#math-and-meta
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you know I'm at least partialy right π
anyway, gl with that, just a slight miscalculation or game lag and you don't have that anymore π
I'm not really sure about that
so you can automate the insertion of the resources
which you can already make use of
nope
there is 9 inputs
I beleive it has 3 sides with 3 inputs each
mby I'm wrong, not sure about that
currently you only need to insert 6 types of items
with the first two not really worth automating
miners have infinite output because map is finite
otherwise you would run out of resources and then have unplayable map
If you add a mod, that has an item deleter, you can keep it 100% efficent
but what's the point of that anyway
Keep things running, till the game gives us an item sink
yeah, what's the point of that π
Endgame base is just enjoyable when the Factory is Standing still ..
and also has much more fps π€
Yeah @wind spade so true
does anyone know the best map and a decent location on it for me and 2 friends might join me later. We have some experience but lost our last save file in the start of tier 5 and 6.
if i look at a map online before i complete the game will it spoil anything?
yes and no
you'll know what the map looks like, you will know where the nodes are
here's how to look at your spawn options:
want lots of space? choose grass fields
want high quality nodes but less build space? pick northern forest
want a sort of inbetween? pick desert
i dont like skybases myself so yeah, it's up to you to decide based on your preferences @rose jay
which you should anyway
okayyy
so if i am a organization master grass fields is the best option for building a big and sophisticated factory?
Depends north east desert can welcome some nice building
and the dessert is the stone one right?
barren
ok, thanks
and i havent looked up a map as i like the exploration
part
ok
any other useful tips
get alt recipes asap
ok
i did the dessert one in the last save so i think ill do the grass lands
ok, thanks see you later
tnx
next restart I do will be in the South east corner, has oil and coal right there around the lake there, just have to trek around the gas clouds and spitters. Current map right now has most of the west map exploited, haven't touched the east forest.
If you die with the hub parts you spawn with another one right?
You can dismantle it and move it
I know that, was wondering how hard it would be to go there after the tutorial before you place it down once. Might do that this weekend as I've spent last two weeks building the 84 nuclear rods / min set up.
Sorry I misread :D
all good, i mistyped it as well.
If you die a crate will have your inventory where you have died
noted. avoid gas clouds then without a handful of berries.
skybases are stupid π
only if it looks structurally sound
yeah, that's basically a skybase
no supports, just giant "floating" piece of flat foundation
sure, but it's still a giant foundation
I like building more realistic, taller buildings and on the ground
@wheat nymph Please elaborate. π
Hey guys! I've got 6x480 iron ore to route (2880 total). I'm on mk4 belts.. and I was wondering: how do I store it all? I mean, I can't merge the belts, otherwise I'd have an output that no tier of belt can handle. So, I figured I'd arrange 6 storage arrays, one per miner but.. the problem persists, because it'd show again with the smelters output.

Why do you need that much?
Because manufacturing high tier things like heavy frames takes a lot of resources.
Try separating them for what you need
So I simply take the route of 'one production line' per miner?
You have no choice as they aren't any belt fast enought to avoid storage array otherwise
Hmm, no way to handle it with splitters/mergers, eh?
I wonder what happens with a full overcloked, mk3 miner. How does one handle its output?
Not even the mk5 belt can go that far.
Yes but if you wanna use up 3k ore/min you wont have a single line, you will have 4 lines of mk5, splitting down to many many many many foundrys, then again, you probably dont need mk3 miners for normal iron ore
Storing iron ore seems like a waste of space, because virtually infinite amount is stored right in the deposit, no punishment for not continously mining
Also if you wanna do high throughput factories you should tinker around how to load balance 2 inputs to 2 outputs, i used 2 spitters and 2 mergers, then try do it for 2 inputs 4 outputs, or even 4-4, these little parts will help you keep a lot of speed in your factory
I'd love to see those 2-4 and 4-4 arrangements. As for storing raw ore, I usually do it as a safety measure in case of power shortage (when I hit the energy-production cap).
Depending on how you handle your wiring, everything will shut down without electricity, exceptions are when you have an entirely independent circuit
So if you hit electricity cap, your production will stop dead, even if you have iron ore you wont make it to iron ingots
I'll try not to forget about the 2-4, 4-4 arrangements but im on the way atm
In my save i built a big boy item sorter with 64 inputs and 64 outputs, tried to preserve the speed of 1560items/min wherever i could, thats the max speed you can unload from a train platform
Whistles that's a freaking lot.
Spans across 80 foundations xd
I've managed to make a few Mk5 belts just now.. that means I can handle 3600 iror/minute now. Gonna split it in 300/300
I see lots of smelters in my near future
I mean, each mk2 miner is overcloked and delivers 600
I highly suggest to start by developing a reliable source for the alclad things to be able to spam mk5 everywhere
Oh! I'd do that, and I will. Just, I've wiped my entire base out to rebuild it in a proper manner. So, I'm back to square one, gotta re-do all the basics first ;0
Oof, big commitment!
It was working nicely, until I hit the big ass fabricators. At that point I realized that one needs to go big, or go home.
Truth
Thank goodness for mass de-construct, would have not scrapped the whole facility otherwise.
When we hit that point we decided to decentralize the base, building smaller independent bases that sends more complex materials to the main base that builds the most advanced mats
We had kilometers and kilometers and conveyors that we had to rebuild with trains and delete without mass deletion
Was 3 initially, then 2, now its mostly me
The power of company
i hope this make sense, but this is how you can compose an easy idea of 2-2
im not saying this is the best mode, and if oyu need 4 balanced line of 1 thing its usually means you'll need a lot of storage too :D
Nods twice I understand what each of them does.
I hope to have enough beams.. because there will be lots of mk4 around >_<
yup! also consider exploring for alternate recipes, you can afford to pick your best fitting version taht doesnt require too many of 1 particular item for example quickwire, that limits your overall throughput because you cant produce that much from that said thing
How so?
well this is one reason, assymetric production line is a perfect reason, dont tell me how to build my life
The reason because its not obvious: the mats coming off from a train, 4 train platforms silica, 4 bauxite, currently the bauxite train is under development, how do you empty 8 platforms into 2 materials uniformly, well, you load balance it, i tend to switch on off trains because of lag issues, im not saying my factory would collapse without this part, but it really doesnt hurt
That's legit
The math has been done multiple times over by multiple people and thereβs literally 0 benefit from line balancing your bus, this isnβt Factorio. Lol
Symmetry is my focus right now, finding the ideal overclock % to get 780 items/minute and feeding resources into an even number of machines.
Balancing still makes sense for low volume products where saturating the downstream consumers will take a long time.
i mean if balancing makes you happy, then go for it
What is what
what is "that"
Why is there so many aluminium smelters?
because they need a lot of aluminum?
use the scanner for it
There are interactive map online, and, iirc, resource scanner always returns nearest 3 results.
If you can't scan for a particular resource, there is a high chance that you won't be using that resource at your current tech.
Always the three nearest results? Thatβs news to me
And each search result last for 25 seconds.
Some resources are hidden from the scanner, till you stuff them in MAM and then unlock them in the HUB
Spoilers alert
Ok thinks i bit off a bit too much on my tower I thought I would shoot for the max belt of 780 over every item of product i can make Per Floor but just working a crude est. that would be like 16 floors alone of Iron Plate reaching the 780 limit /m and the first floor was fed 17 alt recipe Iron Ingots feeding 25 constructors with a end result of 375 iron plate/m
Maybe I should just make 1 floor of each product then what I'm short supplement from mini factories ..my head hurts now π¦
If you choose to have 780/min for every item, your path won't be easy.
Hey guys. I'm using an online, planning tool to calculate how much I need of everything for a certain production output. Can someone help me understand a confusing discrepancy? I've set the tool to consider full overclock mk2 miners on pure ore deposits. To produce 10 heavy modular frames I need 2625 iron/minute, and to achieve that I supposedly need 15 full overcloked mk2 miners on pure nodes(that is what the tool says) BUT, that can't be right, because one needs just 5 mk2, full overclocked miners on as many pure nodes to get that much.
To further confuse things (for me) the tool has an option to visualize the network: at the beginning of every branch there are miners (numbers specified) and, if I sum them all up, I get 10 (which is not the 15 that very same tool tells me I need, into the compact buildings list, plus, it is still double the amount of miners that shall be required.)
- which tool? 2) did you account for all alt recipes you plan on using? 3) if the calculator is assuming dedicated input for each product, that could explain why it thinks you need 15 miners vs 5, because it'd be rounding up 1.01 to 2, for example
@tulip bronze if youre using https://satisfactory.greeny.dev/calculator you can adjust number display up to 5 decimal places in settings (top right corner)
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Yep, I am using that one
@stuck stratus The tool that Pietro has just linked. And yes, I did account for the alt recipes (just alt steel, that one with iron bars and coal). I don't know how to ascertain the third point.
i cant replicate your problem
see this (obv. with best recipies)
Using just alt mod frames gets the iron input to be what Mhyt initially quoted, but i'm likewise not seeing 15 miners
4.375 for iron, to be exact
@chrome adder how does the decimal setting explain that at one point the tool says I need 15 mk2 miners, in another point it says 10, while for 2625 iron/min I only need 5 mk2 fully clocked miners on pure nodes?
now, if you go over to buildings, and see 18 miners... that's forall the ores, total, needed for this particular arrangement, not just the iron.
can you post a screenshot of it showing you needing 15 iron miners?
the 'items' tab breaks it down a bit by, well, each item, which should show 4.37 for iron, if we're using the same settings
Mine says 4.4 but, that's no big difference, eh?
just differences in our decimal precision is all, functionally the same
Whew looks like I've got all that I need then. Now.. to build the thing and make it work..
Thanks for the clarification!
yw, glad you got it worked out, have fun plugging the factory in π
Great job!
If I am trying to size my factory for the theoretical max amount of production should I plan on 900 ore per minute from a node (mk7 belt capacity) or should I build something that could process 1200 ore per minute per node (250% mk3 miner)?
what you could do is just future proof it, set it up for what your current max is but make it easly upgradeable/expandable once you have access to better stuff
I was aiming for preemptive expansion. Build the max currently possible (i guess build for 1200 ore per node), and then have a bit of room to expand if that ceiling ever gets broken
I've got the base floor and rails for all that done, if I run out of capacity with a dozen manufactures I'll just stack another floor for them in the same spot. HMF would be biggest pain but I've got 7 full industrial storage containers from the 3 manufactures i got. Yeah I'm at a good stopping point for this map until expansion hits and still have the east side of the map untouched.
@shy mason HMF will be your current pain, until you start making turbo motors.
You guys think this is a valid balanced 5 to 4?
yo anyone have a steel ingot 60/min chart?
go to one of the satisfactory calculators and look up what to do for 60 steel/min
@broken brook no. The diamond at the right should only be either splitter or merger, but not to function as both
And by using % analysis, you are likely to get more material at the right most assembler than the rest
the bottom right diamond cant even exist because it has 2 in, 2 out
@sand garnet @glacial hemlock How about now and @glacial hemlock shouldn't they all balance out evenly over time coz I'm sending the output from the rightmost diamond back to the start of the queue
This is the right one π, ignore the abov diag, wrongly sent
Think this is a valid balanced 5 to 4? π
it is not, the outputs are (rounded a bit) 1.18, 1.18, 1.09, 1.54, 1.54
now, if the the assemblers can only support 1.25 input, and all the input is running at full, then it's not a problem because backpressure will deal with it. But in that case you can do something pretty simple, where you just make sure that 1.25 is available at each point, not that the steady-state splitting will output exactly that much
Split the odd middle line into halves and merge them into other pairs of input, making 2 lines carry 2.5x worth of input, then split each line in half with a splitter to get 1.25 each for your assemblers.
also, why not use manifolds? π
@wind spade lol Bcz they think you have to balance lines out haha
Because the guy asked if a balancer is working, not asking if balancers are good at all π :troll:
...sure... whatever you think bud lol
@wind spade I can't do manifolds coz I'm limited by the technology of my time. I would need mk 4 to combine all 4 belt lines. I can't even combine more than 2.
@shy mason can you pls do me a quick diag.. I'm really curious how this is done..
I haven't found a 5 to 4 balancer anywhere yet
@broken brook yes, but you can do 4 or 5 manifolds. You don't need to merge all into one
@wind spade can you send me a quick schema on how to do this 5 to 4 and I can learn from it
repeat 5 times
number of buildings obviously depends on how much can one belt feed
e.g. if you have 5 belts and each belt has 150 resources/min on it and each building eats 30/min, you'll need 5 buildings per belt
is that what you are looking for @broken brook ?
@wind spade I'm trying to figure this out and I'm limited to mk3 belts(I'll automate steel beams and unlock it now).. so max I can combine is 3 - with one belt carrying 264.. One assembler eats 110. How do I manifold 5:4.
well easiest way to solve this is to get rid of screws by using alternate recipe
but if you don't want to, then I'd just go for 5:5
I'm using the ingot one already
yeah I mean the rotor alt
Hmm, 5 to 5 sounds nice
just underclock the rotor assemblers or keep them at 100%, doesn't matter much and you don't have to do any balancing or stuff
So, manifolds dont work when you don't have the belt capacity to merge into single belt?
Any way to bypass that
just merge belts in any way and then make a manifold from each belt
But won't it be imbalanced
you don't need to have it balanced
Like more on one side
then build more machines on that side
Hmmm
random example
5x 120 ipm belt
each machine eats 60/min
(sure in this case you could just split each belt in two and not do manifold at all, but it's just as an example)
So how about:
88 88 88 88 88
110 110 110 110
This will need 5 machines on the feeding side also right?
for these cases I would just underclock the 110 machines to 80% so that they only eat 88
and then I would have 5:5 or 1:1
yes, manifold is better than a balancer, but direct 1:1 or 2:1 or 1:2 is even better
Yea, seems like the only efficient way
not the only one, but definitely the easiest and most recommended
Yea some ppl were talking about a 5:4 even balancer but it just went over my head
Like 2.5 on each belt line...
So, been getting back into Satisfactory for the first time since the weekend/initial EA release. Been starting to expand, and I'm struggling with planning - what approaches to people take to planning/optimising? Do you go for whatever the space elevator needs next in correct ratios, then rebuild each tier, or is there some equivalent to SPM in Factorio that people target from the outset? My primary concern here is ensuring i get even partially reasonable ratios of early game production in place (iron sticks vs plates? What about how many screws should i produce alongside reinforced iron? How much of my iron should go towards steel production? Etc etc) - been playing with calculators, but without an understanding of end game goals, I'm not really sure on general ratios... Or am I just horribly overthinking this?
(fair warning, am on the train into work, so almost certainly overthinking since I'm not actually playing at the moment!)
99% of products people make aren't used for game progression, since the game doesn't have too much milestones to aim for at the moment. Other than space elevator stages, there are no big requirements. So people just usually build stuff "for the lolz", a.k.a. "let me set my goals and try to complete them".
Usually you want these resources:
- resources needed for space elevator
- resources needed for building (belt resources, machine resources, etc.)
- resources for research
Since those cover almost all resources available, you are best with just automating everything. Regarding quantity, that really depends on the speed you want to do and time you want to spend reaching the last milestone. After that, your only resource consumption is you building more factories to increase resources production rate.
For a normal playthrough, I would just go with a small amount of each resource, with exception of belt resources (based on whatever your current belt tier is) and resources for machines (and concrete). Depending on how many resources are in your starting area, you should pick your own "small" number.
What I did in my only playthrough (warning: only got to computers, other knowledge is mostly theoretical) is that I just built small factory to make a few items of every type and when I found out that I need more of a certain resource, I would just increase production of that resource. Building in modules helps a lot, with module being a design where you input ores/ingots and output final product. So if I need more of X, I just build more modules that produce X. I don't have to solve issues like "I don't have enough reinforced plates to produce modular frames", because they are always produced in ratio in modular frames's module.
I know it isn't the answer you were looking for @uncut kayak , but in this game, there is no "wrong" or "right". You can play at your own pace under your own rules.
Yeah, appreciated on the "no correct way to play" sentiment, was more interested in how other people have approached this - your answer is interesting in this regard :)
I would say - "do it the way that floats your boat". For some folks that's megafactories, for me it's lots of trains, and breaking Factorio's 2D rail line planning restrictions (even though we don't have all the train functionality yet (think signalling)). For you, it might be progression in least time, or "most perfect factory ever", or "I can do round factories", or, "I will dominate all available land and resources". I have played since EA, and I haven't got bored yet. So, relax, have fund, do what you want and what you will. And then tell us about your awesomeness... π In detail, for your edifaction, build expandable, separated, modular factories that connect and build the high level products (and leave the game running overnight if you don't want to build high-output productions lines). Good luck and enjoy!
ovals = mergers and diamonds = splitters if it's 90 parts/min inputs the highest belts you'll need are mk3 belts as it reaches 225 parts/min before they split.
Rotor? Lol, i always use 1:1 setup
as for strategies, I look on the map nowadays and try to plan out what ratios of resources a product would call for, plan out for 20 or so assemblers of that product and just make 4-5 typically. if it's reinforced plates and steel beams go extra for all the belts you'll be making.
@shy mason
that's not a 5:4 balancer unfortunatelly
at least not by definition of a balancer, that I beleive is used by most pple
bcs if that thing that you sent got items only on leftmost belt, it won't balance to all 4 belts
I tried a new "wait to automate" strategy playing casually from a new wasteland save and got converted to coal power in just under 4 hours with my only automated production in the end being 4 wire constructors, 2 iron pipe constructors, 1 iron plate, and 1 concrete. I may have handcrafted several thousand screws but like heck I'm gonna make a machine for those. Guess I'll go hunt down hard drives next;just didn't wanna leave machines running on biofuel before adventure time.
The wire was overkill I was just maxing out what 60 copper per second could provide.
Also I bet a speedrunner could do this in an hour.
60 per second? π
I mean it's tier 1 belts I didn't even unlock tier 2 yet
makes sense, yeah would be too much work to make that any more optimal if you have to make it balance out. at least you have the middle constructor to balance out any ebs and flows.
that's 60 per minute 
Yeah per minute
also, iron wire > copper wire π
Oh I know but early game hard drive hunting sucks
you only need 2-3 to get SIP and iron wire
It's only one copper node
getting it early before unlocking coal /steel helps alot to make your few get stitched plates + iron wire.
if you can get quick wire that opens up a few more in grassland areas, otherwise you are only open to the screw and power drop pods.
I'm aware. I have a save with all unlocks and alts somewhere
Anyhow this is wasteland. Aka probably the worst location but I wanted to revisit it.
Running through poison gas up the mountain to the coal nodes was great fun
I restarted recently as well, went to the swamps and had fun with taking down an alpha spitter with the starter zapper and a dozen berries. Desert start is fine, lets you expand out to forest spots for HMF and computer colonies when you're ready
I just find it suboptimal due to how spread apart a lot of resources are, whereas the northern forest has almost everything close by. I was mildly worried about the lack of biomass but by minimizing power usage until I had coal I didn't have to do too much harvesting.
steel screws > iron wire

I'm getting mixed signals here
I like to keep you sharp.
Even without that it's good
Been a while
Trains are great
Can't think of any practical use for them though except maybe lower upfront cost since the tracks are quite cheap, do they lag less than belts?
Yes.
Also generally more aesthetically pleasing than having belts strewn across the countryside
And aside from some power usage overhead can move goods as quickly as belts when set up properly. Also comes with bonus storage so even if you don't use it for your production lines you might enjoy using it to deliver final product to a warehouse or right to your home base
The surges were painful when I wasn't aware of them
It's constant
There's also a surge when loading or unloading
I hooked a train station up to a geothermal plant and the usage was 50mw uninterrupted
Oof
Or there was. I haven't checked on latest patch
I'll check it shortly
Plus the variable engine usage by speed.
50mw per platform, potentially 150mw for a "normal" train feels excessive
I will say they're superior to teaching trucks
I love them as personal transports at least
Objectively. Also for personal transport, having train infrastructure means you can zoom from base to base
Carry materials for a train around with you, throw up a train whenever you want to go somewhere, set the autopilot and make a coffee
Oh and train tracks seem cheaper to build than conveyors
Yeah they're a lot cheaper, though let's be honest that's only a temporary problem
True but it makes setup of long hauls less painful
Other than the power usage the only real gripe I have is that you can't cross the tracks in an explorer easily
Anyhow the world has a ridiculous amount of surplus power capacity as it stands so power usage isn't much of a limiting factor
Oh yeah I hate that. Though lately I build all tracks elevated on level foundation paths
Ah I wind mine around the terrain for scenary
Neat
Nice
Nuclear could be considered green if the amount of waste produced were more realistic aka a lot less
Oil is also renewable. Btw biomass is renewable too.

Lizard Doggo is the answer to life, everything and the universe.
Mmm lizard doggo burgers
only reason people prefer coal over oil for power is that they use all the oil for their mega super computer lines.
also because coal is more power efficient
true, also 3 mod frames and rotors are cheaper than what you need for fuel generators.
How much you can go with the coal, is pretty limited
mostly by the belt speeds you can make at the time. If you can find sulfur and the compact coal recipe you can scale it pretty high
Probably less effort to just find a 2nd coal vein than to build an entire supply chain around compacted coal
@glacial hemlock I know that @glossy knoll did this setup:
1206.0x Coal Generators
13400.0 Coal / min
60 GW of power
I'm content with the 24 nuclear reactors that equals. Would have no clue where to place all those generators.
sure, nuclear is fine. But coal > fuel
That's the best part about coal generators
Take materials for 50 or so generators (extra to act as a buffer), build a platform for them, throw them all down, connect it up and literally just forget they exist for the rest of the game
There's plenty of coal nodes right on the edge of the map so placement isn't a big deal
yeah, i tend to use the closet node for steel to keep manufactring close, that power plan does sound tempting for next run though.
Yup. 60gw of Coal power! Now trying to orchestrate over 800 constructors plus a tonne of assemblers and manufacturers Iβll post a screenshot of my power plant in #screenshots
I donβt think anyone has gone as far as I did with coal power before? Technically twice since I ripped out the old one that I never finished
that over the southern abyss and all normal coal?
The old one was 1600 generators
Yes
Compacted coal is too much hassle
You deal with twice the ore for a small amount of extra efficiency
Extra efficiency thatβs completely burnt off because you need to make compacted coal π
fair enough.
I originally had the old plant over the red lake/NE desert I ripped it out because there was too many issues with it
Whoβs doing the mega SC factory??
12 train stations for coal sounds big in this game yet weirdly small historically.
i was planning on it, then nuclear came out and sent all the crystal oscillators and network cards over to that plant
12 coal plants? I used to revel at having that many fuel gens in my early days haha, I think I grew up really quickly
How many per minute?
got the space for 24 nuclear rods / minute (or 180 power stations) now with a maxed nuclear t3 uranium mine. Still need to find room for all the other nuclear power stations for the 82 rods/min challenge.
Itβs impossible to make it neat if you donβt use sky platforms, I donβt like the reality but itβs necessary
84 nuclear plants?
I've covered the round abyss north of grasslands next to the big tunnel, main floor at ground level is all the nuclear production with shipping in electromagnetic rods and crystal oscillators, and absolute basement for the waste storage, with
only up to a dozen plants now, but have plenty of room to triple it if I wasn't getting bored with the foundation platforms
Placing them?
yeah, by hand. Should have used anthor's site to make it cool with circles.
Use area actions
is that a technique, or mod?
I legit filled 500x500 platforms with it yesterday to se how big it is lol.. spoiler itβs like half the size of the map and almost crashed my game for two minutes
Mod π
looks cool and will save a 1/3rd of my total play time.
thanks
rest of it will be spent building manifolds for manufactoring
I use AA because it increases accuracy in my building
Some of the things I do would take me soooo long to do otherwise
And my plans are enormous so I rely on it
yeah, spend most of my time steading my hand when placing machines to not budge it an inch at the pressing of the button.
will check it out, got a new world to test it on before wreaking my main world with it.
Now I just need to manage 27,000 wire per minute haha
that's a doozy, sounds like 45 mk 5 lines. good luck
so my coal mine is generating 780 coal per minute currently, and a coal generator uses 5.4, which is 11 coal per minute, so if im right i can build 70 coal generators with that, am i right or is something missing?
@lyric anvil I'd suggest using an online tool for that
like for example mine: https://satisfactory.greeny.dev/power
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Thanks! π
for your case, you are correct:
This tool helps alot, thank you :D
Ooh i never knew that site cool
Thats a pretty good site, how'd you get the map ?
Or is it just a general "guess" of the overlay
lots of manual work. Although the map isn't mine. I'm just cooperating with a guy and I'm allowed to share the map on my site
Awesome
cuz ive been trying to somehow get the map out of another ue game but i failed
k
I beleive there are some screenshots involved, but I can't remember now
It's worth adding a lot of buffers to power generation since power usage isn't static
While a coal node might mathematically power 70 generators, realistically you can probably get 100 out of it by placing coal storage every so often to soak up unused coal
buffers won't increase your max available power
They do increase max available power for as long as your buffer lasts though
Sure they do, if I have 70 generators providing 3.5 gw of power, but I have 30 more provided by a buffer, then my sustained power output is still 3.5gw but my power won't cut out until it goes over 5gw
By buffer here I'm talking about a storage unit connected to more generators, at the end of your "max" generator line
why not at the start? π€
Well because I'm trying to explain it as best I can and that seems like the best way to describe it, as a "tacked on" bit of factory
anyway, overbuilding generators isn't generally recommended, as it gives you a false feeling of having more power than you really have. If you can draw more power than you can supply with your current fuel production, then you should build more fuel production and more generators, not more buffers
But what do you do if you're not using 100% of your powergrid? That's a normal scenario, unless you're feeding your excess coal elsewhere, it's just being wasted
how is it "wasted" in a world where resources are infinite?
Well it's being produced but not going anywhere, I'd describe that as unused, and so wasted
Okay if you've got a 3.5gw of coal plants, and you're at 80% power usage -- a normal situation -- there'll come a point where your coal gens aren't accepting more coal because they're full
agreed
Whereas if you've got, I dunno, 4gw of coal plants, and you're using 3.5gw of power, the extra buffer plants at the end will let you produce more power whiel you're over "100" capacity, and buffer up when you're below it
Kinda like a really bad battery
Sure you're right in that you need to know more about your power grid than what the power pole states though
but if it's possible to get over the 3.5 GW capacity, then you can't guarantee your fuel won't run out before it drops below 3.5 GW again
and therefore you need to increase fuel production so that you don't run into power issues
Indeed ideally your average would be below 100% production capacity, like in this example your average would be like 3.4gw or whatever
But I can't be the only one that sees my max power usage spike up to sometimes 50% over my average
However that probably depends on whether you're allowing your machines to stop/start a lot
I'd say your maximum consumption should be below 100% production capacity
yes, power spikes, but you need to count with the spikes, not with the average
otherwise the whole system will be more or less fragile
and any bigger spike may shut it down
I think it may have been easier for me to say "You can create an accumulator at the end of your coal line in the form of a storage + extra generators"
I usually go with the attitude to double (at least) my power production anytime I exceed 75% of my capacity. Only in the early game did I ever shut down. Once I got automatic power in the form of coal, it was always just checking my current use and doubling as needed
The other way is to always max out the current coal node based on your belt tier.
Well that's a given
Yeah
they don't clock down. They just produce exactly what they need to
you can clock them down separately
erm
so I just did an estimation on how much room my factory is going to need in building space alone and I wan't my math sanity checked..as the result was.. disturbing
I used this as a scale (these are accurate representations of how many foundations a building uses) measured from in game;
if this is my factory;
and I use the above scale to calculate;
smelters = 2 foundations
constructors = 2 foundations
assemblers = 4 foundations
manufacturers = 9 foundations
i get these numbers;
smelters = 900
constructers = 1756
assemblers = 2476
manufacturers = 2709
totalling 7841 foundations!
obviously that will be squared so something along the lines of 3920.5 foundations^2
and thats not including room for transport like belts and stations
Why would it be squared?
well its not in a straight line but maybe not squard exactly
If you need 900 foundations for 450 smelters then there's no need to square it
Donβt forget you can build vertically too
yeah I'd like to avoid that
Yea.... youβre gonna have a real bad time
I will regardless lol
Nah
I think there will be like 42x780 belts of wire alone π
@barren elm yeah you're right not squared just, not in a straight line, so if I want to make it "one big platform" in the shape of say a square, how would I calculate that... its a bit late for my thinking
Well if you want 450 smelters
Best way would be a double manifold with the input on one side and the output on the other which minimizes belt space
Square root of 450 is 21 so you want 21 rows of 21 smelters (+9 somewhere)
yeah this is how i was going to lay them out;
So if each smelter takes up 2x1 foundations you'd need a 42 long by 21 wide foundation
You actually don't need the double output
in the case of wire constructors;
You can combine the outputs into one belt
Same for the input
Since current max belt speed can support 26 smelters' output/input
You could have 13 smelters per "line" and have 450/13 = 35 lines
This would take up slightly less space
Roughly 21x2 lines of splitters/mergers to be exact
so same format as the constructors above except catering for max input or output belt speed?
Yeah, and the same for assemblers + manufacturers
Doesn't always work of course, products like wire throw a wrench into it as those take less space to just assemble it where you need it
I need 23k wire so... everywhere haha
okay so was I right about the platform size? 100 foundations * 100 foundations = 10000 foundations
that seems correct but it's 1am lol
It probably won't be that easy
Gotta figure out the size of each battery of entities and then figure out how big of a square you need to fit all those smaller squares in
But uh
10k foundations should fit all that on
The nice thing about 2d designs is that you can show them off I guess
tall buildings connected with passages and belts do look nicer imo
and are also good to show off
π
Oh I just realised thats an old design =/
I feel better now that I know how big to build the platform, I'll make sure theres enough space to go even bigger if needed as I don't want to be a version 1 coal plant issue again lol.
I used area actions to fill a 500 * 500(250k) foundation space. It actually did it!(in about 2 minutes of complete unresponsiveness) and was perfectly usable FPS-wise... though pretty sure it was larger than the map 250k*8=2,000,000meters
What's the entity limit in satisfactory?
2,162,688?
Seems like some entities have multiple uObjects so I guess it's lower
yeah, they did some optimalisation about entity limit recenlty
Or 500 x 8m = 4km, 4 x 4 =16
yup cant rely on my math at 1:30am haha
I would love to build tall but it takes forever compared to just flooding the ground with buildings
So in the end rather than making a smoke stack I make cute little smelter circles on the ground
um i think found some bad bath when it comes to the biomass burners
BMB:1 :20MWH
BMB:1+1shard:27.3MWH(+7.3)
BMB:1+2shard:34.1MWH(+6.8)
BMB:1+3shard:40.5MWH(+6.4)
BMB2: :40MWH
BMB2:+1shard:56.4MWH(+14.3)
BMB2:+2shard:68.2MWH(+13.6)
BMB2:+3shard:80.9MWH(+12.7)
it doesnt scale linearly
and using shards in a power generator is generally bad practice
How many constructors do I need for 120 Copper Ingets per minute
150/what the machine tells you it needs per minute. i think copper cable uses 30/min? so 5
wires uses 15
then it's 10 machines
it's a trick question
for copper ingots, you need smelters
so the correct answer is 0
I just notice this in the trailer, and I think we have all missed it this whole time. You have to quickly pause buffer to catch it.
Reveal Trailer for Coffee Stain Studioβs new game Satisfactory. Handy links and more info below: ******* Info ******* Website + FAQ: https://satisfactorygame...
it has not been missed. We just donβt know what it is.
Itβs been dubbed the cafeteria.
Thatβs where the company pool is located
I wonder if that's what we're building with all the resources we send up?
The cafeteria.
A super weapon to destroy the planet weβre on is my uneducated guess.
so anyone else bothered by the non-standard way that belt speeds are upgraded? like Mk 1 transports 60, then Mk 2 does 120...but Mk 3 does 270, NOT 240. and Mk 5 does 780 instead of 960 (480*2) x_x
Still no.
Well, technically it was yes before, but that was when you phrased your question differently.
faceplant
Faceberries or facenut?
Goku whatever you do dont look at the math for the power plants your hub gets
eh my friends and I are far past the hub biomass generators.....we've built 4 nuclear plants
but we haven't transitioned to nuclear power yet
BMB:1 :20MWH
BMB:1+1shard:27.3MWH(+7.3)
BMB:1+2shard:34.1MWH(+6.8)
BMB:1+3shard:40.5MWH(+6.4)
yet when you do the same set up on the second one it doesn't double
shards don't scale lineary
didnt you post this yesterday too?
was showing it to goku so relax
I am relaxed, was just confused
"hmm lets make a program to calculate the requirements for a maximum production rate factory"
yeah so on that note my factory will NOT be maximum production rate across the board
Only way to be 100% efficient, is to send some to storage, along the way
still trying to learn how to work with belts in a efficient way, what would be the best possible way to split one line into 14 fuel gen?
a 1 to 14 split?
yeah, i usually just have one line into 14 splitters, but the ones at the end dont get enough, is that cause the splitters or not enough production?
Satisfactory helper to calculate your production needs.
Use this for balancing your supply chains
oh neat, ty
doesn't have anything that size, but you can extrapolate
1,2,4,8,16, then merge the excess 2 into the first line. Should be a close to even split
Supercomputer and turbomotor 1.9? You have not reached the maximum limit yet
if it's not required for anything, the program just sets it to a single manufacturer's max rate
I see
yeah its not "BREAK THE GAME" kind of maximum. More of a practical maximum
@exotic narwhal (late but) that'll almost certainly been just waiting for the early ones to fill up their internal stack; it could also be not enough production, but then you'd be running out of power or very seriously overbuilding
@exotic narwhal if last machine doesn't have enough resources, then it's production issue, not balancer issue
Bruh it's just guidelines for myself. Not like I'm trying to make fully versatile program that simulates the whole factory. Really this was about figuring out how much ore I needed to make the factory capable of taking in
What's the best way you guys have found to organize non-nuclear generators? I want to stack them but obviously that doesnt work
just a big line of generators
if you mean stacking as multiple floors, then it kinda works, but takes a lot of space
yeah i always want to try to build up rather than out
that's gonna be an issue tho
do I need to look to the most advanced recipes when setting up production line or my current max?
most of the alternate recipes are preffered over the normal ones
depends. I'm struggling with that question right now
I ended up going with yes, look to maximum recipe production, but i've also unlocked nearly everything
All alts, expect the one that make plastic from fuel and rubber, are worth it
Alt screws and alt plastic ftw
or is meta purely for most effictiveness...
With unlimited resources, so is there no current meta. By the time you run out of spots to mine, you generally have found a way to do things
im just trying to figure things out...
short answer: get the alts and use them
long answer:
they reduce power consumption, factory size, resource consumption and often also decrease complexity of your factory. You don't need to use them, but you'll save yourself a lot of headache if you start with alternate recipes immediatelly
how do I unlock alternate recipes? though I should be asking in a different channel
@cedar mica disagree. There are a lot of alts that aren't really worth it
@glossy patrol you find a crashed pod, unlock it (usually with resources and/or power) and get a hard drive. You can then scan it in MAM to get 3 alts to choose from (you can only pick one, but you can also save and reload the game to get a different 3 to choose from)
I see
Its a matter of what you want to save on. Overall resources or a spesific one
screw alts are shit because screws are shit 
motor and becaon alts are just shit
rubber cable is also crap
stator alt is usually worse
You are not using caterium for that much, once you setup a few alts
still you want to save it for qw computers and qw boards, when you run out of quartz
also crystal oscillator alt is shit
sorry, im still new to this game
Hm i found crystal computer before quickwire computer and used that in current game. Forgot to check and compare them. Oh well.
crystal computer > quickwire computer > computer
That plus alt circuit board means zero plastic in my computers (rubber instead).
I have a supply of plastic coming in and I have yet to make anything out of it. Still a bunch of hard drives to collect though
alternate network card is also up there for debate with requiring silica over cables. Same with alt radios needing super computers over crystal osc and computers. At least if you are trying to preserve qtz and caterium
screws? well,
Nobody:
R.I.P: Uses 24 boxes of fully-filled screws just to screw 4 plates together.
If the item is bolt and nuts, there might be a lot less anti-screws here.
honestly "screw screws" just sounds much better than "screw bolts"
anyone know how i'm suppsoed to split the iron plates?
because last constructor creates like 3 iron plates and idunno how im supposed to split/ merge them into one of the two assemblers?
Spend three slugs and set each constructor to 106.6% efficiency, then each assembler to 80%, and direct-feed with no merging
Or just eat the 7% loss.
Personally I'd simply merge all the constructors into a common line, then U-turn and split into each assembler. Prime the internal buffer of each assembler with plates from your personal inventory.
could someone link me a 4-3 balancer?
should do, im just working with concrete but i didnt see this way of doing it. thankyou!
yeah what belt do you have ?
mk1, 2, 3, 4 or 5?
you need at least mk2 for this
although, nope, mk1 even works too
because concrete is made 15 per min
so 4 constructors do 60, which is the speed of mk1 belt
so this setup works.
im making an 18/min encased industrial beams so the max belt i need is 3 anyways
how many smelters can a mark 2 miner on a normal iron source feed?
including boosts from slugs
iron
near my hub I got 3 sources
though that's then 300/min if you go full overload, unless you're limited by mk3 belts to 270
which is then 10 smelters unless you boost those too, but it's of course generally simple enough to just make more smelters and save the power/shards
miners are the one thing that you technically are limited on, though the map has enough that in practice there's always more. They're usually also the thing it is the most hassle to increase though, so it's still a good rule of thumb that they're the first priority
particularly rare resources like crystal or cat
in general it's just whichever would be most annoying for you personally to build more of (and do the splitting/merging needed), since that's what it's saving you
maybe I should worry about unlocking all tech first?
I mean, feel free to use power shards whenever you need more of whatever and expanding would be annoying or slow - you can always grab the shards later
just keep in mind that they're worse for power than building more, so if you use them everywhere you'll need to spend time building more power generation and coal mining
that is a handy flowchart, thanks for sharing that one
I use powershards early to boost up the generators to get enough for initial production setup
and later on will boost mining speed (after I get enough material/tech for mass production)
Hey, i am working on a video teaching how to plan, build, expand a computer factory
here is a sneak peek, what you guys think of the format? I start the video overlaying me planning the factory on a drawing board
like that!
and then replace the ugly 'font' I use to a nicer version of the project
I am putting a lot of love on that video! hope ppl enjoy it
I'd leave most of the planning for online tools tho
also, please use alternate recipes for planning π
otherwise it looks good
yeah, the idea is to teach ppl HOW to plan by themselves
and the lack of alternate is that it is aimed for new players, I guess a veteran wouldn't need the video on the first place π but yeah! tnx for the tips
I teach Structural Mechanics IRL, so I head that 'leave it for the tools' all the time! lmfao π
even new players should use alternate recipes
they are just so good
it's nothing advanced
agree! but it is a pain to get them if you don't have jet-packs haha
disagree. most of them are on the ground
mmm, good to know, maybe i just suck at exploring haha
and they often have the items lying around as well
maybe also depends on location, but a lot of them I found are on the ground or reachable by a few ladders
well, the idea of the video (possible video series) is to teach how to think, and not to be used as a formula to copy-paste. Do you think that would be cool?
anyway, I don't want to sound biased (I made some tools), but I think that planning via tools is just so much better for any players. Less chance to mess up math, you can easily check how big is the desired setup, etc etc
Yeah, maybe I am just too old fashioned lol
I believe ppl need to understand the mechanics before using the tools
coz 99% of tools work as garbage-in-garbage-out, they always give the right answer as long as you know the right question π
But it is a good feedback! I could probably incorporate some tools on the videos too! thanks
that's a valid point. But you also want to know what's your target audience
people with no math knowledge would probably make a mistake and then just use tools to do that for them
people with math knowledge are usually smart enough to figure out stuff anyway and won't need a tutorial
Yeah, I have no idea of my target audience tbh
but that may be just my point of view
I am just starting on Satisfactory, would love to have some advices.. I wanna differentiate from the "let's" play style
I just made tools so people can use them. Basically a smarter calculator π
Id love to do something with more depth...
well I usually give these advices:
- don't build main bus
- build separated factories, ideally modular ones
- only overclock miners and pumps
- get alts as soon as possible (ideally before you build production line for that item) and use them (well, most of them)
- don't build massive storages, 1 ISC per item is usually more than enough, with exception of concrete (for when you want to fill large areas), depends on the size of your build and on what you want to build though.
- you won't need more than one uranium node
- don't use trucks, use belts or trains (trucks are just pain)
- use transfer stations instead of trains with more than two stations
- don't mix items on belts
- don't mix items in freight car
- 99% of the time you don't need to balance belts, so you are fine with using manifolds

the great wall of main bus is usually what people built and show off
I agree with all your points
my first playthrough was main bus, with huge central factory.. now I just do small factories near the nodes.. it is MUCH better indeed
sure, for show off, main bus looks super nice. However I'm giving advices for efficient factories, not good looking ones π although you can still make good looking factories with my points π
online tools are the most convenient way to go for, but back to the basics, it is the calculations that makes this genre of game fun for (we are not robots just to build factories according to the pre-calculated results.) So writing down step-by-step calculations for building simple factories, for audiences that are not familiar to the game, might be the correct way to present it.
I will save those points, so i can always highlight them on my videos. I already do for a few of them, but it is nice to have a clean list like that
I'll maybe post them on reddit now when I put them together π
@glacial hemlock I agree with that. However there's a lot of math going on and people often forget something. A lot of issues arised from pple using the in-game codex's recipes as a holy grail and built 4 times more smelters than they should
my first playthrough was a complete mess.. I was obseced with the idea of a flexible factory.. that I could simple change the configuration of the constructors/assembles/manufactures, swap a few belts, and I could easily reconfigure it for a diff product
well... don't have to add anything to that..
not sure if the codex "bug" (not a bug actually) was fixed
what bug?
my first playthrough gets the computer running with all manual calculationsπ
of course not 100%
smelters and foundries have 4 crafting speed. So if an ingot takes 2 seconds to smelt, the recipe has 8 seconds crafting time
codex shows the recipe crafting time, without considering the machine crafting speed (which is correct, but players don't account for that)
codex bug? like, quckwire?
idk about that
what I talk about are smelter and foundy recipes
as I just wrote π
hmm, i had no idea, let me check that
btw, sent you both friend request, hope u don't mind
sure.
I see
it may be fixed by now
yeah, that is cleary an inconsistency...
oh it isn't
or rather, it is fixed for normal recipe, but not alternate one
its like 11.25 * 3...
*4 actually
but for all the other recipes it is diff
45 per minute
yeah, so It is plain wrong lmfao
you can check the correct values https://satisfactory.greeny.dev/items
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
the normal recipe is correct, but the alt is wrong
it was a time when even the normal recipe was wrong, it appears they fixed that
lol
never noticed that tbh, good to know, It is something I will point out on a future video when I have the chance
still 33 more minutes to render the video =S
would love to show it to you guys π
I loved it
all really good tips! I might show that on a future video, and give you credit
I think I made all those mistakes on my first playthrough.
no, I actually double checked and I DID all those mistakes yeah
Id say making a huge bus for resources that brings all to a central mega factory
usually people call "main bus" series of belts in paralel, that bring resources to the other end of a factory and you split from the bus for factories for certain items
i don't think so
I think a main bus is when you gather resourses all over the place, and bring them all to a single location to make a single huge factory
this is a main bus
image credit: google search idk
doesn't matter if you take resources from different places or have them all mined at the location
it's just about having the resources like that and splitting of for factories
and yeah, also having a single big factory
it's just bad
i think it might have potential but as it is right there its not realy usefull
single factory is fine
as long as you can expand / modify production of items easily
and don't use a main bus in the middle π
splitting off from one of those looks like a nightmare
it's mostly builld by people that played factorio before
because there it's actually a valid strategy
yeah its good in factorio, up to a point
but it just makes no sense here
well, maybe on a small scale
even in factorio there is more space between the different item types
you can make it work on almost any scale, but that doesn't mean you should
weren't stackables in from the start?
I only got in on the beta before EA release
even with those, you need to keep so much space between them if you want to split off
I could be wrong, but I don't think the shape of the bus is what matters, could be vertical too.. it is not a good practice
exactly
oh I agree with that too, but it's felt so impractical to me that I never even bothered trying
same thing with balancers
the whole splitting of a belt thingy isn't a good idea
it sorta works if you have say a belt of ingots you split into 3 factories, but it just doesn't scale
yeah you can't count that as a main bus π
I'm learning that I need to start hiding my belts more
I've been making modular factories with some belts running outside through those wall connectors
and looking at them is not good for the framerate
I've been thinking of taking all my ingots to a floor below the factory and then just bringing them back up with lifts inside
just hide the belt spagetthi
I've seen a few designs like that
it's pretty good
though I still prefer totally separated factories making final items from ores
yeah I'm still thinking about how much i want factory to be stand alone
like a full stand alone turbo motor factory sounds like a pain
you can make the items directly where you mine the ore and just bring it to your main base for storage
well, mostly π
ah like that
I've been bringing all the ore back to my main base in to stackable smelters and then off to the stand alone factories
I guess that works as well
ever since I started playing I've been wanting to have a base with every single node tapped
but I don't think my pc will handle that haha
I'm making a stand alone turbo motor factory this weekend in the south east purple swamp. Now how to get the output over to my rocky desert hub is another story
Anyone have any strategies to hubs, like sorting arrays, storage solutions, recommendations to train stations? Mine's getting into a mess and time to renovate it.
@shy mason you can find some here https://www.reddit.com/r/SatisfactoryGame/comments/c8ivxn/satisfactory_saturday_spam_7_train_setups/
though most of them are optimalised for future signals + train collision
Thanks, my current train set up is having double headed single lines everywhere for modular factory resource grabbing. I'll need to make a general looping train to gather the region's output next and to share ammo/supplies across the outposts.
that almost sounds like Factorio rather than satisfactory lol
Kinda, mostly nobelisks and filters. Yeah I'm tempted to buy factorio one of these days but that's going to be another hundreds hour timesink.
thousands π
figured
yeah, I don't play too many new games (close to 1 a year) so any that i do buy I play into the hundreds of hours at minimum.
"lets make a maximized factory"
https://satisfactory-calculator.com/en/production-planner/index/index/heavyModularFrame/2/superComputer/2/turboFuel/19/cartridge/12/spikedRebar/15/battery/6/turboMotor/2/hazmatFilter/4/direction/RIGHT/maxBeltSpeed/480
profuse sweating
Satisfactory helper to calculate your production needs.
that's hardly maximized tho
it gives basic max level supply
max level supply to what?
by maximized we usually mean that you can't build anything else because of lack of resources
guys is there a creative mode or something like that
not in the game, but some mods offer some creative functionality
Sandbox mode would be so cool
Specially to make videos. Some times you just wanna build something to showcase an idea, and not have to worry about grinding rss or recipes
there are mods that allow you to do that
I will check that. But imo, should be a game feature
probably easiest to use is Kronos mod
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com @rough furnace
<3 @sand garnet
uhh, dyno spam
The key words are ' would be cool ' ?
Nah i triggered it
Because I felt that a suggestion like that would be best done there :)
we won't tolerate such behavior in our math lair!
damn, that bot lol
Ugh why is savescumming to get the recipe I want so tedious
The only worthwhile recipe left is nuclear fuel rod but it keeps giving me screws and other garbage
I'd almost rather just go collect as many hard drives as I can and force the game to give me what I want by process of elimination
I think they tried to combat savescumming
because it doesnt seem as effective anymore
Ten minutes later...
how come you have so many recipes left though if you're at tier 7
never really invested in alts?
Oh I just haven't collected enough hard drives on this save I guess
Screw it I'm just gonna go drive hunting I've gotten them all before I can do it again
yeah, for me it's the silica recipe
I saw it once early and took one of the other crystal ones instead and now it refuses to spawn
yeah, silica was hiding from me until I was on the last 4 hard drives out of the 30+.
split 1 convayor into 4 i havent been able to find one
--S--S--S--S
| | | |
like a balanced one so all get the same amount per minute?
you don't need that, since the first machine will fill up and items will overflow to the next one π
thanks!
though if you really want to balance stuff, something like that would work:
--S----S--
| |
S--
|
wow, even though you are not into balancers and the like, your ASCII art is still elegant
why waste time in paint when you can make ASCII art
hmm, what if I could automate making ascii setups? π€
does graphviz have an ascii art output?
depends on the cost/m on what you are making
...steel
10,6 or 16 if you bump the miner up to 150%
thanks, musch appreciated
np
so which of these 3 is the best for the first alternate recipe?
@glossy patrol number 1
1, but it depends in what stage you are ofc
If you are already very busy with steel, then I might say 2
I am fine on steel
But option 1 gives an extra ignot, and with the alt irn wire, you do not really need copper for anything else
I have 3 coal nodes close together
Nice
two pretty much ontop of each other, im just busy making one into a coal power farm
number 2, then 3, then 1
obviously depends on what you have, but 1 is not really needed much usually, since you have tons of iron and it increases power required to smelt iron
also what is more efficient item distributing, 2x2x3 or 3x2x2?
what do you mean by that?
gimme a second
I mean conveyer splitting, i.e:
1 -> 2
2 -> 4
4 -> 12
or
1->3
3->6
6->12
--S--S--S--S--S--S-- ...
| | | | | |
most space efficient
easily expandable
fast to build
every splitting method achieves 100% efficiency after some period of time
(if you have enough resources)
also what do you mean by "item efficiency"?
even distribution
yeah even that setup I posted distributes items evenly after the startup time
so basically by making the line overflow makes it more efficient?
not more efficient
the split is the same efficient as if you did any of your methods
though it takes less space, is faster to build and easily expandable
ill give it a shot
and for that reason I usually prefer it
for the first few minutes, it won't run at 100%, but when it overflows, it works 100% just as the other ones
makes it look a lot cleaner aswell
how much will items on the belts lag the game? π€
depends on your pc
they may lag by rendering (GPU) and by just having too much of them (CPU)
I guess I need one extra machine per production line and even distribution to get rid of them
Or reduce belt lenght
I use trucks for that already
Do you have the truck station, right next to the machines?
trucks may have even bigger impact on lag than belts π€
also, you can't really get rid of items on the belts
With short belts and storage, you sort of can
you'll still end up with items on 100% of your belts anyway π
well your storage will fill up eventually
how many smelters can a normal node mk2 miner support? I thought it was 4
but my ore supply still overflows
got a belt fast enough to carry 240/min?
normal node = 60 ipm, mk 2 miner = x2 production -> 120 ore/min
I am using mk 3 belt
normal 60? that little?
normal has 60 with a mark 1 miner
but you'd think 8 smelters should be enough for a mining total of 240/min
so yeah, greeny was correct as usual π
and with overflowing I mean all my melters are stuffed to the point the miners get stuffed
are you merging any belts maybe?
yes, im merging 2 mark 2s so that should be 240 ore/min
and smelters use 30 ore/min
so that should mean 8 smelters would have been sufficient
or does merging belts have hidden benefits?
and/or using belts with higher ore/min of transfer?
are all the smelters actually powered and running? :P
yes
oh wait... I think I know where my problem lays
my iron plate production is too high for its own good
lol easy fix
No such thing as too high!
Hey, I was thinking of making a begginers guide, like super basic core concepts and tips, what topics you guys think are important?
First thing that came to mind was the output/input rate of buildings and how to avoid bottlenecks
I'd like to avoid talking about building style and focus on core concepts
stuff like looking at the total input required for a single or maybe 2 machines and segmenting small production chains by that instead of making big connected setups while you have only low tier belts
Gotcha
Like small iron factory for example
And how to balance it using only mk1 stuff
also hammering home that you should go out and find rare ressources to unlock new stuff :p
Yeah, I only started exploring late on the game on my first run
Maybe making showcase comparing 2 reinforced plates, one with alt recipes and one without could be a good case
i can give you the perfect base reinforced plate assembly line if you don't have one π
another thing to remind is that perfect ratios are entirely unnecessary π
but they are satisfying
@rigid knoll so true, I wasted so much time on my first run trying to make stuff run at 100%
Also big noob mistake is pile dozens of storage containers with the same rss, BECAUSE MACHINES CANT BE IDDLE!!
Hey guys I haven't played since May when I beat the game with an insane mall making every item. Basically I had a mall with 20 or so industrial storage containers of each item.
I just want to know if rushing to tier 6 and then redesigning with the new materials is still the way to go...
Its more about alt recipies than tier specifically
If you already have the alt recipies but dont have the correct tier belt, just set everything to run slower
I restarted a few hrs ago and rn my main base consists of 30 plates and 30 rods/min, limestone, copper wires, cables, and ~20 or so reinforced plates/min
So should I go to other iron sources to automate frames and rotors or should I redirect the plates and rods im already making? This was a big question I always had and never could get a good answer. Basically I'm asking is it better to use the products im already making or should I set up a new production site?
Its essentially entirely up to you, but the most common response in here would be to setup each base to perform a particular function, and if you need more functions you add a new base
If you need more throughput out of a particular function then you just expand that same base
But it works just as well to have those "bases" be vertical constructions rather than horizontal, and then theres no real difference
So like I have the starter products at x location, then I move to y for mid game products?
And lastly this was my mall for last run, thoughts?
It's just how much I produced of each item
I built it in the north desert by the 4 coal nodes, the pure iron and pure copper nodes and the 2 pure quartz nodes
Idk if they changed that area now but it was quite busted
It also had 4 more pure iron and another couple pure copper not too far away
yeah, that area is great
which of these to pick? the screw?
got 3 more drives anyway
if you are not looking for a particular recipe and already have a lot of them, then I'd go with the dimension
otherwise I would reroll to get some basic ones like Iron Wire, SIPs, MFs, HMFs, Circuit boards, etc.
if you save the game and load again, it should give you a different set of 3 recipes
though some people reported that they are getting the same recipes sometimes
I don't know the status of this now
im trying it
it gave me other recipes
well.... 2 are still thesame
take the HMF?
the HMF is super cool. It decreases the costs of one HMF by a LOT
top row without recipe, bottom row with recipe
oh nice
I think it also uses the same reipce
oh, just replaces screws with concrete
so you also get rid of screws, which is another good thing
trades steel and concrete for loss of screws
well, it also produces more
the first screenshot is way better for comparsion
since it's the raw values for 1 HMF
mf is good, rotor is decent (on it's own it increases the costs by a small amount, but when combined with other alts like iron wire, the costs are decreased by a lot. Also, simplifies the whole motor making production line, since it has the same ingredients as stator)
screws are still bad π
don't worry about pings π
also, you can pretty easily compare alt recipes (even multiple of them) using my tool: https://satisfactory.greeny.dev/alternate-recipes
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
actually... the MF one also reduces the need for screws
yeah
also, here is the "tutorial" for the tool - https://www.reddit.com/r/SatisfactoryGame/comments/blqpym/ever_wondered_which_alternate_recipe_is_best_for/
and screws have been well.. screwing me over
yeah, just get rid of them
Banned for advertising
tbh this whole channel was created for the purpose of me sharing the tool for the first time π€ π

β
so the alt recipe uses more plates... but produces 3 frames
yeah, you should usually calculate it per item produced
then you can see that it again saves a lot of iron (though adding small amount of coal for steel)
right now my factory is a mess lol
well it always takes a little bit of planning and experience to make a non-mess factory π
and I suppose alternate recipes help a lot
iron wire + iron alloy basically gives you an extra 50% iron
I think ill focus on the more recourse intensive recipes first
you use wire in a lot of recipes, so iron wire is a great recipe to start with, as you'll use it in a lot of production lines
but obviously it's up to you π
right now its a mess
once you have all the alts, you'll need wire or quickwire for everything.
the most complicated thing without wire is encased industrial beams and aluminum sheets.
im currently just exploring for wrecks
If we disregard the change in material, is there any alts thats not worth it (beyond the stupid plastic from fuel and rubber)?
hmm, hard to define "disregard change in material"
do you also count "the recipe is bad because it uses way rarer materials"?
I play modded, so there are ways to go beyond the map limit
So based on that, is there some thats not worth it at all?
please answer the question first π
do you also count "the recipe is bad because it uses way rarer materials"?
Define rarer material
e.g. oil, which is a bottleneck in 99% of factories
or a lot of quartz
those are basically the two rare materials on the map currently
I don't know what mods you are using
Personal mods, that allows me to get more out of each node
well then still oil will be the bottleneck eventually π
Yeah, but I think FPS will be a bottleneck first
well I guess rubber cable isn't great. Also RIP alt still falls short to SIPs, screw alts are useless because
, beacon recipe is usually just a pain to do with the alternate recipe, motor is questionable (more complex production line, uses a lot of "rare" resources, but saves a bit in total).
Also, do overclocking save FPS? Less machines, but more power and faster belts
depends on what is eating your fps π
basically any object on the map eats some fps
so reducing number of belts / items on the belts can theoretically save fps
@glossy patrol but at least your factory is flat. mine is on a mountainside with parts in two surrounding valleys.
posted a meme on #satisfactory-memes which is the 'best' alt there?
I'd ragequit the game at that point
hahahah
good thing I have enough HD for all the remaining recipes, what sucks is have to wait for 10 mins
for each HD
I come back 7 months later and @wind spade is still active. Wtf
oh, sorry. I'll leave now forever
t'was a joke
Please don't get our hopes up like that, Greeny.
Oof