questions anymore, thanks a ton! :D
no problem, have fun with trains :)
I will
There is a whole wiki page on this π
What is the best way to min/max building walls?
I don't understand the question π
I wanna build walls really fuckin fast
But Iβm hitting a limit of my speed and the zoop limit
I would say that 10 at a time is ridiculously fast π€·ββοΈ
oh Sev, I don't know if you're interested, but someone came up with a way to use buffers with gasses a while ago
it doesn't have much practical use but thought you might be interested π
@vapid gorge Me?
that's somewhat similar to what LadyHawk made a year ago or so
McGalleon and I had a good dm session about it and that's the design I came up with given the "rules" of gasses.
ah fair, I'm pretty sure the original design on the server is from Lady Hawk who was messing about with things ages ago
Had 2 IFBs if I know what you are referencing.
You can shrink it to 2 regulars (right design) or use the one I made with 1 IFB (left design)
I think these were the convos
Well I'm glad you heard of it , thought it was something you might like π
does anyone have the list of alternate recipies that actually make more items than the vanilla? Like stitched iron plates with iron wire etc....
So, what "breakpoint" were MK3 belts designed with?
270 isntead of 240 is too specific to just be an upgrade
No, because even your first example isn't one alternate making more.
It's a recipe combo that makes more.
And there are way too many alt combo paths to ever compile such a list.
really? seems like it would be a short list
Quote from the devs on why it is 270:
"To screw with the math, lol."
Pain.
but I dont know if that is actually more resources for less
Why? 270 is the only belt that actually aligns with how most items come in 45s.
This list is crap.
ok so where is the good list?
If you're trying to get the most items per minute, my suggestion: start pathing it out in Modeler
There is no good universal list because any list made has personal bias because there are no objectively better alternates aside from Cast Screw.
Odd way to spell Tools π
I don't like Tools. Far too annoying and messy.
Cleanest most straightforward thing ever is annoying and messy.. π
I mean,... I could have sworn I remember a list that was really good and a lot of the alt recipies actually make less because you skip a step
also isnt cast screws less screws for skipping a step?
Not a fan of the spiderwebs over the 2D that modeler offers
You may have found a list where the author's personal bias matched your own?
Cast is the exact same conversion, just one less building.
1 ingot = 4 screws
π€
it's been a few years so I dont remember
Oh yeah, steel screws. That's where that extra 30 from the MK3 help
like steel screws... yah
Wire, Iron Wire, Fused Wire, Caterium Wire - all good.
if you look at min/max of all resources on the map, all your copper should be going to sheets and you should make copper wire with iron
So now we're back to personal bias
Because also: min/max all resources -> to make what?
circles in the ocean I guess
There is no such item.
what?
To make what? = Item
You said "circles in the ocean"
There is no such item.
there is no such item as "factory" either
Min/Max all resources to make Turbo Motors is very different than min/max all resources to make Super Computers.
So you have to specificy what item you're actually prioritizing before you can claim how any resource should be spent in that context.
Are you now understanding why there is no good list?
The devs did an amazing job making sure most of the game came down to personal choice.
it exists to justify it's existance
I mean its a sand box game, thats literally the def of sandbox game
The factory must grow. Until it's Satisfactory
If you know this, asking for where the universal good list is doesn't make sense.
Because you would therefore also know no such thing exists.
what ever dude just say you dont know
What part of anything I just said gave you the impression I am uncertain?
It is not "I don't know," it is "it does not exist, because it cannot exist."
every one of those lists is kind of dubious... every recipe has a use in the game. some play a larger role than others, and there's some all-stars in the list, but anyone that tries to make a rated list is kinda dumb for doing so
man, long pipes make me cry
anyone know why the 3 blenders arent letting rocket fuel into the pipes
Delete and rebuild the exit pipes?
Was anything in the Fuel Gens prior to the Rocket Fuel?
did that and no
What's the UI inside the pipe look like?
the pipe network is big. its supplying 100 generators but no gens are turned on or connected to power
Ok, that's the problem.
At some point either currently or in the past, your Turbofuel pipe connected to your Rocket Fuel pipe.
So everything in the RF pipes is dedicated to Turbo and won't let the RF in.
yeah i was confused by that as well
If you are 100% confident there is no current connection between Turbo and RF pipes, simply click "Full Pipe Network" and flush it.
bro that worked!!
But it would be worth following the RF pipes to see if there is an accidental connection or you will just have the same issue later down the pipe.
clutch. no connections that ive found. i have no idea how that happened
Pipes instantly reserve all of themselves whenever a fluid is connected.
Like I have a single pipe on my test world that circles the entire map, and if I put water in the left entrance, the right side immediately says 0 Water specifically.
So one time accidental connection that you deleted after saying oops would have done it.
Or, this is why I asked about the Generators. Because this is a common problem when upgrading setups from one fuel type to another.
yeah i built this setup for 100 gens but i think it runs 216 so i split it off
unless you do very specific thigns with buffers gas behaves very poorly
and they also give you no benefit there
building 216 is a ton of work and im lazy
i only did the buffers because those werent working at first
hopefully the 25k extra power allows me to finish the game maybe and i can start a regular game not on exp. 1.2 with mods
Why build 216 when can build 90 @ 2.4? π€·ββοΈ
gonna have to go out and find all the slugs and sloop them. they are all around my alum base in swamp but i havent dedicated time to do that yet
it'll be a while before mods work with 1.2
balanced splitting for solid steel
(belting done in an 8m space under the machines)
Linear programming is awesome. Hereβs my plan for a 352 GW power plant, using 3300 oil and some other ingredients scattered around (forced to also create 1560 plastic + 1560 rubber).
Could just use tools for that π
None of them quite do what I want. For example, with SCIMβs Production Planner itβs quite difficult to control which recipes it may or may not use. (Just try to make it produce Ionized Fuel, and it suggests hand-picking snails, even if you enable all alt recipes.)
Tools are just one planner. https://www.satisfactorytools.com/1.0/
I forgor, can't do much with HOR beyong HOR>Fuel> Gens when you first unlock oil ref, right?
Nonetheless, canβt beat the liberty of hand-codingβ¦
of course. Just saying that Tools also use linear programming π (I spent months making it work π )
Well, talking about the HOR from those
No doubt! And thanks for contributing.
Wait, I only need Fluid Packing to start with diluted fuel, right?
Too bad itβs not possible to model the power usage accurately using LP.
Correct >Fluid Packing.
And Petroleum Power, of course.
Oh, right... weird that's not part of Oil Processing, but enough shit is already locked behind it soooooo...
Yeah, being able to triple my power output from a starter polymers fectory is pretty poggy woggy
@wind spade So how do I make it maximize some particular coal such as "from these ingredients, produce as much X as possible and exactly n of Y"? Nevermind, found it π
Why is everything 0? Never had this problem with modeler before
try their their discord
Presumably because you dont get rubber and coke in the right ratio
Thus the production is impossible
Disconnect the line of coke
And compare
Giggle.
@tribal wigeon what don't you understand about the diagram?
the left side makes sense, i dont really understand the two on the right
do you understand these are 4 different examples of different combinations of reciopes?
how does using the normal 100% clock with 180m water give you 720m
I can make it really simple with just words, but you need to have the Sloppy and Electrode alts.
as in like recipes you get from the MAM?
lets just look at this example
OHHH
they use alt recipes
i see why it doesnt make sense then, i dont have those alt recipes so the math wasnt mathing
the names of the recipes used are written in each green box
understood, apologies, and thanks
the last image I linked is just the base recipes π do you get that one?
If you have the alts it is just "Feed 30% of the input with fresh, rest with recycled."
yes, this makes sense, im using the water to supply another machine already
I have not done the math on no-alts because I refuse to set up aluminium with no alts π
great!
and just a tip, when you're processing multiple belts of bauxite, process them independently
i did the math because i care
don't link up the machines
Not enough to capitalize your i's though π
why?
because it can get really obnoxious to get multliple dependent fluid systems working together
whenever possible, keep fluids in their own tidy little chunks
uh huh, bauxite isnt a fluid though, no?
only link up things that actually NEED linking
if you can, try to seperate things
the waste waters ARE though
and the fresh water
Fluid Priority System? You mean... Truck Stop? π
as an example, this processes 600 bauxite per min
If I had another belt, I'd make another system next to it
Is this your build?
yeah just a quick and sloppy thing I made for my 1.0 base
I use it as an example to keep thing split, and the solution refineries feed directly to the scrap
I see you adopted my habit of using smart splitters for everything π
if they are smart splitters they were put there accidentilly xD
you sure they are?
That's what the gold bar down the corner sides means.
welp! xD
this is what i have so far
For contrast in the same image. The top and the corners are different.
this bit is concerning just because I can't see how you're merging waters
no idea how that happened then xD
You embraced the better life π
yeah that is a very unstable way of managing waste waters
because it can build up extra?
Or you could package the water to use a priority merger π
back flow can stutter the system
and it's a bit odd you ahve 2x mk2 pipes feeding fresh water into the system
how much total water does the system need?
yeah valves don't solve that
the don't stop the sloshign effect past through them
wouldnt this solve my problem, limit my water pumps so the waste can run all of its water back into it?
Valves are for decoration only.
nope, doesn't stop the sloshing
IT DOES SLOSH BACK AND FORTH I KNEW I WASNT CRAZY
basically never use valve anywhere. They don't help, can cause issues, and there are simpler more reliable ways to manage flow
so if i wanted to run 4 refineries making alumina and silica, that is enough to feed 2.5 or one and one at 150%, how should i manage that water?
the 2 refineries are making a total of 300m^3 a minute
do i just keep the waste water separate at a whole?
Yes.
it's the most reliable way of doing things, and basically teh only way to do things later when there's waste GASSES
as long as it's clocked right? sure
Like, if may use the Sloppy+Electrode as an example because I know it:
You feed 30% input with fresh.
So if you were going to make 1 Refinery's worth, it is easier to split it into 2 and clock one down to 30% and the other to 70%.
Extractor hooks to the 30% one and recycled hooks to the 70% one.
Pipes never touch.
but how much fresh water does that system need? that seems like over kill
yes, its clocked right, but now i dont have enough bauxite for it
it was the exact amount until i tacked off a machine
oh youv'e merged 2 belts of bauxite as well.. geez no wonder
3
look, it's not impossible to make work ,but if you get issues split them up
injection manifolds are probably something to avoid with looped back systems. Better to just keep them simpler
with fluids you always want to try to keep things in their own little sections and not intermingle them.
and yes the bauxite isn't fluid but the system heavily uses fluids as a whole
and im assuming since fluids like to slosh around and not stay consistent that it can back up my belts and cause other bottlenecks?
its more that if one section has a hiccup it'll translate to allll the sections
and makes it that much harder to find.
So a small fuck up becomes a big fuck up
i honestly dont understand where that causes big issues with solids, just because i can see physically where they are and arent at and building up from, but ill take your word and hope that later experiences will show me the reason
it probably doesnt help also that im a visual/hands on learner, so im having a hard time visualizing the issues at hand
i do really appreciate the help regardless
It mostly boils down to, in general, keep belts and pipe systems independent, but it's super much more important with any system that includes fluids
Water. Boils.
I see what you did there π
i see, i will keep that in mind as i move forward. could i then still use a single mine and have it split off to different refineries? just not use that injection thing
What recipes should I be looking out for? Do I use them ASAP, rescan, let them sit?
if you arent sure, let em sit
you will have plenty of opportunities to pick, like when planning the next factory
Alternatively, IMO: If you aren't sure, flip a coin and pick one at random. All alt recipes are at least situationally useful, and if you already have some unlocked, you'll have more options right there at your fingertips instead of locked away in a MAM you might not think to check
Leaving stuff in your library IMO only makes sense for experienced players who already know what they want, and are used to working with the alts. For newer players, recipes locked away in the MAM are far more likely to just never get used
I suppose I am just getting fomo if I dont pick the "right choices"... are there enough drives that I will be able to hunt the ones I want eventually guaranteed? IE more drives than recipes
my first thought is to pick up caterium wire and put wire/cable/quickwire into dimensional depot from the pure caterium in the south of the starting area
Yep, there's more drives on the map than you can use, and you can even buy drives from the AWESOME shop directly later on in the game, if you don't feel like exploring
(Though they're a pretty expensive purchase)
and then I never have to think about it
perfect, as long as I can guarantee them eventually i will stop worrying
ty
The other bit of advice I'd give is that IMO it's well worth the time investment to do enough exploring to "keep up" with the drive pool. As you unlock new milestones and such, more recipes get added to the randomization pool. So if you are ever in a position where you want to look for one specifically, it's to your advantage to have already emptied out the pool somewhat. :P
(If you are ever looking for one specific recipe, that is one case where keeping them unredeemed in your library is useful, since the unredeemed drives will prevent two recipes from showing up on other scans)
I see the drive scanner in the MAM... its so tempting to just use an online map lmao but Im holding off
heh, yeah, the urge to SCIM can be strong. :D
(IMO the in-game HD scanner isn't super useful in the game; for a lot of the crash sites out there you're likely to spot them with your eyes before the scanner picks 'em up. But there are some which can be a little more hidden)
Good news: There is no "right choice" π
How many nuclear power plants should I try to make? Is there a good number?
there's more drives available on the map than there are alt recipes. additionally, harddrives become purchasable in the awesome shop
usually people start with how much uranium they want to make into power
Given that number varies wildly by clock speed without even considering the number of fuel rods you make...
How much power do you want to make? Set a target, see how "big" the factory is. If you can't stomach doing that much, lower your numbers a bit. :)
I will say that NPPs are quite nice to build in chunks of 10. I seem to think that chunks of 5 are pretty good, too. Machine ratios end up working out real nicely.
This ^ - thereβs nothing else to do with uranium (other than nobelisks) so whatever youβd like to.
builds for nuclear power size themselves out in chunks of 200, 250 or 300 raw uranium.
depending on the recipe chain you use, some give nicer numbers and integral numbers of generators
300 uranium will provide enough UFR's for 15 generators at 240% or 36 at 100% using the most efficient chain for 90 gw of power.
Hold up...
Is Steeled Frame actually the cheapest iron-only way to make Modular Frames?
Itβs certainly nice for not needing screws
Iron Ingot/Frame-
Baseline: 24
Bolted: 25
Steeled w/Iron Pipe: 21.333_
^ This also shows Bolted is not as horrible as people make it out to be...
Bolted is certainly the fastest
Speed being an irrelevant metric, that term converts to "Bolted saves the most space."
But yes, and that is why I like it.
Now I want to make a list of iron-only things for comparison π
Unhooking the 3xOC SS constructor from my main grid
If Iβm using a pure oil at 360 per/min
I have 4 refineries making fuel with a 1.5 power shard boost using 90 per/min to make 60 fuel per/min
12 fuel powered generators
All the math adds up in my head but they arenβt staying on consistently. If anyone knows how to make it consistent please let me know
Do you have a mk2 pipe?
I donβt have them unlocked yet. I can probably get them in the next hour or 2
Nvm not 2 hours π do you think thatβs the solution though?
Yah mk2 pipes
If you don't have them unlocked, how are you possibly getting:
pure oil at 360 per/min
When your limit is 300?
That makes more sense π¦ my oil can only come in a 300 but Iβm trying to use 360
Never thought that through
Thanks
I gotchu π
Can someone give me the quick run down of how the recycled plastic/rubber loop works again?
plastic + fuel = double rubber. rubber + fuel = double plastic,
you do the max fuel recipes, then you basically convert fuel into plastic or rubber but looping them
I know that much. I just forget if it's better to loop rubber into plastic or vice versa.
do both until you're out of fuel
you loop both since you will need a crap-ton of both by the end of the game
Alright, I'll keep that in mind.
1 oil = 3 product, no byproduct.
That's more of what I was looking for
Hey ! I'm planning a big encased steel beam factory is there a better way ?
Depends what you want. There is no issues with the way you are doing it. If this achieves your goals its good
What's the sulfer for tho
Yeah I know but I wanted to know if there is a better strategies
compacted coal to make the alternative recipe for steel ingot (compacted coal + iron)
idk if there is another better alternative recipe
Ah,
Ya, thats fine. I personally value sulfur differently. This is not positive or negative just personal preference
how would you use the sulfur for ?
In this game there's really no "better" or "worse." There's a lot of ways to do things, and what the "best" is for you will depend on your specific circumstance, where the factory is, how you value the various resources, or even just how you're feeling that day.
i know
I may make the same resource five different ways across the course of a playthrough, as the needs of the factory I'm building change
wouldnt use sulfur for it tbh. use solid steel ingot + molded pipes + encased pipes
in early game i picked the screw alternative recipe for a lot of recipe ; i regret a lot
The one definite suggestion I'd make is that IMO the solver at https://www.satisfactorytools.com/1.0/production is far superior to the satisfactory-calculator.com one
Trivial to see how recipes compare; every time you change recipe selections and such it'll re-solve the graph
how interesting
specialy the solid steel
hey maybe a dumb question
does the awesome sink take power constantly or only if it has items in it ?
wondering why my cons isnt constant even tho everything else should be 100% prod
When not sinking things, the Sink reverts back to 0.1MW usage
I'm not sure off the top of my head what the timing is like for that powerdown
only when sinking, 30MW
0.1MW when idle
iirc it starts going on and off if theres less than 5 items/min
do trains also do this when they stop in a station ?
Train and Truck stations idle when there is no vehicle present, yes.
Drone Ports do not.
trains dont draw power when stationary, but the stations egts a power spike when loading/unloading
trains also use more power going up, and can generate power going down
rip to my dream of having perfectly straight lines in the power..
might as well build geothermal now
That's unattainable either due to vehicles, Accelerators, or Converters.
wasnt gonna happen anyway
that orange line can go above the blue one :D
seen that happen and was confused
Good LORD is this clean π
another clean one π©
3 inputs v 1 input though
General power question: I am early game in the first spawn area, I know there is quartz to the East in the valley with the river. However I don't see any coal nearby.
I need power to mine quartz, and obviously I could just run a power line the whole way there, but this is a problem I am facing now that I know I will face on a larger scale pretty quickly.
So what solutions do I have for setting up new power over there? Do I just need to unlock more options? I am tier 5/6.
I am trying to figure out the logistics of having a truck carry both fuel to the valley and quartz out, such that I can set up a coal generator remotely. Am I on the right track?
just make power where you have resources and pull a power line there?
Like I said, I want to avoid just running power lines long distance
why
Because there are options like trucks, and I would have more fun using those than just running cables and conveyors everywhere
Even Power Towers with their extreme range?
then do that
trucks suck to set in place and train are way too anoying to use ; i recommend just doing conveyor highway
Trucks do not suck at all.
you can run power towers and use vehicles, one doesnt exclude other. you can also use trains which carry power too
personnaly i'm setting things up to use only conveyor highway it's crazy expensive but reliable ; i'm doing a 18 conveyor mk4
My guy, that is what I am trying to ask a question about, you don't have to reply if you don't have anything to add
@marsh bear I was being genuine when I asked if you are anti-Power Tower given how long their range is?
your option are to make power there or dont. why you getting mad i gave you an alternative?
Not anti power tower, I actually quite like them, just want to use all of my options as I am unlocking them so just wanted to ask how other people set up remote power
I'm not looking for an argument. But you responded to my question by basically saying "do what you said you didn't want to do" and when I said I think it would be more fun to use transport, you said "then do that" as if that isn't exactly what I am talking about. Not at all constructive and not an "alternative"
Trucks need to be paired with Power Towers to get their MW along their routes.
Trains handle remote power automatically by transferring it through the rail.
I too enjoy local power, but I have a global grid that handles anything that doesn't have coal/oil on-site and my local power simply adds to the global maximum.
you asked how we handle remote power. that would be power lines
I asked for alternatives to power lines. Please re-read my message
rails
And perhaps I wasn't as clear as I thought, but my interpretation of "remote" power is the exact opposite of power lines, which is all power connected to the same grid
Unless you restrict yourself to very specific build areas that becomes untennable.
there's better coal if you explore around, a nice lake with some coal deposits northwest from the big field with stone pants
you can also shoot to the east for an even bigger pond with about the same amount of coal, though that's more of a hike
also, don't move fuel. run power lines
any idea why it radomly shuts off?
your power generation isnt stable, and it dips below consumption
gotta figure out why your power generation isnt stable
not enough coal, not enough water?
idk its getting enough of both
power graph seems to disagree
well thats one
for 375 you need two of those
also it says 77% which suggest its does dip below that
i have it at 250percent same with the coal and the water
yes, but a coal gen at 250% makes 187.5MW not 375
so you have to have two of them
and one of them is shutting off which kills your power grid
oooh
i forgot abt the other weird one i dont use
i think i found the culprit, thanks
Is it just me or do yall ever plan out a factory on paper for fun?
Sometimes i do this to help me understand the layout of it
I do it to challenge myself with calculating it and if I have some free time. obviously I use websites sometimes, but I just enjoy it
Which kind of fuel is most effective for the small truck?
Probably plutonium fuel rods
Is there a good number for water extractors - nuclear power plants like there is for coal?
depends on the clock speed but if they're the same speed then 2:1
That engine is capable of eating anything huh?
Iβd just play it simple with basic fuel if you need something more powerful than coal
Unless youβre going cross map or something like that
Just for personal use so I can run it for a long time I don't need turbo or rocket fuel for high speed just a long run time
From what I can remember liquid biofuel has a good burn time
Though the best I could get right now is either normal or turbo fuel (early Phase 3)
Lemme check liquid biofuels burn time
Yeah i mean in phase 3 i donβt see why youβd need anything better than fuel
(Normal fuel)
two per reactor
Yeah, normal packaged fuel is just fine for tractors (and trucks)
I tend to automate all packaged fuels, so for my own joyriding I tend to use whatever the most advanced one is. Fewer toppings-up [sic] of the fuel hopper. :)
And yeah, vehicles can take U and Pu rods for fuel, like drones can
What do you guys think about variable demand?
Like smart splitters and overflow mechanisms seem cool but the game doesn't challenge your logistics enough in that regard
π€
I timed the trip and it took just over 5 minutes, but this suggests that it should take 2.66mins (57.21/21.46), am I missing something? Is a "trip" half a full loop?
Is that 1.2?
Seems to be
You kind of have to engineer your own scenarios to let that happen, really. There's not much that doesn't consume quite steadily. Most variable consumption tends to be from folks setting up storage without overflow-to-sink, so stuff feeding those factories might have an opportunity to supply others once things fill up
There are cases actually. Like making smart plating
The demand goes down a lot in phase 3
Smart splitters and overflow are just peachy for sushi handling, though, if nothing else
so sink it
My own sinks are never satiated! Those factories'll keep running if they know what's good for 'em. :)
the whole game is based around static production and consumption
if that's not your bag I highly suggest a different game to be played
And what happens is not that you'll use the plates and the screws for something else, but that you'll use the iron for something else
But really that's just a special case of what I've already said: production without an overflow-to-sink at the end
If you play that way, sure. Me, I'm happy to just let them keep generating me coupons. :)
Oh it's just my 1250 hours talking
I challenge you to play without the sink
(You can use it for coupons but not for fixing your factory/storage)
My 4k hours would like to say I enjoy the static-ness π¬
I guess I just mostly see smart-splitter stuff as essentially Sushi Support (plus overflow for coupons), so it doesn't bother me that they may not be super applicable elsewhere (given how I build)
No thanks. :)
Why not?
You chicken?
My first playthrough was pretty sinkless for most of it, I think, so I've probably done most of a playthrough like that
I want nothing but green lights on my factories. :)
Can't sink polymer resin now!
also can't do anything useful with it because that would also back up π
so the "challenge" is just go build more ISCs
Or turn them into plubber for other stuff
Ok, you can sink ballistic warp drives then
Looking back at it it's kind of a eh challenge
So...
Speaking of not being able to sink things, I'm reminded that I still want someone to make a mod which allows you to convert any solid into a fluid (and vice versa). Liquid ADS, etc
Maybe rename all the solid versions to, for instance, Packaged Smart Plating
They made a start with the whole Quartz Purification thing but didn't go far enough
Does anyone else feel like you need a lot of rips early on? Like too many?
You need them for constructors, assemblers, smart playing
from memory that's just a node's worth of iron
belts are easy, split immediately into 2xmk1
You need them, big amounts of them, for making coal generators!
sink is obviously optional
as for the rest, like I said they're not super expensive to make
I like it, not only for coupons early, but if you're a speedrunner you use it to buy stuff early
so it's not difficult to get a decent supply
Their "slow" production does take many new players off guard. But especially with belt-fed bio burners and experience building bigger, it's not hard to build out a good amount even in phase 1
And why wouldn't you want to speedrun to coal power
if you're going to speedrun then yes you'll need faster production, that's how speed works
I just mean I've been through phase 1 a lot of times
And I noticed I need a lot of rips around that time
Oh and you also need them for modular frames
And your power is around 15 biomass burners max
unlocking coal puts a lot of recipes into the alt recipe pool. often i wait until i'm out of recipes to unlock before touching coal. if you set up enough burners and constructors to produce and consume a belt's worth of fuel, you really can hang out on biomass power without work for a while. the trick a lot of people miss is that more burners = slower burn from them all
Unsure if this is the right channel but looking for suggestions on how to upgrade this into a T3 factory. Kinda got "factory builders' block" atm. I also have plastic and rubber being made at a separate factory down the coast
How would I route this for 600 oil p/min to be for rubber and plastic and the other 1560 to be for fuel?
huh?
I think Iβm confusing myself tbh
that's a lot more than 600 oil pm with those numbers
Itβs 2160 total π
- process each pipe individually on it's own manifold
- clock the initial refineries in such a way that you can group THEM to the right areas
always avoid mixing/splitting lines like this
I shouldβve just added junctions to make them 600 and have a left the extra alone
what oil pm are in the pipes you're bringing in?
Itβs what I made on the picture is what will be coming through the pipes
right?
So i can do 20 refineries making fuel if i do 1.5x production on them? Right?
uhhh depends on the recipe you're using
Basic
well on a 600 pipe /40 , that's 15 refineries making fuel
oh sorry , 10 refineries
it's /60
for 1560 oil to fuel that should be 26 refineries in 3 groups
Weβll try that one
just make sure to keep them in seperate. Keep fluids in their own little sections π
oh also, if possible, you'll have an easier time with fewer junctions on the 600 lines. so have 1 junction feed 2 refineries when possible
Iβm new to the game in general and fluids just blew me out the park
if you keep them simple, they are simple
Point A to Point B, keep manifolds flat
if you want to keep things really after the first step design the system to use mk1 pipes
you can do almost anything with mk1 pipes and you'll get flow
and that doesn't really change yoru factory, it's just more but smaller sections
So this prob isnβt a good blue print based on keeping junctions to a minimum
Iβve routed all my pipe like this
no reason really to bring it up that high though. As long as the input pipe is level with the input of hte machine it's fine
by 'flat' and 'level' I mean that along the whole length of hte section that feeds the machines is flat and doesn't have elevation changes within the manifolds
So if my comes go down into the manifolds itβs fine right
Because from the manifold theyβll be going down into the inputs
Yes
that's fine, all you want though is at least level, like this
the loop here also helps with back flow in higher flow systems
which you may need with a 600 flow pipe
but why so high up..you risk needing pumps the higher they are...you only need to go up about 2 clicks
pumps are basically free. Not a risk
My pipes are higher than the heights on the manifolds as of now
I will probably lower them I just had them higher incase I was going to produce p coke to run belts neatly
you can get them above your splitters by putting them 3 click up i believe and the can run right under near the pipes...makes your footprint smaller
Going to adjust that then
@bleak pulsar this is my blueprint design for my universal refiner blueprint...this particular one inputs and output from the left to right but it can be made to go either way.
does anyone have a link handy to a YouTube video that was about custom conveyor splits? It had to do with using smart splitters or priority splitters, and introducing junk into a line to customize the rate.
You would filter out the junk items and recycle it back while you pass the actual items through
don't have feedback over flows on yoru belt, sort and sink when they get to that point
it's a really good way of clogging your whole system tryign to feed thigns back in
similar to my standard way, just get the pipes 2 meters off the ground so stuff can pass under
@vapid gorge do you think I need an overflow system on 600 pm
by over flow do you mean a loop?
a loop isn't really an overflow system, it's a back flow management system
and fresh water/oil tend to be more stable in that regard as to not need a loop, but they sometimes do.
these days I loop anything over 300 just so I don't have to go back and change thigns up later
Thatβs what I meant π
I ended up just looping
Did I do it right at least?
anyone have a case for dark ion fuel? it looks kind of bleh on paper xwx
the production chain is significantly simpler. if you're making it solely for the jetpack, it probably is better
I suppose if you want just IF without infinite power shards... But no, I cannot think of a reason.
i have a feeling that dark ion has a higher net power yield that ion's barely-there yield
Gotta love how just the leftovers of my first polymer factory instantly doubles my power output
nah, yield really sucks with dark ion
honestly, on default settings, converting from rocket fuel to ion fuel gives you less power than you'd have by just burning the rocket fuel. really the only purpose for ion fuel is to break even on making dm crystal
Pretty sure Ion Fuel is just a way to get rid of otherwise unsinkable waste product
its the sink for synth power shards
I have spent several days trying to come up with a setup that single-mindedly produces Ion Fuel energy using whatever combination of raw ingredients at whatever factors, and even if I don't count the energy spent by the machines, the calculations always come inferior compared to doing Rocket Fuel only.
yeah, ion with the default recipe will kick off a surplus of DMR which can be useful if you're trying to balance out phase 5 production and are already making as many ai expansion servers as you can
Only if I have an excess of diamonds (or time crystals) AND raw quartz (or quartz crystals), then the algorithm prefers Ion Fuel.
yeah, pretty niche
But if I have ingredients to make those, then they are better spent towards making Rocket Fuel.
I want to turn the blue crater into a rocket fuel power plant and convert it over to packaged ionized fuel to power vehicles as needed, especially since I'm hoping to only use vehicles for logistics in my current playthrough. ionized is (for me) the best option before nuclear, though not wanting radioactive vehicles all over the map kind of makes fuel rods not an option
I can also convert 600 rocket fuel to packaged ionized fuel in the same amount of floor space that it takes to house the 58 overclocked generators to burn it, but I haven't compared the height of generators to particle accelerators yet xwx
blue crater is nice for rf. everything you need is more or less right there and you have extra nitrogen up the hill if you want to build even more power.
I find it interesting when combined with sushi (eg: forced to do sushi without overflow)... Otherwise, it may just end up simply as a "ISC galore" kind of "challenge", as noted π
i think tempered caterium may be the most underappreciated of the new 1.0 recipes
Is there something I should be making with polymer resin? (I donβt have any alternates that use it) should I just sink it? Iβm on tier 5 & 6
do you need it now? if not, sink it
Not for anything that I can think of
Besides plubber but just going to make that with the basic recipe with heavy oil residue
You can make it into Residual Rubber or Plastic
Extra plubber is good
I can't figure out what to use the alt "nitro rocket fuel" for. What does it work well with?
when I use diluted fuel as input, I turn 40.5 oil into 150 rocket fuel using the normal rocket fuel recipe. Or using the nitro rocket fuel, I turn 37.5 oil into 150 rocket fuel. So it is a tiny bit easier on the oil and it gives me a bit more compacted coal but who cares about compacted coal anyway
or is there some goated use of compacted coal I am not seeing?
the point of nitro rocket fuel is the simplicity. that's basically it
default rocket fuel, especially with compacted coal recycling, is much cheaper (except the oil)
Iβm sure Iβll need it eventually so Iβll have to change it all. The power is the goal here lol
ok thanks, yeah that makes sense
care to elaborate on the compacted coal recycling? This is not what you had in mind, right?
cause the version on the bottom does nothing except use more power
oh wait, I am blind
yeah I forgot the refinery for rocket fuel needs compacted coal itself
oh you use a different recipe alltogether
what's the most economic fuel for trucks etc.?
economic in what sense?
very good question
I use plutonium rods.
that means the trucks essentially run on garbage
also not a useful question on that aspect sorry.
Unless you just mean most power per unit - then its plutonium rods
I haven't done any nucular in this save yet tho
Time to get to work I guess
Honestly Coal is kinda a garbage resource, it's all over the map and you don't need THAT much steel. So burning coal in trucks would also e like burning trash
well I mean, how much kWh do you have to produce to get 1 km of mileage out
I think it actually depends on how often the truck has to accelerate. I've heard fro ma few people it only burns when accelerating
look, it's what I've heard. It may not still be the case in 1.2 even if true
but also ... it's really doesn't matter. They use very little fuel
far less mwh than trains for example
I remember with higher tier fuels the trucks would drive / accelerate faster? Is/was that true? How is truck speed with the vehicle paths?
true true
drones go faster - I don't think it's true with trucks
oooh I might have confused that then
but burning P rods in vehicles produces no waste
wait, drones take other stuff than batteries??
and 1 rod can last like ... 7hrs?
look at the wiki page, lists the many fuels.
I think it was a silly change personally
they made batteries obsolete
ok so it used to be batteries only
phew
yeah that made batteries obsolete pretty much
what a shame
they made a lot of poor design choices near the end. But oh well
@vapid gorge itβs coming along, but as for my fuel generators do I make a tower or a flat platform. I know you said try to keep liquids flat
I need 52 of them
keep it flat yeah π
Might move them to behind the whole thing then more room to work with
what would be the best way to go about the pipes for this? I produce too much water to fully recyle all of it back into the aluminum, so i need to use some of it which is fine. do i just underclock to the extent that the number of machines makes my pipe work easy?
or do i just use more bauxite and not sloop at all so i can recycle everything lol
best way to manage it is to not sloop your scrap
i thought so lol
you can always get rid of the water in coal generators
often that ends up being easier than importing limestone/iron
i just wont sloop the scrap and bring in more bauxite/coal its no biggie
easier solution than having to overcomplicate fluids
id rather just be able to use easy vip junctions and save myself the headache lol
fair 'nuf
just be aware vip junctions are based on an exploit and are not very reliable at best
save yourself the headache and don't mix fresh and recycled water
ye i know but good looking out
its not a headache
it is more headache than not mixing things
I mean the same design is gonna work the same always
just gotta find one that works
for example, absolutely foolproof design , keeping the fluids split
blue is fresh, red is waste
Yeah i know its not difficult lol
Why is it whenever someone was a preference to do something their way, everybody is intent on convincing them to do it their own way
I want to use vip junctions, i wasnt asking for anybodyβs input on that decision lmao
Cobalt already answered my question in the first response
a lot of people use unreliable options w/o knowing and then bitch about it.
Now if you bitch about it we can point out that you knew about the problems going into it
"unreliable" my ass
The only time a VIP didn't work was when I built it wrong (as in connected the pipes completely wrong wrong)
Meanwhile, the only time I tried the split setup, it broke because nobody ever says you need an overflow to a sink for the scrap or it deadlocks. VIP doesn't need that
Just throwing out alternatives: I like to sloop it in a way that the whole system makes as much water as it consumes (so it runs without any water input once it's kickstarted)
Tbf, there's also the fact that it exploits a bug, so there's technically a chance of it not working anymore anytime the game is patched... π»
Ill have to crunch the numbers on this, after the changes ive made itll needs like 1 overclocked water gen and the rest will be recycled
you know that basing reliability on just your save and not anyone else's isn't ideal π
* 4 saves across 4 different versions (+2 experimental)
And not just mine, actually
The first one was my friend's world
still is "your playstyle" and "your build order" and things like that
how many of those playthroughs did experiment with removing the VIP and seeing if things still functioned?
if you know how to build vip junctions, they're pretty reliable. altho since they function based on a bug, if css ever fix it, could break errything
Split setups do not need overflow-to-sink, unless you've specifically built it in a way where you're not actually fully processing some part of the chain for whatever reason. ie: why wouldn't you just process 100% of the scrap?
the point i was getting at is saying they work may be the function of the rest of the factory being built correctly and the VIP doing nothing
there's a lot of cargo cult thinking with pipes and i'd like to stomp it out
99% of the pipe traffic on this server is folks coming in with pipe problems which are (in effect) caused by how they're building pipes. There's nothing wrong with continuing to recommend the simplest, most foolproof ways of building.
which is build the simplest pipe network π
anyway, i don't have time right now to get into debates, but in my travels and experimentation, i've come to believe that vip's don't really do anything
probably none of them but I sincerely doubt any of it would function when I was dumping fresh water into the low priority side of the VIP without any consideration
it'd fare even worse than the designs where people just downclock the extractors to the correct amount, because I wasn't even doing that
a design that only works at 100% utilisation is not a good design
I planned for the scrap to be used 100%, but I forgot one belt in a totally unrelated part of the factory which meant I was only getting 90-95% of the diamonds I planned for
which meant the aluminium was also only 90-95% utilized. and it deadlocked
I mean, in the end it's "process your byproducts"
I don't see how "I screwed up the build" becomes "the plan for the build was bad"
the point is that a VIP can deal with this situation just fine
I didn't blame my concrete production when missing a belt nearly made my uranium rods run out, a few playthroughs ago
so if another design can't, then it's not a comparable design
afaik properly built loopback works just fine even when production stops
they all can handle stops in production if built correctly
the reuse, recycle and vip
I think the split loop can handle it if you use prio mergers
Or build the manifold with the recycled being merged last
I think I built it the other way so the scrap made from fresh water was used first
Do I need to do this for gases?
looping? often with high flow pipes yes
thank you
other recipes are working, why doesn't this?
all base recipes are enabled, all buildings etc
oooh it's listed as alt recipe, nvm
because you need to research it?
yeah, it isn't really an alt nowdays, but there was a lot of confusion on what is and isn't alt back then, so recipes gotten through HDDs were marked as alts
- recipes gotten through mam I guess
well those were still gotten through HDDs - you have to pay HDD to do the research
I suppose
I am making a half assed spread sheet showing how much MW of power you need for common types of fuel to keep a truck running for 1 minute and to my surprise packaged rocket fuel is the winner so far with 1.20 MW vs. packaged ionized fuel which is at 7.05 MW
this is using base recipes where possible
oddly enough, regular packaged fuel clocks in with 5.22 MW and packaged turbo fuel with 4.23
so you'd think with higher tier of fuel will be more efficiency but ionized fuel is rather expensive to make and is used up almost as quickly as rocket fuel
I thought ionized fuel was supposed to be a very efficient fuel
Yeah, Ionized is super Rocket Fuel hungry; for most folks it generally makes more sense to just burn the RF direct. :)
I believe with strategic slooping you can make it pretty good, though it still feels to me like you could've just spent the sloops on the RF steps instead
uranium fuel rods are super efficient when you feed your trucks with them
Sevrahn could probably give you some tips on Ionized deployments, I know he's quite fond of what he did there
somehow I can't make TOOLS tell me how much plutonium fuel rods use π
You need to go to the "inputs" tab and tell it how much Uranium Waste you've got
NPPs don't have traditional "recipes" so the current sftools doesn't solve "through" the plant
I see, ty
can I tell tools to include miners?
otherwise coal is free π
sftools doesn't give you a "physical" layout; it doesn't care about miners/extractors/belts/splitters/mergers/etc
It leaves all that up to the Pioneer as an implementation detail
well I want the power consumption of the necessary buldings
How you get your resources is entirely up to you
And that would necessarily depend on the nearby available nodes, their purity, your personal desires to overclock, etc, etc.
true
Regardless: the datapoint you want is not provided by sftools. :)
I should have started with coal because now I already got these other fuels figured out - or so I thought
and turns out their power requirements are moot because sftools does not factor in miners
I mean, miners tend to be a pretty tiny percentage of any factory's requirements
The numbers you get out of sftools aren't moot just because you need to add in some extra to include miners
I wish I could export the calculations from sftools to modeler
not really possible given there's no standard for sharing data between different tools.
I wish such a standard existed
not really viable either
what if I wish really hard?
SFTools don't store the result, they calculate result based on your request. So if you shared anything from other calcs, Tools couldn't show it.
no I want the other way around
then you're exporting just the request, not the result
but I want the result
I'm sure someone sufficiently motivated could make use of greasemonkey or whatever to export the "result" data, and if sufficiently motivated could figure out a conversion into modeler's format. :)
I was thinking about it
It's all just data in the end; a transform theoretically exists. :)
but I know myself
The question is how much effort is someone willing to put into such an endeavor
I'll be too burnt out from my dayjob to do more programming in the evening
(especially given new tools will work completely differently)
Honestly providing a "results" export wouldn't be a terrible idea for a feature, for use by anyone motivated enough to want to try to import into other tools. Though if you didn't also provide a way to import the results then 99.9% of the userbase would just be confused by it, so presumably not worth the effort. :)
similar tools for factorio provide an export to CSV so there's that
would be nice for the spreadsheet warriors
how would you export directional graph to CSV in a reasonable way so that user doesn't get confused? π€
um, sorry, wrong reply ping
@wheat nymph ^
the problem with importing result is that... it's not really possible π any change in request recalculates the response. current tools just aren't designed well (and I know that), hence why the rewrite
That's more or less what I'd meant by "99.9% of the userbase would be confused." :D Like just providing a "raw" export would let motivated hackers kludge up a translation layer if they want (possibly -- I admit I have no idea how the lp_solve results come back), but it's almost certainly not worth the effort to do anything else with such an export
Oh for sure
I'm also not even advocating for such a feature, just that there's not zero use case for such a thing. :D
I'm essentially "someone is wrong on the internet!"ting myself. π₯³
let me see if I can find that factorio one again so you have an example to look at
with new Tools I plan to have some more useful exports/imports. And I plan to make the format opensource so that other tools can use it. Whether or not it will be used won't depend on me though
Yeah, 100% fair to leave that kind of thing to the community
there is an "Download as CSV" button
it gives you the layout in tree form, not graph form
basically the way it is shown on that website too
well that's the problem, SF graphs aren't trees
no, they aren't trees, they are graphs
I need coffee
(and yes I know a tree is a type of graph π )
Directed but not acyclic. :D
but you get what I mean
yeah yeah
actually
that webapp supports satisfactory, too:
https://factoriolab.github.io/sfy/list?o=modular-frame&v=11
and it does model things as graph:
it gets around the graph/tree issue by explicitly stating where things go to and where they come from in the tabular format
This is... you have invented something that ranks below Modeler for me now π
I did not make this lol
you just gotta use chatgpt as an experience, look at him doing load balancers like a professional
Ew, AI
There is so many errors in there lol
I felt like I was getting brain damage just looking at it
Don't you mean 24 = 12 + 12 + 12?!
SMH my head 
||Reference material: #math-and-meta message||
AI is a cognitohazard, change my mind
it's like those cursed pictures that just gets better and better the more ou look at it
why on earth would you use AI for this
Autocomplete is famously good at math and logic
I wouldn't, I'd use excel, but was kinda curious how it would deal with a problem that a 10 yr old toddler could solve
This isn't actually directed at you, Aruffin; just a general observation: I'm lowkey exhausted by how frequently I see something terrible and wrong posted by someone who was "curious to see" how generative AI would deal with a problem that it's clearly going to be absolute shit at. Like, yeah, yay, you boiled another few lakes to show yet again that generative AI is as smart as a pebble, yay.
c'est la vie; this is our Terrible Universeβ’.
(sorry, I should probably go take a walk! :D)
Dw, I sadly, already got used to having "professional vibe coders" enter my team and then taking 10x longer to do what they r supposed to do irl, it just goes into a spiral where you just become the michael jackson from the popocorn meme
vibe coding is the only kind of coding i would be able to do
which is why i dont code
or well, rarely
I mean, it's all fine, as long as you understand what the fuck you are given, otherwise it just generally takes u longer to do stuff than an actual technical person
It generally takes practice, enthusiasm, and time to learn new skills like programming. I'm of the opinion that practically anyone's got the ability to learn it if they're willing to put in the effort (and have the means to support doing so, of course). Saying "oh, all I'd be able to do is use AI tools" is just being defeatist. You could learn to code, it's just a process.
Like any complex skill, it can certainly be discouraging when you're starting out because there's a breadth of knowledge you've gotta take in, but that's where the enthusiasm + time/practice comes in
(And of course not everyone wants to learn any given skill, and that's valid too! Not trying to skill-shame anyone. :D)
Bro the clanker adds the two together then Immediately separates them again π
Meanwhile, actual people... 
Whaaaa?
Except for the last part it was doing good
Honestly at least for me I just collect with one pipe and disperse with one pipe if possible (pipe manifold)
manifolds r just superior imo
Even if itβs three machines and I can just use a splitter I use a small manifold
Sushi manifolds being the most superiorest! π
what do nyall thimk
An interesting production. Very much want to see the build!
there is only one way in which a manifold beats balanced splitting and that is with ease of building
ease of build, ease of expansion, not bothering with load balancer if u got uneven amounts
even a 'balanced' split will overflow like a manifold if inputs aren't exact.
also, load balancers != balanced splits
a load balancer also has the property that all inputs are consumed in equal ratios as their fed to the outputs. that's different from metering everything to machines to get the exact amount in real-time
You get teh same from a manifold, once it fills up π
seems solid!
when you do the diluted packaged fuel though I recommend making small units of packager > refinery > unpacakager , then loop back
keeps things much simpler for yourself
just need like 1/2 a stack of empty containers and you can include that in the blueprint
I'm gonna take all the bauxite from these nodes, does 5100/min sound right or is my math wrong on the output
*mk3 miners and shards
2 pure, 3 normal and 3 impure
2 pure is 2400, 3 normal is 1800, 3 impure is 900 which = 5100
There is only one way to discover the amazing feeling of seeing every Refinery in a production line working in perfect sync 
Yep and the it blinks yellow cause recycling water doesnβt want to work
How much uranium? All?
Because you're making too much π
Sam seems rather low for that XD
I Had to use count im somersloops if i hadnt it would be 10080/min
Soooo 120 left for the whole world i think
Realistically you won't need more tham half of that probably
Why?
I included all of steps for ficsonium so the nuclear pasta too
That's still low
112 fics costs 12k at minimum (without sloops)
Because building a factory that consumes that much power is pretty hard
Thats a joke right? Please don't say that i miscalculated somfing
Better to have more then not enough
Full map processed doesn't need that much
Nope
https://www.satisfactorytools.com/1.0/production?share=9ukx4eoPND7p2vIngBwC
It's 12k just for the trigons
And you can source DMR without SAM so you technically don't need more
Oh and Quick question where the somersloops will be better on the trigons/ficsite ingots or r. SAM
Ohhh i got 1,14...TW
That doesn't make sense with <10 Ficsonium
I went for alternative recipes for some of the things
Why?
Why did you say it! Now i have to check
There is a problem.....
I found the Mistake....
Its now 10710 SAM
....and 63 somersloops
Then new question...how can i cut SAM down
At least I fixed it now, not when I had already had the power plant meltdown.
The plan I sent uses 50 converters for ficsite
Overclocking and slooping them all is 10
So 20 sloops
And SAM is cut in half from 12k to 6
But you still have to source 7k DMR from a samless source
I.e. oscillators or power shards
For ficsonium
Why so much
I did somfing wrong didnt i?
So ficsonium uses 200DMR i get 100 back from ficsonium fuel rods
So either im retarded or idk
Are loops used for somfing else or just Doubling production and the alien power augmenters
3 for research and the rest is just for this
.....i think i will loop the shit out of the trigons Just so I don't have to count it again
How much loopes uses the machine that can make ficsite
2
And I just checked, ficsite ingots are better to sloop than trigons
At least if you're making them from aluminium
Never mind 84
63 for trigons 21 for ingots
I can bring it down from 10080 SAM(just for trigons) to 2520π
Not with my plans, i found why that was do high
If i used only dark matter for dark Crystals it would o be over 6k just for that
I use the one with time Crystals
Much more complicated but cheaper in the end
what's the use of the Dark-Ion Fuel Alternate? It seems to use about the same amount of power
if combined with other alts it uses a lot less oil but I wonder if that isn't mainly due to other alts
it's good if you want a bit for the jetpack and that's basically it
maybe for drones/vehicles too, but then it starts getting expensive
sweet, ty
is it even a good idea to use ionized for anything else?
it's so expensive, I wonder if it makes sense to use for power production
default ionized works as a sink for power shards
ah yeah that makes sense
and as fuel for jetpack and vehicles ofc
mhmm
Are there websites to plan a megafactory, make a plan of it ? i don't really like the idea of building something massive on the move
huh?
i want to plan how my megafactory will be organized (different sections, parts needed for each one of them, etc) but like is there website to make plans ? or do i just use paint
idk how to make it clear mb
paper for the basic parts of the layout
I use a spread sheet and use the cells to lay it out in more detail
good call boss
it would take you AGES to use a program to do the details and at that point you might as well plan it in the game by building it
i'll stick to paper tho
yeh true true
best tool to plan such things is a software called Satisfactory
it makes much less power
will look into it thx dude
it does?
well, the amount of ion fuel it yields is much less than the base recipe which means you fuel less generators with it; that in turn is less power
generally, think of ion fuel as endgame vanity project. the effort you put into it doesn't really give any benefit
when you tally up the power cost of all the colliders and encoders, ion really isn't very good, but its cool to make and the fuel is great in the jetpack & vehicles
I simply get all the materials and start building, if i dont like it, i start over, continue till i do like it, never taken more than 3 iterations to get to a likable spot
The classic, standard way of all aesthetic builds:
- Build.
- If not happy, delete and rebuild.
- Delete until happy.
supplementing what i just said, here's what a build of turboblend->default rf->ion looks like in terms of resources, power used & produced.
if you just stopped at rocket fuel instead, this is what that looks like
i used the oil based diamond recipe for the calculation, it varies a bit based on which recipe(s) for diamond & quartz crystal you end up using
where you might make a case the other way is that if you have 10 fueld APA's, you'd be multiplying your power 4x at which point that extra input power makes a lot more output power
thanks for the details π I appreciate it
there's a few ways ion fuel can end up being useful, but it isn't as simple as 'just convert your rf into if for more power'
how does rounding work on underclocking; if I am targeting 33.3333....% do I just do 3.34 or does 3.333 internally adjust to exactly 1/3? If I do 3.33 will it eventually undersupply every 100th/1000th etc... does it matter?
In the end it sort of doesn't matter, but the game will not give you a perfectly-precise 1/3d
You'll either technically have an overrun or underrun every 10k cycles or so
Unless you're the sort who gets bothered by it, it's not really worth worrying about, though. :)
BTW, typing "1/3" is accepted by the UI too
I tend to round it in whichever way makes sense. Like if it's a consumer I'll round up to 4
Yeah, was about to mention that too; can put in math, and I think the value technically stored will end up being a little more precise than if you put in the decimals yourself
(though in this case you'd actually want 100/3) :)
if you enter in 100/3 to the percentage box, you'll get the right clock rate to max precision, but better is figuring out the ratio to enter into the item/min box. i find that gives more exact results in oddball cases
100/3 for clock speed
If I dont underclock at all and let the final machine throttle the conveyors feeding it, will the miners consume less energy once the belts are full and they have nowhere to "put" the ore?
Or do they continue to consume 100% energy but not output 100%
they consume 100% of power when they are running
Would keep turning off and on. When it's on it would use full power, when off 0.1mw. it wouldn't really give you more useable power. Would just create an power graph going up and down. Underclocking would keep it on all the time and consume less power, and the saving in power would be useable.
they run at 100% until their buffer is full, then stop for a bit and then start again. it leads to a pretty nightmarish power graph
this might be a stupid question
but say you needed a factory that required x number of a resource
and you have a train that has a throughput of x resource to the factory
wouldn't everything mess up if there were train intersections where trains have to stop?
how would i accommodate for that?
no, when you transfer large quanta, there's a margin of error that is half the time the load takes to produce. as long as the next load arives somewhere in that window, you'll be fine
so the throughput doesn't have to exactly be x?
what happens is for the first few train loads, the receiving end will stutter as the buffer runs dry, at which point you'll have some stuff sitting in the train or send buffers that is surplus and you end up with some buffered to give the arival times some slack
so as long as i ensure the loading station is getting x number of items, it'll be okay?
unless you're exceeding what the train can transport/min
which i'm sure is a pretty big number
i wouldn't overthink it, but if how it works really bugs you, build it and watch what's going on. it is kind of interesting to wrap your head around
ultimately less than 2400/min per train car; sometimes a lot less, but that is a function of item stack size and trip duration
do you ever have to exceed 5 cars
no, i try to keep trains to 4 cars or less and use a 5-length train in rare cases
