#math-and-meta
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You really wanted to type "Picked up steam" didn't you 😏
didn't want to double down on the word
and then peopel paste images on here of a plan that has basically no information and go 'what do1?!?'
yeah ik theres been a bunch of things like it. Ive never really liked using SM tools though. It becomes a mess to me and i have to decipher someone elses plan. It may take a lot more time to do it in modeler, but for me it ends up making more sense in the end. I agree the UI is trash and no automatic labels suck.
As with everything else about this game its up to preference in the end and your needs. Modeler works better for my process so I use it. Theres no need to give someone shit for something theyre doing in the game or things related to it as long as it works for them and what they want to do.
My own personal bugbear with Modeler remains the labelling, too -- I find its graphs essentially impossible to interpret without concerted study, as opposed to solvers which label everything and it's trivial to see at a glance what's going on -- but that's not really Modeler's fault. Modeller isn't intended to be a tool you use to share factory plan graphs with other people, it's meant to be an interactive thing that you use to plan out factories and such. When you're using the app the lack of labels doesn't really matter because A) you're the one who made it, so you're less likely to need the labels, and B) you've got mouseovers and clickthroughs and all sorts of other stuff to compensate for it.
The friction w/ folks like myself is that the only time I ever encounter Modeler is when someone's pasted an unlabelled graph and it's just a mess of impenetrable icons to me. :D
But anyway, I strive to remain charitable to it. It definitely fits in a niche that a lot of folks want! I understand the desire to "feel" like you're building the factory out yourself, making your own decisions right off the bat, instead of starting with a solver/calculator which just spits out a ready-made answer for ya.
And it's got some genuinely neat features; I quite like the thing where you can take a part of a factory and turn it into a "module" or whatever which has N inputs and M outputs (I forget what the app calls it). And carrying through the math as it goes. With solvers/calculators you've kind of got to engineer your own sandboxing for that sort of thing.
Anyway: the app's definitely not For Me™ but I'm glad folks who want it have the option. :) I do really wish that the thing would bloody add labels to its graphs, though, so that when they're shared here I'd have a shred of hope of interpreting them. 🥳
Yeah, I agree with that. I try not to share my stuff for that reason
its like coding, comment your code so other people can understand wtf is going on
Perhaps one day they'll add a "add labels" checkbox somewhere for when people take screenshots. :D
Anyway, it obviously fills a niche; merely being on Steam wouldn't account for its level of popularity. It's a method of factory planning which clearly a lot of folks want
With this I really just felt like it was understandable enough without them. Lines made sense and its recipes that you really just cant play without
one can hope
Although again, generating graphs for information-sharing purposes isn't really its purpose anyway, so I can see why they might not care. I did suggest it on their Steam forums a long time ago but I think that post died without a ripple pretty much immediately. :P
Sounds about right lol. But yeah its not really meant for sharing, it normally just ends up at wtf am i looking at even for yourself. Its organized chaos
like, this is my depot factory model. Definitely not meant to be shared as nobody but me is going to know all of what is going on unless I explain it. It is labeled, but even still I dont think its doing much good.
a number of programs like it were already available
and entire game companies go under if steam refuses to platform them
I don't think you have a good understanding of the kind of control platforms like that have
Heh, well, could be you're right, but I maintain that there's clearly a niche for what Modeller does. Sure, the fact that they got it listed on Steam is gonna give it exposure that other third-party tools might only ever dream of, but there's still folks who want to plan their factories that way
Just because I don't like the app doesn't mean that other people also don't
At the very minimum the developer(s?) who created it were passionate enough about that vision to take it as far as they have. It's possible they may spring Surprise Monetization Mechanics™ on their users at some point, but AFAIK for now there's never been an attempt to make money off of it. I don't even see a Patreon link anywhere
(As someone who frequently writes software with an intended audience of Just Myself, I'd definitely have to admit that just because someone's passionate enough to make the software doesn't mean that there's an audience for it, but still.)
imo Modeler is by far the best way to plan out factories in Santisfactory
i can plan out nearly every aspect of any factory with it, except basically the actual placement of things in game, no spreadsheets or extra notes needed
i still find using runesun's speedrunning planner fits my flow better. if i need a solver instead of a planner, sftools works fine for that
I feel like theres something here Im missing. Does this really just work out as well as it did so I dont have to use SAM at all?
sometimes it does just work out yeah 🙂
It definitely looked that way. Just had to ask cause it felt too good to be true
You will have to use some SAM. A container with a small amount feeding a convertor to inject Dark Matter Residue to start producing Dark Matter Crystal.
why it works is that the combo of the 2 dmc recipes can exactly make virtually any amt of DMC from enough dmr
Thats actually really interesting.
I store dark matter crystals for that reason
the thing is that dark matter trap eats diamonds and they're pricey
hmm, i just noticed that you're using the base recipe there instead of trap. you'll do better on the diamon with trap
I dont see a difference for this scenario
one would just use more power and add an uneeded step
because it uses less residue to make the same crystal, you can throw more dmr into crystalization which is cheaper
ah
I wasnt paying attention to the residue when i originally looked at it the first time around
yep. as long as you have the power, you want to use trap+crystalization
Yeah, I'll have plenty of power. Im almost through planning the space elevator factories and my depot factory is done so I can do power shortly
probably gonna go for 300GW of power from nuclear. Ik rocket fuel is technically better but nuclear cooler
actually i may end up needing closer to 325-350GW
it really depends on what you're going for. continuous production of phase 5 stuff is rather power hungry
is there a reason this wont work? sorry a bit messy but its just making 300 uranuim from around 300 SAM
why wouldn't it work?
so it is possiple hmmmmmm
no idea. there's no lables on anything about what the hell is going on
I just assumed it not such an awful planner as to just be wrong
I could be wrong of course
for a loop like that, you'll need to manually drop in one of the inputs to get it started, but should run after doing so
the math on it looks a little suss though
i mean, slooping any one step in the loop should make it possible. without sloops the loss going around is only like 50/min on 1200 bauxite
More production steps can also mean more powerful slooping 😉
yeah, but the number of sloops you need grows exponentially
The output grows exponentially, the input reduces exponentially, but the number of Sloops grows linearly 
wow even with all the copper in all pure node (without sloops) turned into copper powder it will still take 12h to complete Pasta in 1000x space eleveter
not talking about power and and all the power shards
even if u sloop there isnt enough on the map and all that is with ALL the copper on the map which most likliy wont happen
so like how does someone actually do this?
I am currently making 2400 aluminum ingots per minute is that enough and what is the recommended split between alclad and casings
recommended is to make what you need, not try to guess what you will need
and "is it enough" is impossible to answer without knowing your exact goals
which you probably don't have planned, so you cannot answer that either
I want to try and finish the game with this factory if possible
you can finish the game with a single machine of each type 🤷
Okay can you at least recomaand a split i have no idea what i will need in the future
why decide the split now? keep the ingots and use the exact amount you need when you need them in future
Thats a fair point. Thanks
Can you completely avoud using rods from all recipes with alternative recipes?
I believe steeled rotor and steeled frame are considered best alts anyways?
no, definitely not
there's nothing like "best alt" either
there's alts that help you with your goals, but that doesn't make them best for others
that depends on what your production goal is
All right, it's objective, but I always ended up using these two. Aside from rotors and frames I don't think there are any uses for iron rods
and given that rods are used in buildables, you want to make them anyway
True, but don't need them as much
well, no, it's subjective
rebar, screws, handcrafting portable miners
many equipments
mod frames too
Conveyor poles too
Some alts help the speed at which produced but cost more, some save inputs.
Is it worth going through the full nuclear chain? Or should I just do uranium then sink plutonium rods.
i think it is, but to each their own
Whats your reason for doing the full chain? Im kinda on the fence for it cause its cool, but uses a ton more resources.
makes a lot more power
full chain has the bonus of 75% more power than sinking plutonium
that seems too much for some reason
i remember going through the chain and from what i remember PU gives +50% and Ficsonium +25%
7.2 U rods -> 3.2 Pu Rods -> 16 Fics Rods
base recipes only?
no, with alts
thats max possible power
you can make fewer Pu rods which will reduce power gain but also reduce materials by quite a bit
no, there must be an error on your side
nope
if i go down the chain, its 5 nukes for uranium rod, 2.5 nukes for plutonium and 1.25 for ficsonium
just example numbers
infused cell -> U fuel units -> non fissile -> instant cells -> Pu fuel units
ok i misread then
i read "no with alts" as "no alts" for some reason
without alts, it IS correct, 1.75x more power than uranium alone
with normal its 100 uranium / U fuel rod
but then again, altmaxxing uranium power has its own issues
so 300 would be 3/min
with normal recipes it would be 1/min uranium rod, 0.25/min plutonium and 1.25/min ficsonium ratio wise
sounds about right
thats 100/min uranium
so yes, 300/min uranium is 3/min u rods, 0.75/min plut and 3.75/min ficsonium
which is about 65.6GW
so the main increase is only on the uranium > plutonium side
goes from 0.25 to 0.444 x plutonium rods per uranium rod
which on my end gives you 2.8x more power compared to uranium
so 60% more than the base recipe chain for plut > ficsonium
its 7.2 U rods vs 3. and then 3.2 Pu rods vs 0.75. Or if you mix to make 7.2 U rods, you end up with 1.8 Pu rods using base
oh wait
slight error on my end, missed a few decimals
its 77.77% more than base plut + ficsonium
either way, quite the big yield but the cost is just as insane
its kinda a sliding scale of 65.6GW at low end and 210GW at top end for 300 U/min
depending which route you go
which is a factor of 3.2
i have maff'd this shit a lot :p
@fringe laurel (re: #screenshots message ) -- My one immediate bit of feedback would be to use a name other than "Satisfactory Tool." We already have "Satisfactory Tools"; a difference of one letter is just gonna be confusing.
(Also, IMO no harm in just, y'know, giving out the link rather than soliciting DMs and such, but of course you do you)
Thoughts on the announcement video?
I don't think we're getting dynamic pathing but maybe at least some way to direct trains? Not sure what else these colors could indicate
i just think its showing off we can paint tracks tbh
They barely change color though
Quick question, which recipe gives more energy with fuel generators in Phase 3? Refining crude oil into fuel right away or using diluted packaged fuel and unpacking it again?
more energy per what?
DPF.
Oil -> Fuel is 0.66- of a Fuel per 1 Oil
Oil -> HOR -> Residual Fuel is 0.88- of a Fuel per 1 Oil (better)
Oil -> HOR -> DPF is 2.66- Fuel per 1 Oil (best)
If you don't have HOR directly:
Oil -> Plastic -> DPF using HOR Byproduct is 0.66- Fuel per 1 Oil (tied with Oil -> Fuel)
Oil -> Rubber -> DPF using HOR Byproduct is 1.33- Fuel per 1 Oil (better)
What app is that? What is HOR?
Even accounting for packagers energy consumption? Assuming I get a fine 600m³ of crude oil per minute and turn it completely into fuel for generators
Heavy Oil Residue?
Going from 0.66- to an extra 2 Fuel per Oil at 2.66- is ridiculously more than Packager cost.
Alright thanks
also just noticed it says extractor x5 for 600 crude/min, thats not a thing. and if you wanna show overclock it should say 2.5x or 250%
What even is this though?
Someone attempting to be worse than Modeler?
Instant no.
I use Tools as the fast verification of "is the number I am thinking about possible to do?"
I don't much care how it solves it, just need the check that it can be solved - then I do it either on paper or with notepad.
i dont wanna deal with the silly weighting system on tolls
I don't 😄 As I said I just use it to make sure my target is actually attainable with the given resources.
Then I do the solving and planning myself.
Input actual node values. Type in target for specific item.
If it generates solution = 👍
If it says "solution could not be found" = rethink target number or rethink build area.
No point in doing a good hour of math/planning to find out what I wanted to do isn't actually possible.
So I like to check first.
Oh eesh, I didn't even notice the "AI Design Layout" button. Hope the whole thing isn't just vibecoded.
kinda looks like it is
can use beta tools to change weights
Would explain the descrepancies.
it was
since things like byprodcts is missing and that it just shows weird things like x6.7 t1 miners
"I created" when it comes to vibecode should be changed to "I prompted" imo.
I still hate that the word "vibe" has been taken from us by generative "AI" stuff.
(I mean, if that was the worst of what generative "AI" has taken from us, I'd be a lot happier overall, but c'est la vie)
Where do I get that designer?
I don't know and I do not want to know.
why would you want to generate something using AI if you can generate it using actual scripts that are consistent and do what they should?
saw another planner posted on steam forum which was vibe coded too. that one didnt even do the math right
- Because people think LLMs are AI.
- Because people think AI is the answer...
@agile light
unfortunately i don't have time to run you through but This video will cover it
4x Power With This Recipe - Satisfactory Guided Playthrough
Read More Below
Today we're returning to our Satisfactory 1.1 guided playthrough and
investing in Alt recipes to 4x our Power in Satisfactory. This system will be super important for the next episode! So make sure to pay attention.
If you enjoy this series, consider supporting my con...
What do you mean by Insta ny no. ?
I don't get it what are you saying
Yes bro it is vibecoded but I am software developer so I know all things that I have added in side
There are still things I have plan to add but, I think that first let me show this example to other and get there feedback before moving forward
The current feedback you are getting is "made with LLM = hard pass." 🤷♂️
I have public link if any body wants to use
Anybody know how to do a 4 to 8 balancer off hand?
working with some stupid high throughput in a bauxite factory atm
Manifold?
Or use google. There’s a bunch of websites that to the math for you
too much for a full one
alumina scrap produces so much
Real
can easily make it more than a mk5 belt
I only got 250 aluminum casing/sheets a minute. Probably need to upgrade
I'm grabbing all of these nodes. Its a lot
planning for roughly 3850 aluminum casings/min
What's the max alien power matrixes I can produce with unlimited sloops and power shards?, I need 120 per minute for my save, is that possible?, I'm making already 200 shards per minute
use a planner that allows you to have infinite sloops
Damn, looks like pain is in my forecast
just finished planning for my nuclure plant for my next save (also first and i have almost 400h
) what are some stuff i should excapt or like keep in mind?
Hook each belt to the amount it can feed
Infinite sloops probably can make tons
yeah its just gonna be a ton of belt weaving lol
I'm aiming for 240 per minute at best, with availability of resources
I gotta turn my shards into sinkable items
Today I learned you can't sink shards
And I need that dark matter lol, I'll see what I can do
Why so? Just manifold each belt
its more that the belts only carry 3 machine's worth of product each, and I need way more than that lol
so tons of seperate manifolds
why not just manifold each belt on it's own?
hell, you can just feed each refinery directly into smelters/foundries
not like you can do anything else with it
I guess thats basically the plan, its just a big project, that also needs to account for upgrading to mk 6 belts eventually (prob wont need to)
after you unlock everything in the game make fresh projects
much simpler since any post phase project of yours won't be very useful for anything except to provide building parts
I mostly need this because my old refinery wasnt enough, and aluminum seems to be pretty needed for a lot at this point
either way, my current casings train is perpetually only shipping a tenth of what it can hold
manifold each belt separately
build it for current belts, don't upgrade
prob should, all my current blueprints are awkward for this project
people really put too much emphasis on blueprints, you need more flexibility in how you build
ai expansion servers are a better bang for the buck for making DMR
i tried your thought of kicking off dmr/dmc from the shard making and found that doubling production of expansion servers used less resources that i cared about
I'm aiming for 120ppm at least of every item in the game, mods for more resources if needed, I want to make the expansion servers next
Not really. They cost SAM
- you'll definitely need more nodes
- you'll definitely burn your PC before reaching that goal
your computer will catch fire before you do even half that
even if you have a beast PC, I wouldn't aim for more than half the world resources available
if you don't have an absolute beast? less
i don't think there's enough resources with the default allocations to even do a 60/60/60 phase 5 goal
...its close and if you were to trim out making nuclear, doable, but you're at that point with 60/60/60 that everything is compromises
I'm already making 120 of every item up till the last tier, I had to divert to make nuclear power, since I'm using over 1.2tw of power,
This is an older list of what I'm making
I will add nodes when needed
this is like 1/100th of materials you'll need
So I need 1200 of every item in the lower tier below the matrxes? OK
Easy, I'll add nodes
nodes aren't really the main bottleneck for your goal
PC performance is
that doesn't make it possible
128gb ddr5 ram
best consumer PCs on market struggle with maxed map without adding nodes
yeah but that's child numbers compared to what you'll need for the lategame stuff
having seen some of what Noot has built, I'll refrain lecturing
looking at just ballistic warp drive, max you can make out of the map is ~73/min (yes I know, you can add nodes, but I'm posting this as example), which needs ~15k machines alone, and 830GW of power (which is a lot of machines as well)
and that's one item out of many
this is a conversation that has happened over and over in this server
it's been tested out on the best rigs.
I did 8000 machines in 140hrs, I'll get it done
I do not have a life lol
Threaddrippers and dual 5090s?
unless that lack of life allows you to run the game on a university super computer that doesn't matter one lonely shit
was tested on similar setups, but even if not, the maxed map is like 5% of what you want to build
just host it all on AWS 🙂
no idea what aws is
'the cloud'
seems unlikely
Noot has built some big stuff
https://www.satisfactorytools.com/1.0/production?share=Edu1eoqc9SRVwvKqwPWj
here's a plan for 120/min of just the things you need for phase 4 and 5 (I added x100 of each resource)
it's probably like 5% of all the materials if you really want all the items
already is at 52k machines, not including power generation
you're like 1% there
it scales massively for lategame items. You're making early-mid items
that doesn't make it possible 🙂
U guys are going to be so surprised lmao
no we won't 🙂
I'll add as many nodes as needed
So dark matter crystals are low mid game?
yes
where's thermal rockets on your ss?
Not on my screenshot, making 120 of them
I'll get screenshot tomorrow, it's 4am for me
I know pasta will be a pain
Making 1200 heavy modular frames at the moment
ah, cheated sloops 🤢
Don't matter lol
well at that point you're just playing creative mode, so yeah it matters
Still gotta build it regardless
let me jsut make machines that output 120 items pm out of thin air
You have to build several times fewer machines if you use sloops
but also building in creative mode with multiplier recipes is vastly different from normal playthrough
hmmm, i may end up with a golden nut before i finish phase 3, lol
Not sure if this is the place to ask but im doing a 100x space elevator cost playthrough with my friends once the stable version comes out. Im on the fence about adding 5x power cost too. Has anyone experience with this? Whats it like? Like how does for example a 8 coal generator powerplant look like? The multiplied powercost would really cut into the net power production, right? Do you think it meaninfully slows the game down?
8 coal gens make 300 MW
3 water extractors would need 300 MW
so even ignoring the miner, the coal gen setup would just barely power itself. You'd need to underclock a lot
Oh damn… ive never really paid attention to the power ’cost’ of underclocking, is there a way to get any kind of useful numbers out of a coal plant with the 5x setting?
Like if i have 6 we instead of the 3 how much do i save on power
Oh and also is there a way to change the gamemodes settings after starting or would i be locked into the settings i chose?
underclocking to 50% and building double saves 20% power
so one extractor at 50% would consume 40 MW, for 240 total with 6
locked
Alright, thanks guys this was very insightful
aren't 8 coal gens 900mw?
8*75 🤔 I'm apparently bad at math 😄
but you are as well 😛 it's 600
see above, it's not as bad, but still bad
at 100% clock, you're getting below 50% of power from the coal gens
as you need to power the miner and the extractors
wait yeah xD
You can change it in scim
yeah, with 10 apa's built, you yield 900mw per 8 generators and that's good enough if you build a bunch of coal power
better than the 300mw you'd get w/o the apa's and that makes it tolerable
yep. ltp git gud.
ltp?
sorry, whats an apa?
learn to play
ah okay lol
The Alien Power Augmenter is a special power generator building that boosts the total power grid capacity by 10% and generates 500 MW of power. If supplied with 5 Alien Power Matrices/min, its power grid boost increases to 30%.
Only a limited amount of Alien Power Augmenters can be built, as each requires...
oh right, i'm dumb...
making all 10 of them doubles your power output and adds another 10gw of power
hmm, the cost for them does seem a little steep for a phase 2 base, but definitely going to build as many once theres a computer factory going..
really the entire map is very accessible if you know how to use the parachute, both to reach far things and to climb up a cliff, and every mob in the game has a weakness you can exploit with early tech
It woudnt be hard
would just take a while
Not like I'd do it with the best mobility in the game
having done it, there was a bit of a learning curve, but once i got good at aiming with the rebar gun, very little was a problem. the big fly hatchers are always dicey, but that's what inhalers are for
You can just crouch up to those
Build some momentum with crouch jumping and crouch on over in the air
yeah, sometimes, but not always. in groups they can be pretty challenging. why the boombox is cool
how would you split this?
with a splitter
heres the whole schematic
I would get the cast screw recipe
😞
you can just manifold it and over time itll balance itself
if you make 112.5 rods, you can just use a splitter and it will eventually self balance to 50 and 62.5
Eh not really necessary could also just keep two separate belts from the constructers
can do that too
you can also make one bank of machines making exactly 62.5 rods and another bank makling exactly 50 rods
But tbh my designs are kinda weird anyways
I build like three times more machines then I need and then under lock them all
That way I can easily scale up factories after unlocking better belts
Just by changing clock settings
hmm alright, ill try these things out, thanks!
anyone build an optimization calc to plan layout efficiently
just finished my first play through and went with a mega bus design would be interested to see how people have gotten down to minimal mega factories
def some partially modular stuff i would do on the next run. items that go from low to high per min for example. some of those were a pain like quickwire
even cat ingots no point in pulling cat ore into my base should have just make ingots and pulled those in
you mean like satisfactorytools.com ?
not like recipe balance like planning the shortest path between a bunch of lines
idk what you're looking for then
you know, this game could use a bionic commando-style grappling hook
https://youtu.be/IDskCaAF5FI?si=IotRfrBJDCmjGS8q would this video work even though it’s old? Also does the conveyor version matter that much?
You only really need 5/min of Versatile Frameworks to be created in Satisfactory (For all the Space Elevator Parts). Here is how to build an Efficient layout for exactly that. This works as of Satisfactory Update 7 (Also works for Update 8)
Gain full access to my Blueprints used in this video and my Layouts save file by joining my Patreon!
▶P...
100% efficient is click bait. any system you make can be 100% 'efficient'
and not sure what recipes it's using so maybe?
a current plan for versatile frames https://www.satisfactorytools.com/1.0/production?share=1ER3pFS2yPqFnaGBWEo7
the best part of not just copying a tutorial is that you'll have a much better understanding of what is going on and what to look for if something doesn't seem to be working
just clock your machines into groups that make those splits. Don't merge them in the first place
22.5 rods pm and 30 rods pm? 2 groups of machines that make those
Oooh
Makes sense
clocking is THE core mechanic of the game.
if you plan with it it removes like 99% of the obstacles in your designs
clock things everywhere
If I were to say
Overclock everything here to 250%
Would it still work but faster?
... no? because clocking machines to 250% doesn't make a factory work faster
all it does is save you space
... which is fine? but until you have infinite shards it's a bit of a waste
It doesn’t make everything 2.5x faster?????
if you have 2.5 machines making an item or 1x machine clocked at 250% , they are making the same amount of items
Yep
because you need the same amount of parts
But I follow the thing you sent and instead of putting like, 36.628% on one and 19.2799% on the other I just crank everything to the max I should theoretically make many more
not unless you give it more parts to use
Yeah when I say everything I mean EVERYTHING
and at that point you could still design the system to run with machines at 100% and make the same as the system with 250%
for the love of god do not just think in terms of clocking
Im mostly trying to get the frames as fast as humanly possible for the moment
make a plan with an end goal
like this
and then clock as needed
like the beam constructors here?
it says you need 4 machines for this plan
that's 400% clocking however you like
if you clock 4 machiens to 250% that's not going to make 2.5x more items
My current plan is
follow the exact steps provided
Give everything steroids
Build a better factory while it burns the environment
.... just plan with an end goal otherwise it's going to get fucked
and then clock as convenient
make the plan to do 100 frames pm if you want
Like factory mk ohfuckno
....
Man that shit is FUCKED UP
anyway good luck with things
Ty Ty
-# I js put a roof on it lmfao
what is the math on clocking. does it save you power if you tune things in a modular approach? seems like the buildings just shut off if they don't need to run
How is this for a current train plan? Red is the track, green is stations. The black lines going to the station indicate the nodes that station is picking up and the nodes are labelled by rate Im getting with mk3 250% miners
the increase in power use for over clocking and the decrease for under clocking, is such a small % change it really doesn't matter
Over clocking just saves you space. Which is nice? but not critical.
use clocking to more easily manage your logistics
if you want specific maths it's on the wiki but ... it's honestly not useful
you'd have a much easier time of it if you set up more statoins. Most of the nodes are on the rail line but travelling huge distances to get to a different rail line
and that's really terrible terrain for trains
huge elevation changes
also without knowing wher ethe trains are going can't really comment on anything else
Yeah, I know the terrain in that area is awful. Its a rough outline of the path Im going for though. I do see better ways to do things now though after thinking a little about the needs for the items per minute in the train cars compared to whats being made.
where are things being delivered, jsut the green dot up top?
Yeah
very short distances though, you'd probably benefit from making some of hte processing on site if you can
maybe grab a drone for the most awkward nodes
those are very short routes. I'd honestly just do trucks for most of it
yeah, I was considering trucks for it.
train stations are massive and will take up a significant amount of the track space
saves a lot of pathign
and elevation changes, that water fall is annoying
don't need everythign running in multiple loops either. That goes for both trucks and trains
and I'm not saying you can't do your map, but it's a lot more work.
like if you do just love loops, yeah fuck it, do your loops 🙂
I build buildigns in circles so I'm not going to be a hypocrite about doing extra work
Part of it is wanting to get a global train network going. I think for this though since I have the whole save planned already anyway I can build in specific areas like Im doing here and round up items with trucks then use trains/drones to take resources/parts from other parts of the map
do you have the whole saved planned down to where all the factories are going to go as well?
somewhat, I have very general ideas of the locations I plan to build in
get the locations in concrete before you plan any sort of 'world train' system.
like absolutely finalised.
Even if you don't care about looks it'll save you a lot of time and effort
Yeah, what Im doing over in the swamp is the depot factory, absolutely final location no doubt about it. Its the most central all the resources I need a lot of for it.
Depot factory and power plant*
my advice is get teh rest down as well at least by zone and vague location within a zone
otherwise you'll have a lot of less than great rail lines going around
bamboo fields/red jungle area is probably where I'll be doing my centralized complex parts
you'd have to do a lot more transport doing that - most resources aren't available there in much quantity and it's a lot harder getting trains up there but it's an option
well you could avoid most of the elevation tranposrt that way
and you can bring hte bauxite to the edge of hte cliff into a tall building
Yeah, I could also do it on the west coast over the water between the rocky desert and the islands
gets close to about 3/4 of the bauxite and almost all the other resources
And its a requirement for thereto be train stations going in/out over there anyway so I can easily drag over quartz and the rest of the bauxite
and you can still create a structure along the cliff to avoid vehicles moving thigns up or down
Yeah, especially in that area by the water i prefer vertical expansion because having a huge flat build over the water looks kinda bad imo
there's infinite flat space when you build multiple floors
yeah
In the grass fields I'll probably do bio mechanical sculptors and AI expansion servers. My worry there would be oil though.
what were the old values for power consumption while overclocking before they changed it?
the exponent was 1.6 instead of log2(2.5) iirc
you might be able to see if you look at the changelog in the old fandom wiki
i just want to see how absurd the power usage of a fully overclocked quantum encoder with sommersloops while on the old system would be
or is there another building that could potentially use more energy
it would be 35 GW peak
with current numbers it's 27
thats a lot of power
all fine and dandy until they need to speak to each other
I think I figured out my factory placements now after getting some sleep lol.
Yellow - Centralized Complex Parts
Red - Ballistic Warp Drives
Blue - AI Expansion Servers and Biomechanical Sculptors
Purple - Depot Factory
Green - Nuclear Power
I still have to place nuclear pasta somewhere, but its mainly going to be a game of round up the copper powder since pressure conversion cubes will be made somewhere else so Im ignoring it for now.
blue crater for nuclear?
I know thats actually really funny considering its better for fuel power. Just somehow looks like it works out as one of the better map locations for how I wanted to do nuclear
not sure you'll have enough water tbh
probably not now that I think about it
Probably gonna have to go to the northern most part of the rocky desert
hi, im new to games like uh... nd trying to layout my new coal! power plants,
was this... ok? or idk,
if itll bite me in the future
No need to split it perfect feeding in. If you just run a single line down and drop splitters in front of the intake they will fill up
--S--S--S--S--S--S
| | | | | |
also works 🙂
To add to the two answers you've already got: what you diagrammed up there would work fine, indeed, but what folks are recommending instead is called a "manifold."
It can feel a bit counterintuitive, but it's generally the easiest way to deliver material into a line of machines, and means that the only thing you've got to worry about is belt speed
What happens is that at first, the first machine in the line is getting way "too much" material, and the machines beyond it are getting too little
But after a short time, the input buffer on the first building fills up, and the belt feeding it backs up too, and now it's the next machine in the line getting "too much"
It too will fill up, and so on down the line, until once the system's warmed up properly, all machines will be consuming exactly what they need
So with a 120/min coal source, you could just feed that into a line of 8 coal gens, one splitter per gen, and after a bit of warm-up time all eight would be consuming exactly 15/min
oh no i forgot stockpiles stop
you can do perfect splits up to a point if you really want, but you will quickly realize it becomes basically (well, nearly) impossible as things get more complicated
You can, of course, continue to use "balancers" like you were doing before, where you try to split up an input into exactly what each machine needs, but that does require a lot more thought+planning, and tends to take up a lot of extra room, too
to add to the conversation on manifolds vs balancers, personally i like to use balancers in two scenarios.
- balancers are very good when you're dealing with inputs that are not constant (e.g. biofuel powerplants, importing with trains or trucks [kinda] and handfeeding from a container)
- balancers are good when you want all of the machines to start working at the same time (great for powerplants for a few reasons, also i think it ~feels~ better for powerplants)
in almost every other case i default to manifolds since they are just so much easier to set-up
trains and trucks are practically constant
Trains
?
Are you an effigy?
yeah, although theres the issue of if the factory consumes the product faster than the trains can import them. This results in the manifold running out completely which means it needs to fill up again and again (you will never get 100% efficiency for the factory). or if there's just barely enough product. this means the manifold fills up EXTREMELY slow meaning you need ALOT of time to get to 100% efficiency
in that case balancer doesn't change anything vs manifold
total average efficiency would be the same
sometimes having 100% efficiency 50% of the time is better than having whatever efficiency 100% of the time
can't think of a situation where that would have any reasonable difference
i think idleing machines take less power, i'm not sure though if its more efficient vs a half filled manifold
the amount of machines running would be the same on average
i'd say it depends on how many items are coming in in each batch and how much the factory can consume
not really. If both cases have same amount of items, both cases will have roughly same machine time
in the real world its generally better to run a race to sleep than have work being done 100% of the time
yeah depends on what you want from the factory, fast processing or a more stable output
i'd have to do some counting to really figure this out, i still feel having all the machines idle for a longer time is better in terms of power atleast
to process X amount of items, you always need Y amount of seconds worth of machine running. Ratio between X and Y doesn't change ever
manifold vs balancer only changes how machines are filled, not their power usage
right, i still prefer to balance factories that get just a little less items in each delivery than what they need to run 100% efficiently.
maybe it will amount to some kind of issues later, but alteast i'm balanced B)
which is fair, you can do anything you want
just saying that there's not really any reasonable benefit for it
(there's not many bad things that will happen either, just it's usually easier to manifold and done)
yeah i agree, most of the time manifolds are my go-to just because they are waaay easier to build
are trucks worth the effort? i tested one time and my truck kept driving off the platform
seemed so buggy to actually capture a pickup and dropoff
Yes, but you might want to wait until June 2 to start using them. v1.2 (which will be released then) overhauls the automated vehicle handling, so learning how to use them properly right now is probably a bit of a waste of time
So how do yall balance 3 inputs of screws 2 needing 600 each and then 1 needing 400 from 3 belts. 2 doing 620 and 1 doing 360
If you do want to use them now regardless, then note that you do often need more room for them than you might think you do. I'm not sure how extensive the "platform" is that you're tlaking about, but I'd also recommend just using the game's natural roads instead of building your own; vehicles work great on the natural roads
(That much is something I'd recommend regardless of whether you're using them right now, or in the forthcoming v1.2)
thats good to know thx. if i do another run id probably truck some stuff rather than worry about upgrading belts on certain runs
The "current" (soon-to-be-replaced) version can be 100% reliable; my Phase 2 factories have been using tractors as the backbone for all my logistics for some time now (and I continue to put in the odd vehicle route even well into the lategame). But, yeah, they've definitely got their quirks, and it can take practice to get good at them
And given that the system's being replaced quite shortly, just might not be worth the time to figure that out. :)
screws is something i would do more modular in my next go early game. if you can get cast screws just deliver iron ingots and build and feed directly in
the 5:50 ratio is difficult to manage on any type of bus
Oh, yeah, for screws: just make them directly in front of the machines which need 'em, in exactly the quantities they require
Don't bother trying to centralize those at all, or send 'em down manifolds or whatever.
Yes that’s what I have but I’m building a 40/min cooling system facility
Just direct-feed straight into the machine that needs 'em. That can often be trivialized with blueprints and such
i got a lot of steel recipes and stopped using screws
(see also: various other high-volume items)
that had its downsides too because my steel got fkd
make exact amount of screws needed for each input
a normal 3:3 balancer
@vapid gorge I ended up going through my « basement » and discovered that I do actually have the parts already being produced 💀
For the frames or whatever they’re called
Versatile framework
need help on this. Focus only on 1st (1) conveyer line. How do I ensure that it prioritzes 600 on the 1st floor on machines instead of 3rd floor?
Smart splitter.
Tell it to send all the items to the first floor and Overflow to the third.
Guaranteed flow direction.
oh overflow, I thought it was only used for sushi belts
thanks
<Shrek "you thought wrong" gif here>
I mean you don't even need a smart splitter, once 1 section is full it'll over flow on it's own
its not getting to 100% efficiency though, I think its because at 3rd floor, I have a priority merger that prioritizes 1st belt before 2nd belt
so I think its trying to output 50% to each floor
The question was how to give it priority. And smarts do that.
are you merging sections like this?
yes, priority merger on 480 (1st belt)
🤦
Smart splitters make things very simple even when not sushi-ing.
yeah that's the reason.
you could try smart splitters with it but your initial problem was merging the belts and using priority mergers instead of just clocking your machines properly
if you are going to merge the systems, which I think is very silly, do an injection manifold
at the very least
Not a matter of try 😛
The smart will ensure 600 is sent to the first floor before anything is allowed to divert.
yo, quick math question b/c this can't be right... i have 66 plutonium making at 0.5 a min, so thats 33/m, and the power plant uses them up at 0.1/m so thats 330 plants??? what?
Yes.
F
I mean don't sloop all your uranium rods and plutonium rods. You don't need that much power.
you can very very easily just not burn it all
can you sinc plutonium rods?
It is interesting how little you actually need to achieve stuff in this game.
Using nothing but 2000 oil, 2000 sam, 2000 sulfur and 6154 water per minute, it is possible to get:
- 15 per minute for each of Phases 1 & 2 deliverables,
- 2 per minute for each of Phase 3 deliverables,
- 0.9 per minute for each of Phase 4 deliverables,
- 0.6 per minute for each of Phase 5 deliverables,
at the same time, with 3 gigawatts of energy left over.
(Calculation details in https://pastebin.com/V6NerFra; no sloops, no power cells, and no power-consumption gaming by underclocking.)
simple aluminum design
lol what is with the absolute lack of flow control
its called knowing how to use pipes 🙂
You don't need a lot of things in this game
the design doesn't do well if the output belts ever stop flowing, which can be a consideration in using it, but a simple sink solves that problem
sure but they were complaining about it
who was complaining about what?
I'll let you scroll and read
no i think you do, b/c it's me you are talking about
what part of that was a complaint?
I'm creating a simple encased uranium cell setup. If I place the new sulfuric acid before the loop of sulfuric recycling like this, will it be lower priority than the sulfuric output from the blenders? (won't clog)
your not only merging waste and fresh acid together but you have it on unstable surface, no it won't
treat it like aluminium and keep the waste and fresh seperate - just clock the machines
and in general you want your fluid manifolds to be perfectly flat
Cheers I'll just run some of the blenders purely on output sulfuric. Easy fix.
it's basically the most reliable method for waste water, acid and dark matter residue
also, you'll want ot build on foundations 🙂
pipes are incredibly sensitive to the altitude of the consuming ports. when they're not all level, the lowest altitude input ports will take priority. this causes multi-level manifolds to always stutter at the end, but just in general, keeping them level makes stuff easier
Makes sense
without looking more closely at it all, i couldn't say if i see a problem, but i know danger signs when i see 'em 🙂
@vapid gorge
ok under clock one of the machines to like 50% , then let the whole thing flood, all pipes generators and extractors
after everything is full, upclock it again
I don't think I have underclocking if it's an unlock thing. But I did already put them all on standby to fill them up
I just couldn't understand why one row filled more quickly
When all were on.
put one on stand by then
won't take long
fluids are bidirectional
Oh no it's working now I don't have an issue once they were all full, I'm just trying to understand how the splitting works
Is it like a physics simulation?
So say if one side is falling from a further height it pushes more a certain way?
liquids just flow to the more empty sections, and prefer to flow down
but trying to load balance fluids is ... not worth it. You have to build extremely specifically
flood the system as full pipes are happy pipes . and its a good way to trouble shoot a system
logistical planning is fun?
Hahaha it sounds hilarious but it's so real.
and the architecture and planning sections together to fit really nicely is pleasant 🙂
Wah
How do you get conveyors in such neat circles... and are those machines floating??
well theres no structural integrity in the game, so you can just build floating things, but in that area I just hadn't built under it yet
and there's a few ways to make curves in the game to follow and build the belts on
but there's also a curve mode now for belts you can do it easily with
For coal gens... I noticed if there limited power demand for biofuel it starts slowing it's energy production. Coal is always burning full speed? Not that it really matters since it's completely automated just curious
yep
way back in early EA releases of the game, all generators throttled like the bioburners and it led to a lot of people underprovisioning water for coal plants and that turned into a big oopsie when you finally started drawing enough power
it's the only power source that does that though
which is the only source that does what?
burn slower when it's not needed
yep, a hack i'm sort of using on 5x power is that liquid biofuel in the bioburners makes the same power as in fuel generators and i've created a fairly large battery out of that
I am in the middle of building a mega-factory (yes, I know my problems are therefore self inflicted). I am just wondering how hard it might be to modify the source code for satisfactory tools to get it to calculate the outputs for the nearest whole number of buildings (eg if something require 5.68 refiners, it would round up to 6), and propogate that all the way back through the production chain. I am a relatively competent coder, but not a professional. I know a little TypeScript (I have done some work building Grafana Plugins). Or is something like satisfactory modeler better for that kind of job?
I mean if it has a remainder after the whole then you just round up with an underclocked machine to still meet the required outputs
Yes, but for reasons I dont even understand myself I want them all to be running at the same clock speed. Because I havent made my life hard enough
then round up and have a overflow line to sink the excess
hold up I dont think what I said makes sense, disregard me
round up and and allow the machines to not run 100% efficient
Do you accept sinking overflow of intermediate products or do you want all machines running at 100% speed and uptime while producing only one output
that works bettertho I assume youre looking for max efficiency too
I am happy to sink off intermediate products, but I want all machines running at 100% and at 100% efficiency.
Then you can use SF Modeler and add overflow lines to every item, then manually round up starting from the final product
Thank you! I have never used SF modeler, so I will try to get me head around it!
i just figure this out with a desktop calculator by dividing 5.68/6 = 94.6666%
You are gonna have to remake the tools plan in it manually, but then it's gonna automatically calculate how much is going to go to the overflow after you round up the machine and set up the sink
The alternative would be to tell tools to make excess of the intermediate items, but then you'd have to calculate how much excess you'll have
also, i use runesun.com's satisfactory planner for the final modeling of a factory, which lets me set the clockrates i want manually
just use this, then evenly deistribute the clocking between teh number of machines you want https://www.satisfactorytools.com/1.0/production
it's a lot easier and faster than modeler too
This doesnt work very well when you need 350+ machines for 1 product...
why not?
yeah, modeler is way too clicky for my tastes
because of the limit to accuracy
if you make a plan with this and it says 456.534 machines, that's just 45653.4% clocking distributed however you like
But also, I specifically want everything running at 100%. Which is definitely adding to the self made problems!
then just figure out your final output then round up every single step before it and sink it
still way faster than modeler
haha, OK. I might try that, if its faster
Eh, it's still a bunch of manual work
Because you have to calculate how much is gonna be in the overflow
And add it to tools as output
Whichever way I do it will be a pain. <sigh>
Unless just rounding up and overflowing the original plan is fine?
But idk if that's gonna make all machines run at 100%
Yeah no it won't
Machines with 2+ inputs break it
Yes
This was a bad idea. there are so many interconnections it is getting silly!
I am going to have to abandon this idea
You have to start from the final product and work downwards one step at a time
Then you'll only need one pass over the entire graph
Do not round any item until you've rounded everything made from it
The problem is the my graph is horendously complex - #screenshots message
That looks like pain even without any selr-imposed restrictions
Split it into smaller projects
I might create a new project for every part, then I can sum across tabs. Is there a limit in your site for how many factories one can have?
Ahh, but that creates the same problem, just spread about. or creates massive oversupply in the lowest tier parts
why are you acting like you're surprised? that's literally your goal
It shouldn't be a massive oversupply
It's max 1 machine for each item
In my head i was going to round for each individual part. Which is where the massive oversupply will come in. I will need to sit down and think a bit more carefully about this when my brain is functioning.
well, the problem will always exist, because you have weird self-imposed goals 🙂
it's not, because it scales with each step
I mean wierd self imposed goals is kinda the whole point of the game for quite a lot of players...
I mean sure, but you seem to be complaining about having issues which you caused yourself by setting that goal 😛
But I am enjoying the complaining 😆
you do you 🙂 my recommendation would still be to not do that™
I am very much starting to think that I will just drop that ridiculousness. especially given I will be doing lots of merging/splitting etc, so it will all sort itself out.
Well yeah but all but one machine (or less) but it gets used up in the next steps
So it's max 1 machine per item that gets sunk
you honestly just need to clock each step
fertile 🤢
fertile
why
one without
all alts playthrough
have to use every alt in some significant manner
anyone have the chart of how much throughput a train station can support
!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...
sounds fun. let me know if default battery can be built w/o locking up if you recycle the wastewater 😄
i imagine its not that hard, you just gotta build seperately run systems
without really diving into the math on it, you can get about 600/min per car for 100-stack items and the 50, 200, and 500 stack sizes adjust that by proportionate amounts
oh
i kinda way overcompensated then
i have 3 cars for 600 items per min
it also depends on your round trip time. my numbers are for round trip times of 5-6 minutes. if you are hauling stuff across the map, you'll need to adjust for that
i tend to compensate for longer trip times with more trains though
these numbers are bugged, right?
no, just slightly inaccurate display
602 = 600
the displayed values dont perfectly match the actual flow because this is technically just some kind of "gauge" measuring the flow
I found they show quite inaccurate
Flow ramps up to max almost instantly but the UI shows it taking minutes to hit max
well they are running average
isnt there a google sheet that has the exact throughputs accounting for round trip time and stuff
I linked you the page with that information, no?
i wouldn't be surprised if there is, the math is on the wiki for it, and there may be a link. any calculation you do however is going to be an approximation of real life circumstance and won't account for congestion and other hidden variables. My thought is if the math is inexact, why not just do a cheap estimation instead of a more detailed and slightly more exact estimate and then empirically see if things work 🙂
I found mine to be accurate enough that I didn't have to rebuild anything using it to estimate the number of wagons/trains needed
https://www.desmos.com/calculator/nxitzy44mf
Which is better for mid/late ?
Better is subjective.
wichever is easier for you to mass produce of them
boring answer, but i dont have the facts around them myself
Boring or not, it is the correct answer.
There is no outright objective "best" recipe choice.
that doesn't account for 1200/min max belt speed
there are some tho.. that is sticking out as crazy good.. i dont really think any of these qualify for that.. like diluted fuel is crazy good when making lots of fuel, espessially if you play 5x power, 2x recipe, etc game in 1.2
That's 1. 🙂
What are the rest of these "some"?
hehe, only one i could think of, but there are prolly a few more, but that is for more skilled ppl than me to tell
diluted fuel is almost always a good use because its basically the only alt recipe for fuel itself (DPF and DF are the same anyway in my eyes)
Every tierlist I have read is complete crap and entirely subjective with personal bias. 🤷♂️
Cast Screw is pretty much the only straight upgrade with no tradeoff recipe in the game.
Everything else is a + v.s. - decision that comes down to personal preference. Most oftentimes making 1 recipe "good" only if you also chain it with several other recipes.
imo stitched plated
but the imo is very important
the stitched plate alt reduces the number of iron plates needed, which has a massive impact on how many rips you can make per mineral node. the bolted alt exists more for density & speed and as such is less power hungry. imho, both of those recipes aren't as 'good' as the rubber+iron plate alt you'll have access to once you get to phase 3.
i like that rubber+iron aswell
reject tierlists, make solid aluminum rotors
coupled with coated iron plate for the plates, rips become rather inexpensive
Aluminium Screws from Aluminium Beams 😄
yeah but only useful if you have oil nearby
bringing in oil specifically for plates seems silly when you can make them out of just iron
speaking of, has anyone really found a useful place to use the alum rod & beam recipes?
its actually more effiecient to use the base recipe and not steel screws
haha, yea, some alts screw you over
well aluminum tods into regular
That sounds like something you'd find said on a tierlist.
by like 4 fold
it ends up being a lot of machines that need to be arranged in manifold. Large power to save on iron? no thanks.
well in my case i have
1000 ish extra aluminum ingots
also i have to use all alts and this is the funiest way to do so
i'll take them if you have some to spare 😄
all the computer & circuit board recipes are so unsatisfying to me. I feel stuck I don't want to commit to any of them
I like caterium for both
do all of them at the same time and maker logistics hell
the 10:7 circuit board is actually depressing
I hate 7s
bro is gonna HATE quartz
actually I think I just figured out what to do. I need 32+20 circuit boards, so I will make 7x caterium circuit boards and 3 electrode circuit boards. still all oil and caterium and no ugly inputs
oh believe me on my longest run I made an incredibly gigantic blender silica plant just to cancel out bad ratios
what i did was make excess cb's with cat cb to round it to a multiple of 7 and used the remainder to make acu's
the blender recipe has worse ratios to balance, what you talking about
what is fet were 1-e to the i pi
I made the plant so big that I forgot how ugly they were
The only Computer recipe it doesn't behave with is actually the Caterium one.
we heart using that recipe when there is a 9 silica to 5 quartz crystal ratio
It doesn't work I am not happy
What isn't working
🖇️
The rubber and plastic
Rubber is used for plastic and vise verse but for some reason it doesn't work even if I manually feed some to get it going
Hmm
I'm ngl I don't expect a solution it's a big factory I'm just annoyed
I mean mine uses 3000 oil per minute and works at 100% efficiency so Its not too difficult
Mines only 600 oil but I made all the pipes work that took me a while but
I replaced every last one to be efficient
Its the plastic
Hopefully my math is wrong idk if U can see it in the middle but there are a few chests that have plastic that feed everything but it won't match up and gain plastic if I also turn on the circuit board farm
This is a recycled plastic plant correct?
I can send you the link to the tools thing if U want
But yea
the numbers seem fine
Hopefully I just messed up an output but I cannot redo the math
all i can imagine is a lack of overflow smart splitters
Recycled Loop math is simple though?
1 Oil = 3 Product
I mean as in like thinking about the entire machine it all takes plastic
his math is that
Then his math is good 👍
i think, i havent actually mathed it out but it looks right
Problems from the screenshot include: non-looped pipes, clipping.
I mean as in since I only have lvl 5 conveyers I need to have separate plastic lines so I can actually move all that
Sry wdym
pipes need to go around in some kind of loop when they are more than about 400-450 product per minute
You see how in the middle your pipe manifolds come to dead stops, which causes sloshing and fucks up everything you can hope to achieve?
Yeah, don't do that.
I KNEW IT I KNEW THAT WAS AN ISSUE sorry sorry I spent 5h fixing that stupid pissing sloshing
I did it with liquid storage instead
as a rule of thumb, liquid storages are very bad for sloshing
Really
Idk how people don't see this issue outright 😭
Like if you have ever as a child pushed the water in a bathtub or other large container... you know it hits the end and then pushes backwards.
I believe U I will fix it but It seemed to do the trick
i dont have the link on hand but look up the fluid manual
Ik but my game was odd the liquids wouldn't go down pipes I had to do it really weirdly so I struggled
only time i would ever use fluid buffers is for stuff like transporting fluids with trains or trucks
Trains*
i said trains
Train logistics is the sole practical use of fluid buffers.
Trucks don't need them.
how?
But hypothetically if the pipes are fine what else could it be
Ok - why do trains need them?
And trucks don't have that.
or unloading
Swear all you want. They don't.
unless fluid tucks are different
No.
true
Trucks of any kind do not have station lockout during load/unload.
It is not about speed of load/unload
Ohhh wait he means like liquids and items can be added while docking
It is that trains physically lock out the station during the process.
Trains don't have that
Trucks do not.
look through each step and look where inputs are missing and where outputs are backed up. somewhere between those 2 points is where the mistake is
Kk ty
Platform lockout is why trains need to be buffered.
Trucks not having it is why they beat trains in throughput, and don't need buffers.
do drones have lockout?
Nope.
damn
oh well, the spot i haved the buffer shouldnt matter
i accounted for weirdness
Drones have the unique property of being able to drop and pick simultaneously as well.
i do use this for moving nitrogen from the rocky dessert to the gold coast
When there is a nitrogen well much closer?
super nice cause im a chud who used regular diluted fuel for it
What does Diluted have to do with nitrogen?
i di not wanna deal with that infrastructue, and i already needed drones
thats what i fuel the drones with, so it saves a lot of fuel
well, just those drones
Ah.
I agree.
and convienently enough the battery factory is right next to my mega nuclear power plants which use a lot of road infrastructure
less op than nuclear
eh
no
rocket fuel is the definition of op in this game
Agree.
how
GW per effort.
nuclear makes more power, but its also more effort. and you can beat the game on a single oil node made into rocket fuel
heck could do it on a single oil node made into fuel :p
imo, setting up a nuclear chain all the way to ficsonium is kinda the end game :p
im doing that rn
with really weird numbers
dont need to do it, but its a testament to mastery of production and logistics
and solid aluminu rotors
what now?
its a testament to how much ur willing to use sloops as well
my factory is going to be making solid aluminum rotors
unless you use all uranium and go for maximum power of 1470gw, you dont need to use sloops
cause funny
i am, but im not maxxing it out, but almost
solid aluminium rotors aint a thing? unless you mean using aluminium rods
aluminum rods for screws
well actually, aluminum beams for screws and rods for the rotors themselves
its very silly
Yeah, pretty much. I only do it because i want to.
im doing mega power cause silly, i have rocket fuel turbo fuel ionized fuel 4 fueled augmentors and all the uranium in the world
Max power is the true end game fr
im just starting to use trains and im having some truble becase i cant figure out how to make them strait and not zigzagy and also they keep going underground.
simple
build on foundations
better than whatever this is
U can delete foundations afterwards
wth is that
im in phase 2 what are thos things on the track
ur not in phase two if you have rails
?
but its all decor
oh
ugly :(
dosent thin mean im in phase 2 and mid way though phase 3?
how many beams are in that one circle
beams? 0
this looks fire
no ur in phase 3
oh
no it means you're in phase 3
pillars tho, around 20
is this ok or will my train derail or smth
yeah as in its finr?
trains gives zero f's about terrain
fine*
The only things that trains care about colliding with is other trains (which would cause a derailment). For everything else they just clip through. (For the Pioneer and mobs , I believe trains'll knock them out of the way)
also i wish there was a way to elivate train tracks like u do converurs
I mostly build elevated rail, just have to make your own supports (generally in a blueprinter so they're easily laid down)
#screenshots message / #screenshots message / #screenshots message / #design-and-architecture message (not my own, just linking to some examples)
Anyway, gotta work for it, of course, but rail can definitely be elevated. :D
(Personally I go for a more "disconnected pillar" type arrangement, 'cause I don't have the patience for rail that looks that nice. I make some nice-enough-looking-to-me pillar support blueprints and let my rail be unsupported between them.)
do they interact with train tracks there not on?
no
its only other train tracks that matter
u said no then u said yes so what is it
mb i had to leave
yeah its fine is what i meant
which one tho
most shit in this game does not care what you clip into
how does fluid truck throughput compare to fluid train
No, but if there's a train on the other track, they would collide
Just like freight truck: it wins.
also rails don't have to visible clip to clip. this is the closest you can make reails and not have them clip on turns
you really can't compare trucks and trains , you can always have multiple trucks on a path for more throughput w/o issues and it's easy to have multiple cars on a train
if this is at 250% does it mean 1 will be at 250 and the other at 28?
i believe that means one machine running at 128%, or 2 running at (100 & 28) or 2 at 64%
how you choose to configure the clocks doesn't much matter until you care about performance characteristics of manifolds and maintainability
i'm not familiar with modeler's notation. if that's 1.28 machines at 250%, set the clock down to 160% and turn that 1.28 into 2
i just did 2 at i think 160%
Correct, use the auto-round feature for even building count
ok thanks
1.28 into one at 250% and one at 28% cannot be right
if 1 = 250% then 0.28 would be 70%
Using all sloops, excluding the ones needed for research. As well as any power shards and sam conversion. What is the maximum plutonium fuel rods can one make? I think with sloops, Plutonium Fuel Unit alt recipe might be best.
22.4 Pu rods/min
You can technically make 31. But it's not a good idea
That's without sloops tho. Cause slooping it, not good idea unless you just gonna store waste
I NEED as many as possible. It fuels my drones. I have a lot of drones
Slooping the Fuel units, is 18 assemblers, 2 each. 36 sloops. 22.4 become 44.8 Pu rods. then slooping instant cells is 18 particle accelerators, which each take 4. so 72 sloops, but then you get double the assemblers for fuel units, and you need 72 there too, which is more than you have
you dont
22.4 pu rods/min could prob fuel a million drones
each rod has 1.500.00 MJ of power in it, a single drone could do liek 100 round trips on one rod
I have, or will have 2555 ish drones, Im not finished. I think the fuel per minute was 0.026 for across map flight. But I need to double check that. Normal creative save. Not all pure.
What is the most I could make of a possible item.
satisfactory tools calculator is good at answering and showing you that.
its not per minute, its per trip
your computer will crash before you can have that many, but good luck
pick the recipes and hit maximise https://www.satisfactorytools.com/1.0/production
K, just found out you can make 9.5 million screws
so if you have 0.026 rods/trip across map, the travel time is probably in the viconity of 7-8 minutes. so the actual use would be 0.003-0.004 rods/min
that doesn't sound right
With all pures nodes. 5 million normally
which would be ~10 Pu rods/min total for 2555 drones. tho you prob will brick your save before that happens
I mean w/o pure nodes I'm seeing 5 mill
and at that poin you might as well argue for a mod that gives you infinite nodes
I have almost finished the drone hook up and my pc has a heart attack if i open the map. But it's a dream.
the 0.02 is what the port reports per minute. I did some backwards math with ion fuel as it has the same speed to figure its 0.026 for pluto fuel.
the port reports per trip
my save is 24.5 mb. It grows.
0.026PM times 2555 drones equals 66.43. Now the number of drones aren't done. But not all will need to fly at the same time. It's possible for this to work. Although the bug with drones freezing is annoying.
yea, so nearly 5 minutes, but the diffrence between per trip and per min is only 3
its doing some severe rounding there
A lot of the actual save's drones paths are mostly shorter. So this is closer to the higher end of the paths.
So is the per minute wrong? How do i find it's true time?
for plutonium its hard. cause of the low consumption, but basically count how much fuel it uses over a length of time
and if you want an example how wrong it can be
oof, yae that's very wrong. I really want to be able to fuel this with stock sloops and base nodes. I'm not even sure how the power will all work. But if I must, I will use more then base game sloops. I'd just prefer not to.
(its not using 55 pu rods/trip)
you might wanna rethink your plan tho, cause your save will not survive than many drones
I wish you could choose for drones to only take off when full.
not really an issue with drones, you can fill the inventory of 9 stacks pretty quick
and with the long ass landing/take off times, unless your distance is like 400m it'll fill
I really don't think that's accurate. 1 plu rod has about 250 batteries of energy in them and batteries last longer than that. I truly would not rely on ANY of the vehicle meter readings
flood the system on the other end, then launch the drone
that way the drone has to stay at the drop off point until it's comlpetely empty, by then you should have another full load
I have drones on both ends. Instead of having to flood it. It's help me save fuel and automate things a bit more. The more fuel I can save the better.