#math-and-meta
1 messages ยท Page 418 of 1
why not manifold manifolds?
Manifold manifold works fine if you have supply exceeding demand
they work even better then balancers when supply is below demand
Only if everything is the same product
Balancers feeding manifold keeps the output of different lines in a ratio
Manifold manifolds will eventually selfcorrect by backing up
But that comes with lack
It really depends on if you want products in a certain ratio or if some products are low priority and it doesn't hurt you if production for those stands still
I vote for manifolds
Don't get me wrong; all of my final delivery to buildings is manifolds and a vast majority of distribution is either manifolds or passthrough
i only do manifolds when its not like 4/6 or something
manifolds are pretty much easier in every way. Sometimes a balancer is nice pre-manifold if you have a lot of things that use single resources etc, just to split it 3 ways to the 3 separate factories, instead of trying to string the separate factories manifolds together.
I ususally do manifolds, unless I can do the split/merge with 1 splitter/merger
so things like 1->2, 1->3, 3->1, etc don't really need manifold
Technically 1->2 is the simplest manifold
I did manifolds last world but I like the look of a balance factory
And 1->3 the smallest double manifold
yeah sure ๐ but I like to add the splitter to last machine as well, even though it has 1 input and 1 output only. It's easier to upgrade that later
you still have full belts though. No difference against manifolds ๐ค
That's because I turned it on before it was finished ๐ฅ
but then you could easily build manifolds instead and it'll be no different ๐
@wind spade it will take like 30 days till its 100% using manifolds in my nuclear factory
@strange hawk did you consider that you don't use all the power you can produce?
holy math and meta in an satis-factory
@wind spade you had posted the round trip time for a train should not be more than 10m15s. Just now I built a 7.5km long end-to-end station and measured the round trip time of an automated train 1-0-1 and it took 8m52sec, what is without any freight cars.
7.5km is the diagonal length of the map.
Tomorrow I am going to measure the effect of adding freight cars to the round trip time.
interesting. The issue is ofc when we'll get collision and signals
I wonder what dimensions the nuclear power generator are
@strange hawk are you gonna use balancers for the production of nuclear fuel rod ? if so you are crazy ๐
@unborn parrot wiki?
What if i said if that wiki page is written by me?
Haha
"Machines filled to 100%: 139 / 140 in 41355368479089:53:30" welp
wtf
not even fake numbers haha
what on earth did you put in
nuclear rod factory, the most possible, 140 machines, 0.6 required, 84 input
ah, you are not talking about the plants
I didn't see it in the patch notes, but was the memory leak addressed?
the crystal osc input for the fuel rod manufacturer
@strange hawk tbh that looks like a number rounding error. Also, you are looking for efficient time, not filled time
someone remind me how bad my math is: if my train takes exactly 6 minutes to do a round trip (load > unload > back to load)
assuming i'm transporting items that stack 100
does that mean i'm transfering 533.33 items/minute for each freight wagon?
yes i know its filling time but i just found it funny, 100% time is 22 hours
it also helps to look at the table, since it's only for the last two machines. If you check the previous machines, it drops rapidly, 135th machine is already under 10 hours
@warm root that is correct
thx marcnesium: not as bad as i expected then (still not exactly a great deal :p)
@warm root the output for the train is not 533 tho
it's not?
if you put a mk5 belt on the output its gonna be 780/min
it acts like a container so the items in the freight platform get outputted at full beltspeed
ye but mk5 belts are only 660/min so how is that going to 780 (unless you mean 2 belts :p
ye knew the mk4, didnt notice the mk5 being 780
still: even tho the station might export at 780, train is only moving 533 :(
true
make sure the required input for the buildings it is feeding is not more that 533
that said: i had 4 loco's pulling that one container
i might be wrong but more locos doesnt speed things up in automatic driving
my plan is to put the reactor down in a deep dark cave where I looted empty and simply dispose of the material off the edge with a tractor
that way I can link the wire without any problems or radiation
don't do the tractor of the edge thingy
ye, only thing it might do is reduce the time to go full speed/go back to stopping, but havent tested it yet
it eats your fps, because it stays in the void
i think thats only when manual driving the train, doesnt work in automatic, i heard
yeah, it doesn't despawn
yeah, put your waste into containers
also how far does the radiation spread
ye, i literaly setup this train to do testing on stuff like that :p
didnt know there was a wiki
i wanted to know if trains would be viable at long distance > guess it's not to bad
just make sure your input freight platform doesnt have more items than fit in the train when picking it up
why?
if your input is 600/min and you can only go 533/min youre waisting 67/min
oh, that's not a horrible thing, i was afraid it would simply delete excess items lol
wait
do you have to start a new world to get the ore to spawn or is it auto-updated
Should be auto-updated
the updates made to the world changes automatically, so like a drop pod can literally spawn in one of your buildings xd
ok good
They even moved nodes before
supermassive waste storage will have increased radiation range. 4 containers already can spread 140meters of radiation, so if you have tonnes of them, make sure you build them far away.
you know that void in the center of the map, i built my storage at the complete bottom of it xd
I left one of the drop pods powered and when they moved them it kept it connected so i then had a power cable stretching to who knows where through the map.
edge of the map would be a better candidate imo.
im gonna fill that hole lol
wdym
My original plan was to build vehicles and fill them with the waste and just send them off the map
dont do that they wont disappear
Oh well
someone told me to feed it to lizard doggo and then kill the doggo, that works xD
Or could store them in the poisonous areas
thats would be a bad idea beacause you wont be able to go there EVER, unless radiation filters can deal with poison ?
Imagine feeding the doggos waste and they become mutant monsters
just place the containers right next to nuclear plants
dont give them the idea xd
if you deconstruct the hub and place it somewhere else will it have the upgrades
Yes
yes
Same with elevator
@stable siren so that explains that huge fucking cable over the whole map
depends on stack size, train length and route length
I was trying to do the math today lol
I already did the math here https://www.reddit.com/r/SatisfactoryGame/comments/c78bo0/satisfactory_saturday_spam_6_choo_choo_train_tips/
61 votes and 20 comments so far on Reddit
Thanks lol. Didnt see this
i feel like everytime someone says theyre gonna do some math greeny has a reddit post or a website ready haha
I'm always happy when someone else does math...I hate doing math...
@strange hawk you just made my day lol
haha
anyone know if the alternate: radio control unit is worth it or not?
Yeah I believe so, the only alt your should really avoid is plastic. I will double check the numbers
plastic, screws and motors
increased quartz consumption for no reason, we have plenty of iron, but not enough quartz
also, oil consumption
Makes sense
comparsion for RCU alternate (and all other relevant alternates)
only RCU
the first table is missing quickwire alternate, oh well
thanks
basically, if you are not low on caterium, you should use the alternate recipe
why not screws? i find it pretty usefull if you dont have copper available for reinforced iron plates
iron wire nvm
xD
Trains remove the problem of long-range transport and proximity issues with resources. Now it becomes a map-wide question of what all is available as a whole
yeah, iron wire > copper wire and SIP > RIP
get out of my brain please
rofl I was just answering your message "why not screws" and talking about RIPs
yea but i kinda saw the mistake myself before you answered
can someone verify a quick math for me?
assuming you are running all machines at 250% power, 1 Oil pump can safely fuel 4 fuel generators and still have some fuel left over. using 1 Oil pump into 6 Refinery's.
1 oil pump, 8 refineries, 24 generators
Why do you overclock your machines?
oil pump 600/Minute at 250%, refinery needs 150/Minute. wouldnt this mean one pump = 4 refinerys?
how many producible items are there in the Game, minus the ores
51
Refinery need 150/min? How you get this figure?
I overclock all my shit because it's cheaper than building 2.5x as much infrastructure.
Apart from the power/nuclear waste side
Well. That depends.
Ive learned from factorio that when it comes to nuclear, you only activate reactors in phases.
The problem is that the radiation makes it incredibly difficult to re-enter the facility when it's been operational for a while.
But I would rather build 70 some odd reactors instead of 150+ to make full use of an overclocked mk3 miner on a uranium node.
I guess it depends on what you're calling full use
because you could make more power from the same uranium
But thats true all the way down to stupid underclocking levels too so I guess you gotta draw the line somewhere
You're using 4.3 times the power by overclocking everything at 2.5. I guess that may not be a problem with nuclear
I wonder if we will ever get drones to replicate factory segments
I highly doubt it
Creating copy paste blueprints would be incredibly challenging in 3D
I mean I do it all the time in 3D CAD
Sure. But the game engine doesn't seem designed to support it
its really nothing different than creating a clone and then indexing the X/Y/Z coordinates by some step
UE4 will be fine
the network code is the problem at this point
No like.
Consider taking an existing factory. And mapping it to a blueprint that one could drop, with ghosts and drones that grab the materials needed to assemble the machines in place. The logistics just doesn't seem workable with the current implementation of the game.
For first off, we don't have machines that make machines, we have machines that turn resources into resources.
Machines that make machines is only really a consideration if the game wants it to take a certain amount of time to build a machine, in satisfactory, time isn't a factor, just the base resources
And theres nothing to say that they cant make a machine in t9 that makes machine frames "unpacks into smelter" "unpacks into foundary"
I have got plans to build a factory that consumes 590 and some change uranium a minute. To make alternative nuclear fuel rods.
The challenge I face with it. Is how do I set it up so that the radiation doesn't make returning to the factory impossible without an inventory full of iodine filters. Which, admittedly wouldnt be too hard to set up. But I would rather avoid automating that process if possible. Unless we can eventually equip a Hazmat suit and a jetpack.
In factorio, we had in-game recipes that turned waste into some fuel, that could be re-refined. It was incredibly costly as far as power and time but it was a net positive, and it was certainly enough to sustain while one worked on getting more uranium.
Where as the devs have gone and implied that nuclear waste wont be recyclable unless the modding community decides to go ahead and work on that.
Well, it will depends on how they intend to scale factory design. Cause the only way I can see blueprints working with drones is to put foundations at the top most corner and bottom most corner and make things into point cloud arrays and then have drones pick up they raw materials from networked storage crates. To assemble the ghosts in place instead of things that unpack into certain machines. Which would quickly call for scaled resource refineries.
dear discord gods, i am drunk and cannot time this myself. do nuke power plants follow normal power efficiency like say a fuel generatorb? OR is it more RL / Factorio style where once the nuclear reaction is started, it uses up fuel rods at max rate regardless of demand?
praise be simon lord of flys
i have mind enuf to know 1 plant is a 300 sec burn per rod
idk, but it doesn't matter because you cant control it anyway
well, if its running 100% use on rods all times, and i dont need the X amount i cant swap the standby switch
not that my inputs are starved
Xamount power*
but until we have some form of waste procesing i am concerned on waste production mainly
that said its more an ocd thing as its all stored far south west over the waterfall
You can underclock the nuclear plants to make them consume less and output less waste.
and produce less power
That's what I'm doing. I have 3 nuclear plants running at 30% that way i can scale my production till I need to move them to 40% 50% 60% and so on.
Yeah. With fuel plants you can make a huge facility and have it just constantly fuel itself with no waste.
But with nuclear you don't want them making waste. So underclocking them is preferred till you need more out of them.
but, rod usage and waste production is linear with clocking, I believe. is there really a difference between 3 30% plants and 1 90% plant?
Nope.
Nope. Just the headroom. I would rather build 3 plants. Scale them up as I need instead of adding lines and building new plants while around another running plant. It's faster in and out of the radiation zone.
how many smelters can i fit on a fully overclocked mk3 on a normal node
smelting what
^depends
Normal/Mk3/250% == 600 raw. Assuming 15/minute base smelters for say iron: 250% == 37.5
600/37.5=16
600/30=20
๐
I wonder how the CL works guys
Some of you Didn't really know how generators work. Just stare at them for a few moment then it would become clear. Why bother underclocking?
Underclock mostly only useful on nuclear, to generate less nuclear waste. Because it can't be "deleted" or "trashed" and we don't have a way to recycle it yet. So storing it is going to be a challenge. And the more of it you store, the harder it is to be near it.
Lessons learned from factorio:
The ideal power state is consuming 50-80% of capacity.
At 80% you can justify doubling your power limit if it's not based on nuclear.
If it is nuclear, adding capacity till you are consuming 70% of the limit is ideal. Unless you are planning a big expansion where you need more headroom. In which case adding much more capacity than you think you'll need is fine, as long as you remember to dial it back.
With all the green on the map
There only 2 nodes
๐๐๐๐๐๐๐
so, is the automatic underclocking that gens are so well known for just not a thing?
or does it specifically not apply to nuclear
I'm guessing you've been using the map on greeny's site?
I mean, I'm tired
It got updated yesterday
(I pestered him to pester his friend)
Gave him some of the drop pod reqs too
seriously, you keep on talking about how underclocking is useful for generating less waste, but energy, waste, all of that is linear to fuel consumption.
I haven't played 3 days.
Last I checked only one node in cave, and one node under waterfall.
Yeah Tom, it should be consuming the right amount it needs and producing the waste akin to that
No there's been another one in the red forest since the update
^
No. With nuclear fuel is consumed at a steady rate. 1 rod per 500 seconds.
Unless they changed that.
has this been confirmed for small loads?
I've not actually tested it, but it looked in Kibitz video like it wasn't
I really need to build a nuc power plant
I've built 36, I'm running none of those yet
Foundationeering takes a long time
I'm in a similar state to our lord greeny. As much time as I spend in here, I never have time to actually play
I just have no life
Even though I'm known for belts, I haven't even tested past Mk3 on the latest update 
Ez
or the latest update's effect on eila's mergers
Kay. So. Nuclear plants consume fuel at a set rate. Now they produce waste over time instead of after every fuel cycle.
Aye
The problem is waste is unpleasant to deal with. And the more of it in a stack, the less time you can spend near it.
hang on
I know
I understand you're coming on 3, so am I, so both of us are disabled
however, what are you basing that nuclear plants consume fuel at a set rate from?
Their production clock??
it's well known that fuel gens consume 11.11111 coal per minute maximum
Just seems so strange that they would suddenly make power stuff use 100% all the time when it never has before
is it also a maximum in this case, taking automatic underclocking into mind.
Or do they literally consume that many rods in a minute no matter what power load
They consume that many rods per minute no matter the load.


Very strange
maybe. I haven't gotten there yet. But still very fishy
we have plenty of space
200 nuclear power plants should be fine, most of the lag comes in the form of manufacturing the rods after all
And also build bins into the sky
giant toxic bins
enterprise of radiation
well, I'd just make two and name them chernobyl and fukushima, but that's also a great name
xD
When I get home, I'll record a snip of a nuclear plant with no load on it and see if in 5 minute the fuel rod is consumed.
might want to average over 10 or 20 minutes. But thanks for the work.
Well, if there is no load, it shouldn't consume at all.
Shouldn't and won't are two different things
you run at 30%, don't you. Why don't you just measure the toxic waste production and rod usage.
if they just don't use anything because they're off, it's the arbitrary case
๐?
I think he means to test to see if it burns while on 30% with nothing connected first
seems to be a bit too disconnected from the usual usage of a powerplant to make a good test
That's why I'm confused too
Oh.
At 100% clock rate, nuclear plants consume 1 rod per 5 minutes. and produce... 2.5GW? If memory is right? It's not infront of me, so I can't real power production.
I'm familiar with fuel consumption cause I was doing the math on how many reactors I could feed from a single uranium node.
The issue is more that when a coal power plant for example is at 100% but the network is at only 50% load, it'll only use just above 5 coal (As opposed to just above 11 at 100%)
what I meant was that if you've got it running idle at 30%, it may just underclock to 0% and not run at all, and not consume anything.
If the two options are, a nuclear reactor runs at any percentage and consumes a fixed amount, or
a nuclear reactor doesn't run at all and doesn't consume anything
it should be clear why I'd worry that the test would be worthless
So we don't really get why exactly the nuclear would suddenly depart from that
it takes time for machines to underclock and overclock, I believe that they change by a little per cycle.
Since nuclear reactors have such long cycles, perhaps it's just an extremely slow decline
Need some concrete evidence since it deviates from the norm
I mean. It's certainly possible I havent noticed. Due to such long cycles. Again. I'll check when I get home. Didn't bring laptop to work tonight :P
But I have noticed I've gone from consuming 4GW to 600MW so I'll have to double check on the old powerplants.
๐
any clocking will take effect on the next cycle
@sand garnetayo Underclocking takes place as the next item starts producing. The productivity shows whether you have enough of input->output capacity. When the machine clogs up, there goes productivity (regardless of overclock)
this is the second time somebody has @'d tom when trying to @ me. Poor tom.
something very much is wrong, my name was poorly chosen
everybody knows I only come here to share the gospel of alt screws
I'll share them any time. Alt screws are god
Greenyyyyy!! we've got a heretic over here
I'll fight over my screws no matter the opponent
Hi

fuck screws
Eww screws
here he is
I was saying it at the same time as greeny
whatever, build a factory solely for screws, idc. it's your problem
hes getting tired of it. Dont make him mad ๐ฎ
Was how we bonded, our shared hate of screws and balancers
I've got something that you'd love to see, greeny. Unfortunately it's way too late, so I'll leave it for another day
Did you balance a screw line? 
screw lines are so horrid that they usually have to be balanced
unless you practice proper underclocking, that is
balancers โค
you hate screws but love balancers? Isn't that kind of misplaced
non screw recipes use less resources
balancers are fast
even though i dont use them often i love balancers
not when you're making, fixing, or expanding them
i know manifolds are better for bigger projects and are better for future but i love it being 100% in a few seconds
it takes 19 minutes and 26 seconds for a 660 belt to fully saturate a manifold of 21 machines. (using 30 ppm)
Can you design and implement a 1x21 balancer in 19 minutes 
MK5 belt is 780, not 660
my bad.
It takes 20 minutes and 7 seconds to saturate 25 machines with an input of 780, and with each machine taking 30 ppm
CSS must love balancers, making a 1x25 balancer can easily be done in 20 minutes, this is all anti-manifold propaganda
But how many chickens?
around 8
Nice
assuming an 8 chicken input
I perfer manifolds, as I can add and removes machines as needed
@feral dew i clearly said that i dont use balancers often but i still love them ๐
And it will take 5 million years before my nuclear rod factory is full with manifold XD
I use balancers a lot as well.
When I was just getting into satisfactory I wrote a general NxM balancer equation, and I discovered manifolds about a week later.
needless to say, I never used it
Fuck are manifolds?
did you forget your /s?
Inline splitters, before each machine
Oh neat.
i only balancers for simple things like 2, 3 ,6
Not sure I like that.
single belt, splitting to multiple machines, merging from multiple machines too.
don't worry, it works out pretty well.
it takes time before it works the same as balancers but they take less space and are easier to build
I would rather build in base 3
I found an equation for saturation time too
, but then greeny made a calculator for it so I haven't used that for much either
ive 140 machines to fill, theres no way im gonna use balancers xd @viscid raft
never tell greeny that your gonna do something, he always has a redditpost or tool for it
^
There are a lot of other things I can talk about as for why manifolds are excellent, and I can probably remove any worries you have as well. But it's a bit too late for that
Actually, I came up with my equation first, pretty sure that's why he made the calculator to begin with.(but you'd have to ask him) He released it after I compared our numbers and found that they were identical
But that's like... Maybe... 4 layers?
is it worth using manifold because i dont think thats gonna go well ๐ xD
Why not ballence your manifolds?
why would you?
what do you mean by balancing manifolds, for one?
Well, if manifolds,are basically for overflow.
You could divide them into channels and ballence the channels.
I'm actually gonna be using a balancer soon
Only way to improve manifolds, is to prefill, which I recommend for power
I commit a grave sin, but it must be done
prefill is a waste of time
^nobuddy has that kinda time.
something like that is done. If you've got an input of 1080, but only have Mk3 belts max, you'll have 4 full lines, and you'll merge a line into the manifold every fourth of the way through
Depends on what you are doing. Making power, needs power at times
Good example, is fuel. Takes some juice to kickstart the oil, so a prefill, solves that
for my nuclear, i need 50GW and i only have 12 haha
need to build huge fuel factory just to start my nuclear
OH GOD
here's a 4x5 balancer
Put the gore away
REMOVE IT
rather than making a normal 4x5, I instead stacked 4 1x5 balancers
needless to say, it only came into existence because I chose to use screws
B&
Dude, screws, crossed belts, balancers and spaghett. Wtf are you doing
and didn't know of underclocking at the time
Cursed
Machines filled to 100%: 140 / 140 in 41355368479089:53:30
want to know something even better
@worthy mist
Don't you do it
That's to account for input belts of 450 (because that was how it was at the time)
What are you even making for it to take that long?
No. You didn't.
the maximum amount of nuclear fuel rods possible
but we didn't even know of Eila's mergers at the time, so I didn't realize, none of those input belts will actually be 450 ppm
Bruv
That's not the max number possible
yes it is
TBF I don't know what eilas mergers are.
What I'm making is the max number possible
I do everything by Brute force.
No it isn't
Eila's mergers is what we call the phenomenon, where if you have machines which output more than 1 item per cycle, you cannot merge a belt to capacity
Possible on one node, yes. But there are 3
What i was talking about is the input of crystal osc for my nuclear fuel rod manufactorer
https://questions.satisfactorygame.com/11669/belt-cannot-accomplish-450items-when-using-mergers-splitters
Here's the in depth portion
So a user (Eila) on the discord reported this in the #math & meta channel, and then I was able ... but there's some sort of game bug preventing it.
Mine too like... An hour? To manifold, maybe two?
Admittedly that was only a third of it
What is this nuclear image, a graph for ants?
you don't need to know any of the math of course, but just don't try to merge belts to capacity when the machines output multiple items
Okie
Tbf I deliberately didn't start feeding my uranium in until everything else had filled
Which like I said took about an hour
@worthy mist i have 84/min crystal osc input and i need 0.6 input for every manufactorer, i have 140 manufactorer. use the tool
EXCUSE ME IF I KEEP THAT THANK YOU
MINE
you want the one i made myself so the machines are all running 100%?
half of the constructors etc make 66% of their capacity
Oh I see what's happening
I manafolded all my crystal oscillators on the same line, including the ones for the other stuff
So when they filled it helped fill the manu faster
Not technically a true manifold mind, I think they... Wait why aren't you using other alt recipes?
๐ค
No wonder we have different numbers
You're doing it completely different to me
i use the alts that use the least resources
but i prefer to use iron instead of copper etc
so thats why i dont use some
i dont use the beacon alt as an example because it uses quartz
I do because it uses overall less raw resource
Plus I have quartz in the building anyway
If I needed it just for that I wouldn't bother
in this factory it would mean that i need 2 quartz deposits more
But since I'm making Crys osc anyway
Fair enough, I had a factory already making so much silicia I just shipped that in rather than dedicating a floor to it in the factory
Soon: trains
Like 1KM away or so
are you sure youre doing the same thing as me because im gonna be filling 450 nuclear reactors?
and i just noticed i made a mistake
i used alt reinforced plates instead of stitched
ffuck me
I'm joking about you making a mistake on something simple because that's all that goes on there
oooo
i didnt know iron wire existed so the normal alt reinforced was better i thought
isnt copper useless then?
Well you can use it in the iron ingot alt
And it's also used in alt quickwire
Which you should be using?
XD
100%, why would you overclock a gen when you can build more?
Because nuclear plants are expensive and I would rather overclock.
"Expensive"
Cause it takes up less space.
That is a better reason
Ehhhhhhhhh
if you fill up all the space i give you 1 million dollars
๐ค
When I'm using 30 Fuel Gens not overclocked, I'd rather overclock them to not have to build the conveyors for that many.
I did say technically
xd
I have 250 fuel generators?
Oh, you sweet summerchild... Not bothering with conveyer beoynd 30 gens... Giga facotry any1?
Pretty much
yeye
I think you belong in #satisfactory
I shouldn't be mean
I'm doing a second all nighter in a row
haha
pets the lizzard dogo "There there, behave!"
Makes cute lizard noises
Meh, I can do 100% of all recipes with that 30 gen, I'm happy.
Plops nuclear waste on your lap
That's not behaving. In anyway
Wags tail happily
Depends on the breed!
I'm a trappy Lizard doggo for a reason >:D
I'll give you all the nuclear waste >:D
And probably get murdered
Ye know that uranioum cave to the east?
am i the only one that has papers lying everywhere with satisfactory related things on them
behind the waterfall. Filled that with as many storage units as possible. Gosh, hope it'll last for a looooong time!
I just have satis stuff open on 3 of my 4 windows
Pretty sure you'll still feel the rads above the cave
Just water up there, so no matter
im just gonna put my waste in middle of my factory
Get some hairs on your chest
yey i actually saved an input of 600iron/min by just replacing alt reinforced by stitched reinforced
Yeah because it's like 10 times better
I "would" just put all nuclear waste by the space elevator. Let Ficsit deal with the irradiated technology, Since they REFUSE to give me a way to ficsit myself.
Well technically like 2 times better, but you get the meaning
thats 1 iron deposits that needs to go to the sky less
call me crazy but i actually built pillars supporting everything
i even made support inbetween them hhaa
Correct me if im wrong, but is this not the time it takes to consume a fuel cell regardless of how much power is being consumed per production cycle?
tag me, i gotta call it for the day, nights are killer
Do not swap to disc while holding down space and open a screenshot... Just opened 127 windows in my browser lol
Wow i tried it and it does the same for me haha
I did warn ye :p
Alt f4
Is it more efficient to have 5 sets of buildings to produce 1/min or one huge mega building produce 5/min.
Let's say I'm talking about heavy modular frames production
(sry that was a question)
How are you defining efficient? Either style could be built to make use of available resources on the map such that they were using all the input materials. The main driver for separate buildings right now is game performance.
From a power usage perspective they should be the same over time given that you would clock all the machines to end up outputting the same end result. Moment to moment power consumption may be different given the difference in number of machines that might result in multiple lines.
Train/truck transport of materials could make a difference in power consumption/fuel usage between the two layouts.
From a power usage perspective they should be the same over time given that you would clock all the machines to end up outputting the same end result.
aren't production machines more power-efficient at lower clock speeds?
@ornate flint you will still need the same amount of buildings, resources etc so it doesnt matter
if you're just asking whether to put all the machines in one structure or to spread them out, and they're going to run at the same clock rate everywhere, then yeah, doesn't matter
but if you're choosing between e.g. one miner + smelter + constructor all running at 100%, or two sets all running at 50%, then two sets at 50% will use like 1/3 less power
Yeah basically a production plan for 5/min is a real hell to build, while a set of 1/min is easier to construct over time (eg one per day?) And also easier to scale
So that if I need to reduce the usage of power and I don't need 5/min I can easily shutdown the power uniquely for one set
I like huge complex factories so i would go for the big one
Is there a anyway to get 140 manufacturers down to 120
delete 20
I'm wanting to split the nuclear megaplant into three separate factories and I want to split it evenly
Between 3
Could just undeclock slightly to make 141
(for nuclear rods btw)
Eh it's only one percent so it'll be fine
If I just make 141
Just call him peanut
Iron wire is OP I think. Very OP. It makes copper completely useless.
nope... copper is used in tier 7 and in caterium smelting
Haven't hit T7 yet. Good to know it's not completely useless.
Copper is good for Iron Ingpt alt
Copper is good for extending caterium
Well, is there a way how to make central bus/hub for storage without loosing sanity? DM with advice pls ๐
Copper is good for a few things
None of those things are actually copper related... Buuuuut XD
(Meaning in terms of the end product)
Bus is eh. A lot of the items in the game are only required for one thing. You're much better off shipping item directly to where they need to go, and leaving space to spilt if necessary
Oh, but you want that center storage
yep hub with central storage of meaningfull items...
busing all items in and sending selected to factories
i have no problem creating supercomps and motors... i need to send those to the hub and further to turbomotors... what i am looking for is some neat system how to organize the storage
Effective logistics and a warehouse
I used trucks in the past, but trains makes it even easier
@wind spade why use the alt iron?
because 60% of the copper ore available is useless otherwise
^
but there is so much iron anyway?
never challange greeny
well at least you don't have to find more iron nodes and you can use the copper ones
okay thanks, its not like the stitched iron plate or iron wire that is way better to use
Well if you want to get into the math, it's more effiencient to use copper ore in iron ingots then turn that into iron wire
But a reasonable margine if I remember right
@strange hawk
https://i.gyazo.com/df839cf3d4a9a26471b5051f1ac2ca03.png
Thanks @wind spade for the tool so I don't have to do the math myself

I like how you just totally ignored the other 6 recipes there and only showed the 3 rows of stuff ๐
DARKMODE?????D??E
yeah, it's in settings
is that the calculator?
greeny in the nuclear power reddit post you say that with 1 uranium ore with mk3 miner (240/min) you can have 56 nuclear fuel rod/min
but in the link in that post it only is 11.2/min
link is broken and post as well. It should be 84/min
I need to fix that
I had wrong data at the time I wrote it
o luckely i thought my calculations were fucked
@civic perch yeah, it's my tool site
Question: is there an ideal train:wagon ratio and is the only thing affected by this how quickly the train accelerates?
1 to 5 for hills as for flat unlimited so to speak
station space is more what you need to consider
bah
Is the 1:5 for hills for a maximum inclination or do trains just move upwards if you go over that?
if you go over the train rolls back down the hill
Can someone @ me and tell me if adding buffers to train depots adds a bigger window of time for train travel?
i got stuck at a hill with a 1-4
little sneak peak of my actual Turbo Motor Setup, 17 intermediate products and 1 manufacturer on one level (19x12 foundations)running the alternate blueprint of turbo motors at 100% (at least I hope so). Going to finish it tomorrow and then I will give some more in-depth look into the whole build.
Well at least I only need to rip out one loop of a rail corkscrew rather than lots
@haughty quail I don't think so, since it's about the belt limitation. The benefit of the train station is, that it actually ignores belt limitation due to getting the train load completely with one animation. In order to get more items done (in case that the travel time of the train does take longer than emptying the cargo station to the distribution target) just add a second train running the same schedule but on an offset time. I think in one of @wind spade Blogposts was a timetable showing you the actual times where you would need to set a new train.
yeah, check SSS #6
How ever, train stations can "only" double the amount of your belt limitation, since the output/inputs are 2 lanes for the maximum available belt
Isn't each frieght station for each frieght car?
yes
@wind spade I was making wire. The others were just on there because of something else I was checking and was too lazy to take off. There were no other rows
yeah I see.
"hey tool, is it better to make wire with Alternate Nuclear Rods or without?"
"what even is this question?"
...
"but here are your results anyway:"
Poor tool
oh well, it's your PC that does the calculations
My PC likes being worked to do literally nothing
I see all of your pretty, neatly organized and mathematically optimized factories, then I look at mine and think "they'd probably have a stroke if they saw this".
It's not to late. Save your soul mortal! Embrace the power of math and accept the lord and savior manifold!
It is super easy to make 90* belt turns....just sayin!
Easier than saying though.
Here's a rough diagram on how I'm setting up a "spiral" for moving rail lines up/down in one location
Should probably add a scale to that
Yeah...
Train headaches...
Since trains engines don't need to be at the front I think I can solve my problem by going 1:6:1 for a 1:3 ratio
Hm?
I initially set up a 1 train engine to 6 wagons station (which won't be able to move up slopes), so ripping it all up to have 2 train engines at the front wasn't something I was looking forward to.
Why not 1 front one back?
@crisp pelican I have a spiral just like that, except the thorns on mine are 4 long instead of 3. I had some issues with the turn being too tight sometimes with 3.
Rail turn radius is 17meters when measured horizontally
Locomotives can pull 2 wagons on steepest uphill, and more wagons if the slope is gradual.
Train slow down on either turnings or slopes, so you might want to avoid having slopes and curves together.
Just add more power ๐
Yes, one at either end is what I'm going to go with
Ezpz coversquirell
@arctic nova Thank you for the response. So buffers do nothing to increase the travel time window for trains, therefore adding multiple to the same line should be fine, as you said. Would this cause conflicts if I have a T-junction in my shuttle setup? I figure it shouldn't since the junction splitoff tracks are uni-directional in the way the trains behave with it.
I played around and I notice that when you try to pretend you reached the end station where it unloads, it will go back to the middle station to try and load more cargo on an already-full car. Once it discovers that it's full, it reverts back to the end station to be unloaded and resumes normal scheduling.
Do you have videos on your train setup?
Using the Start --> Mid --> End timetable, the train will go to the nearest station (middle in this case) once it unloads at End station. Then it proceeds to start station to load one more car and skips all the way back to end to unload.
I don't but I could record it if you want
Currently this is the best working setup I have. Not sure how it would work with more than 3 stations as I've not tried it yet
Where do our screenshots save again?
This is my 3-stop concept. The station on the right is End, the station that's top left is mid, and the bottom left is the starting station. It's interesting that it doesn't skip to start from the end and load there first. It doesn't go by the timetable logic I set it to, instead going to the nearest stop and working its way down the line until it reaches the final loading dock.
Open the original if you'd like better detail. Idk if we can link videos in this channel, but I'd be more than happy to upload a video and share it for those interested. I'll begin experimenting with 4 stops.
what is the tightest turn people have managed for trains? so far I've figured out how to achieve 17m radius turns. requires you to not connect a pair of existing rails though, as that causes it to say it's invalid.
3x3 tiles
yeah, you can get 3x3 (24m radius) even when connecting existing rails I believe. Though, for some reason you can almost manage a 2x2(16m) if you only connect to one existing rail.
On foundations, 16m turn radius is impossible. You have to do it on grass.
17m require at least one free end. You could build the other parts provided you build the 90deg bend first.
Hello I have a little problem for you:
I have a yarn factory with 13 constructors so an output of 67.5 for each one of them
the problem is that my MK5 belts are overwhelmed after a while so I put on another line the exedent
I would like to find a trick so that the first line there is exactly 780 items / min and on the other there is the rest (97.5 items / min)
here is an image to represent all that
you should be careful with merging to belt speed, it sometimes doesn't work
@wind spade why ?
sometimes items will get stuck even though they should be able to merge onto the belt
so it's better to leave some space, like 10-20 ipm less than max
ok ok, thx
dang. That must be the reason why some of my (hopefully well calculated) machines sometimes show 99 instead of 100%. I hope this is gonna be fixed at some point, yet shouldn't matter tooo much.
Are there enough Resource Nodes on the map, that I can build for every Item one Factory?
Last I counted, there was 355 nodes, including impure
So you should be able to make everything, depending on scale and recipie
Depends on how big your โone factory per itemโ is. Your question is a bit generic
And there are still some unknown tiers locked
Yeah, I know but from the present Point I SHOULD be able to, if I donโt want 1000 Items of each type per minute?
So, only 999?
Start adding things you want to produce here, along with the nods you have available: https://satisfactory.greeny.dev/consumption
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
xD Nah a bit less
And at the end I canโt produce as much endgame items as early game items
Theoretical node output depends on max belt speed, mk6 might be coming soon, so you get a few 10k iron from pure nodes alone. With alternative recipes and stuff, you can get pretty far. I think youโd hit power limits before, if everything is running at the same time and you have not prepared power plants
You need time to actually build it
What I mean is, first you need to build all that. Collect from nodes all around the map, build the actual factories. Resources should be the least of your concerns
Planning and actually building it. A factory for every item, letโs say 20 supercomputers, 20turbos etc should be pretty easy. It all depends on how much he is talking about
What would be the bottle neck? Bauxite for the moment? And even that got a boost
And there is S.A.M. Somersloops and Mercer Spheres. Which have no use for the moment. Every theoretical calculation of whatโs possible from map resources might get thrown out next big update
Thanks for the help!
Did you have a look at map tools @wintry current ? Some people donโt even know how much you can find
I work pretty much with different websites and maps to try to make a plan for my world
So yeah, I have. @fluid berry
So you can find the theoretical node output. Just donโt calculate with miners max overclock speed. I find it funny how much YouTube โguidesโ get the math wrong, when itโs just belt speed of one output that limits it. Iโve played with people that overclock and worry about efficiency as soon as they get mk1 belts
if anything they should worry about underclocking to save on power if they are on mk1 belts.
It might spike a little, but if itโs too much produced, it will stop anyway when itโs full... this power saving approach is like balancers, 99% not needed
think oil won't be a problem once mk2 pumps get introduced. but till then ยฏ_(ใ)_/ยฏ
mk2 pumps arent even in the gamefiles yet so that might take a while
if my memory is not tricking me mk2 pumps have been in closed alpha
I'm fine with having 1 bottleneck at some point, if it's not one thing it'll be another.
if anyone is interested, I was bored so I did some comparsion between roundabouts and normal junctions (for the future with signals)
https://docs.google.com/spreadsheets/d/1wHpyQge0Lh2eyeMnvDDyd7o10NVbtHjz-85BfdeFE9c/edit?usp=sharing
greeny can you help the man in #old-questions-and-help
with crossed belts?
yes
i totally don't know stuff about that lol
30, lastly played on February
Guys, Im sure that some players still have trouble with coal mining to coal consumption in coal generator ratio. Here is a simple trick:
x * 0.22222222222 = Coal needed per minute from miners
x = MW you want to produce with coal generators
Example:
I want to hook up 6 coal generators, that means 300 MW, so the math is:
300 * 0.2222222222222 = 66.666666666 coal per minute from miners
U dont need to add so many 2's but it would be infinite 2's for the correct math. Just smash it a few times and you get a number you can work with :)
Hope this helps someone and is not just confusing and useless. :)
Have a great day everyone!
well, I made a tool for this https://satisfactory.greeny.dev/power
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
@ember furnace well you can just put in "6 coal generators" in the tool ๐
also, there are like 10 tools only and I never seen any tool being able to calculate number of generators. If you have other one, send it to me please
some people do overclocking, different gens, different combinations or even don't know that the number is 11.11111
just saying that 99% of people find it easier to put numbers into a tool rather than doing the math themselves
what? that's not even close to what I was saying
the language barrier in its glory
rofl what? Sorry for trying to be helpful and save people from the need of multiplying by 0.222 periodical
Did he delete his post?
either that or mod? dunno
looks like they added more bauxite that is not on the map @wind spade
Invisible nods?
nope
there is one up on the ledge north of the 4 pure oil in the west
between the crash and the current node
Marked on the map: https://satisfactory-calculator.com/en/interactive-map#3.5;-82234;57317|gameLayer|bauxiteImpure;bauxiteNormal;bauxitePure
Satisfactory helper to calculate your production needs.
yep thats the one
@shrewd yacht like this one? https://www.satisfactorymap.com/#12775;-212025;7;2056
haha
What kind of message discrimination ?!
@wind spade just west of that one on the rock ledge out to the crash
I don't have access to the game now. Can you send a screenshot with you standing near the node and x/y/z coords for that place?
TotalXclipse just showed me on his stream, that overclocking a building doesn't increase power consumption. Underclocking works correctly. Can anyone confirm this? (the power consumption is increased in the mahcine view, but not in the power pole view.)
Is there a flowchart somewhere with all the recipes?
haven't seen one. At least not recently (there was one back then, but it's outdated now)
alternate recipes would probably make it unreadable
but you can get some decent info in ingame codex or here https://satisfactory.greeny.dev/items
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
That helps, thanks!
what if you run each item to its own storage bin as its made. then just send it out again to whatever next machine the part is needed in. as long as you produce as much or more than the overall demand of that part, no matter how you split the lines, it'll eventually get there
That's more or less the manifold argument, except with storage in between
its funny how people always come here with an idea and think other people havent thought of it because most of the time its the simplest thing ever
Mr Q please stop with that dude on reddit. I know your right but it's filling the comment section for no reason
i got banned HAHHA
You got banned?
Lmao yet I reported him
but mister false information doesnt get banned
@strange hawk what are you talking about?
I completed my rail spiral last night https://cdn.discordapp.com/attachments/243458070422880277/598761228742950923/Rail_Spiral_Tower.jpg
Although the only thing I didn't consider is how high the train actually is, in case collision gets fixed in the future
"It was too big to be called a sword factory. Massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron."
Spoke 4 is on the same level as spoke 1 for the next loop because my factory floors are 24m high & each quarter drops down 8m
@strange hawk ... did i say it was a new idea? no wonder you got banned on reddit if you're going to be rude
as promised yesterday, here the post about my turbo motor setup: https://www.reddit.com/r/SatisfactoryGame/comments/cc1w91/setup_i_heard_you_like_turbo_motors/
0 votes and 0 comments so far on Reddit
I built an elongated spiral below my double mainline to a station below, with entry track on top of exit, lines up so that entry is much longer to allow for early braking of stopping trains. Hopefully this time Iโve made it long enough so it wonโt brake in the mainline and slow down following trains in some signalled future... ๐ค
ty daddy
@arctic nova
Impressive. :+1:
sorry
@wind spade how do I find coordinates?
I'll load the save into map with me at the node
actually... the node is there, but the map background must be out of date
that is what confused me
anyone have link to most recent map?
Satisfactory helper to calculate your production needs.
you can look at screenshots to see why I was thrown off
map background isn't really updated since release of EA
because it was manually put together and it's a tedious process
probably not worth messing with before final release anyway. they seem to be doing small modifications to the plateau
thanks @sullen acorn ๐
how many fuell generators i can make with full when i use 1 Pure Oil 250% and MK5 belts?
Which Miner are you using?
can find out using https://satisfactory.greeny.dev/calculator
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
tools up top will let you find how much fuel is required for x amount of plants
then you can set up a production line for that and see what you need
seems you can do 32 fuel plants @uncut pine
ah okay nice
will consume a we bit more than you can produce, but we never go close to max anyway due to fluctuations and fuse trip
so how you can find out this in the calculator? consumption?
I first wen to production and added the input
a fully overclocked pump is 600 oil/minute
but yeah, consumption is a good tool for that
you put in the 600 oil and tell it you want power or fuel
im think im stupid to make that
you build what you want tbh
hey, the tools just help you with math
ah 375 fuel
sometimes it's pretty straightforward, sometimes it's not, but it's better to be safe than build the wrong build
and tbh I'm the type of guy that will put 2+2 in calculator just to be sure
hehe
so with 375 31.3 generators right? ^-^
yes basically build 32
the internal buffer and belt storage will make up for it anyway
power use will fluctuate a lot unless you underclock perfectly
my 4500-5000MW base fluctuates by around 400-500MW
but generally generators dont need any power to work right? only the ressources
that's something that I like to call "fuel efficiency"
got some talk about this in #satisfactory
tbh even without alts it still has decent 94% efficiency
it can help you if you are going coal -> nuclear
I am still at only 9 fuel generators over by the 4 pure nodes
though I moved them to turbofuel
most of my power is from tapping the thermals ๐
yeah if you don't have enough coal, you should move to compacted coal and if that doesn't help you, go turbofuel
fuel is just shit
you spend almost 20% of the energy gained just to keep the production going
there is a nice spot for compacted coal in the eastern part of the south start
got a pure coal node and a normal sulfur close
hm so better to make compact cole yea?
than fuel yes
probably use more space, but we got plenty anway
as long as you got sulfur and coal to spare then it is better than regular fuel
so with mk3 normal 240 cole / 240 sulfur i can make 240 compact cole
just have to build a crapton of coal plants ๐
48 power plants will take some time to build ๐
sure
theres less sulfur than cole ๐ฎ
just overclock the sulfur and you've got a lot
250%?
yep
youre great guys thx! ^-^
๐
24 asseblers making compacted coal and 120 coal plants ๐
๐
should net 5550MW
sad thing is thats just over 2 nuclear plants LOL
yes ๐ฆ
they really need to fix the alt plastic and steel screws recipies
most useless ever
screws aren't issue with the recipe but with the item itself
alt screw recipe does save you space (indeed halves it), but yeah, exactly the same output for a given input of iron
the issue is that screws are useless, therefore both alts for screws are useless as well
also, there are way better recipes than the ingot->screw recipe even if we needed screws
Screw screws
we need a bot to link that to the article every time someone mentions screws lol
people need to know
I guess if you move to stitched plates...
Screws are an early game item, along with biofuel. You mainly need it, for stuff you need to do
Is it better to split evenly into smelters/constructors/etc., or is it better to just have one line and splitters at each smelter/constructor/etc.?
B
unless you care about the time it takes for the setup to start, it's way better to have one line
Ah okay, I then just have to calculate the maximum amount of buildings it can support?
Ah gotcha... that's going to make it a lot easier to build in the future now... spent so long trying to split it evenly before
@atomic ice https://www.reddit.com/r/SatisfactoryGame/comments/btexf7/satisfactory_saturdays_2_balancers_vs_manifolds/
92 votes and 75 comments so far on Reddit
could be a nice read for you
@wind spade I read your post about station empty times and train intervals, and saw someone mention that input belt speeds could potentially no longer be the limitation? Could you clarify if input belt speeds still limit what belts you use on the output station?
it's still a limitation
I suppose if you have a train that comes at shorter intervals than a 2x MK4 setup, you could afford to go up a level?
But that would require upgrading on both ends, right?
no, you can have multiple trains unloading in a single station
Right, which would help with making sure the output is constant and the stations are always full. Is there a point where you can have too many trains? As in, the input station canโt keep up with the pace
Was reading some prior comments. I thought steel screws were better than the other alt screws recipe... Am I missing something?
Just now built a 1-100 train and it took halfway across the map to gain 100km/h speed
Why don't you add on 19 loco's on the back end?
this is not irl
The world longest train also takes forever to get up to speed...
Hi @wind spade . Been lurking for awhile and enjoy your thoughts. I was wondering is all alternate recipes good?
not all of them. Most of them
Do we have a list of alternate recipes we "should" use instead of a complete list of alternate recipes?
so, i can only put 780 items out of a pure cole mine with 1200 items output right?
because mk5 can only handle 780 ipm
thats i good point @mortal bough , a list of the alternate are nice
@mortal bough use the tool on greenys website to check which alts save the most recipes
@strange hawk Thanks!
@strange hawk https://satisfactory.greeny.dev/alternate-recipes is a full list of alternate. I guess I need to sort through the list by hand.
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
i suggest to start from the bottom
and see what requires most materials
enable the good ones and disable bad ones as you go up so you use them in more complex recipes
for example start with iron ore, put a questionmark on that recipe and see what uses more materials or a material you dont like
@mortal bough usage of alternates is mostly based on what you have available
Yeah understandable. I'm in the process of creating a mega base. I wanted to research what recipes I should be going for. I like to do planning before getting the base setup.
based on what you want to produce and which nodes you want to use, you can use the linked tool for that
I'd just suggest avoiding screws, alt motors and alt plastic
every other recipe is useful in some situations
@wind spade one question: 1 pure Coal mk3 with a normal mk3 sulfur 250% produce 240 compacted coal right=?
Hello, Is there a way to optimize this schematic, and not using 14 smelters?
For example can I use the sum of the smelters (6,5+1,3+2+1+1,2=12) instead of 14 and use splitters into the constructors?
Will the splitters in the end fill up gradually and end up by adjusting it to 100% if I set the correct underclock in the machines needed?
@jovial prism you can check "visualize machine grouping" in settings, maybe that's what you are looking for
and yes, splitters will fill the machines
you don't even need to set underclocking, but it's better if you want less power consumption
@uncut pine compacted coal is 1:1 for coal and sulfur
so if you have 600 ipm sulfur and 780 ipm coal, then you can make 600 compacted coal
yes sir
Hi, does anyone knows if fuel generators spend more fuel as the power they generate goes up?
yeah
well, the number displayed is the max
so it uses less than that, if you don't consume 100%
Oh, thanks a lot.
why you need a magebase if you don't know what for parts you need for the spacestation?
if the spacestation is know - I think there is one type of factory that fits everything to produce in a good time with alle resourses you can get from the map
until that point every construction is just to have it - maybe they change many things - half of you megabase is useless
there will be 5 new factory MK2 with T8 - that will change maybe everything
having a factory that can produce every known item in a decent time in a decent amount seems okay imo
I'am produceing everyting know for T8+9 to have it on release - everthing on top doesn't help
it can't hurt to have a setup going
take all know HDDs - that will help you a lot and you can see the beautiful map
I hate giant factory mid in the air without any connection to ground - devs say they will implement a stability system - happy crash landing
connecting all gyser to power line is a must have
jep, but I already build with stability in mind. I hate floating objects
and I aprove of such a system
@jovial prism can I ask what you used to make that schematic?
I need help with math
@past zinc thats an awsesome page greeny made... check it out. Its worth it.
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Thanks @white jewel ! For some reason his site does not load for me at all though
weird.. it works for me... using chrome and win 10
Which browser?
Greeting Maikeru ๐
Adicted, are we? Hmmm?
to helping yes
Its hard to do yoda impresion with text
lol
hmm I need to expand my heavy modular storage before next tier
if the wiki and its image is not a fake or they change the requrements then it is going to be expensive
@past zinc what does it say?
@wind spade is working from home. Must get caught up somehow on the firewall at work
@past zinc was it white screen or was it infinite loading on the site?
@wind spade it was a "this page cannot be displayed"
Anyone got the numbers on maximuim slope of train tracks?
dunno if this is helpful, but with a cork screw on 6x6 foundations you can climb 2 walls (8m) per 90ยฐ, or 8 walls (32m) per full 360ยฐ
for straight slope I just started experimenting a little, might take me a few min
Yeah. I need a lot of climb. Corkscrew is great, but 6x only works for bidirectional track. I like building unidirectional circuits.
8x8 corkscrews don't like fitting nice.
just finished some straight slope measurement
this would be the max slope if you would stick to the foundation grid system, if that is not necessary you could get slightly steeper slopes.
@viscid raft I kinda made one work
inner on 6x6 foundation, outer on 8x8 foundations. the outer one's might need some helping rails when connecting it
n
nvm, doesn't even need helping rails
just do an inner 6x6 screw, then leave 1 foundation space and outer screw on 8x8, just works the same way
(don't mind the mess around, that's just my playground rooftop)
@viscid raft refer to wiki for more info about railways
slope, turnings, all recorded.
22.5 degree slope is actually incredibly steep for adhesion rail ๐
but then again these foundation measurments cant be right
ohnvm
and a little update, I just found an even better corkscrew design, I'm gonna build a full 360ยฐ with this technique and then I'll show a screeny about it
i am sure it can go beyond 22.5deg.
it can, that is just the avg. 22.5ยฐ if you build a straight whith also considering sticking to full foundation lengths
I was able to pull of from 1 wall higher, but I couldn't reach the next foundation border, if going 1 foundation border behind it got cancled due to steepness
so if you wanna stay in an easy repeatable grid system, 22.5ยฐ or 6 walls high*12 foundations seems to be the sweet spot
what do you want to move trains so high up for
I'm not currently, but it actually makes a lot sense if you keep those huge cliffs mind
unless there is no way around the cliff, I would say a slightly non direct but level rail would be better, wouldn't it?
guess this is a matter of taste. I mean the biggest difference and pro of satisfactory in comparison to factorio is actually 3d, where the skybox is the limit. I totally can understand why ppl wanna apply those rules to rail networks as well ๐
think of the cities of the 5th element or couruscant from star wars and think about the possibilities ๐
yeah, but the spiral itself for going up and down seems quite long. so if you could get a slightly non straight but overall shorter route, that seems like something I would at least look into.
otherwise I agree, spirals it is
or if you know that you will need it, build the railstations high up and use lifts to get it up and down
like another example, since train stations are kinda large the host of the satis-community I'm in actually has a stacked trainstation and uses a cork-screw elevator escalator. that stuff really looks awesome.
https://satisfactory-calculator.com/ I like this tool, I especially like its map feature, as you can upload your save file and it will show you all of your buildings, boxes and whats in them, your railroad system, etc.
Satisfactory helper to calculate your production needs.
@fluid ether I need to test this further, if I can bring the inner rail closer to the center, but there's no straights in it (the only straight you might see now is the bottom straight that goes into the actual circle
I should be able to move the circles by half a foundation, since the min foundation-bound 90ยฐ angle is 3x3 foundations
but that should be the max possible
btw. I just perverted this corkscrew style, in theory you are able to elevate 20(!) different train lines on a 15x15 foundations with this technique
20! Would be quite a lot. 20(!) Is fine though.