#math-and-meta
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Belts get too messy for me, I don't like the spaghet haha
straight belt from mine to train station isn't messy ๐ค ๐
I line the inputs and outputs up so there's as few belts as possible mid game
It is when you're bringing resources from 20+ nodes to one outpost
One thing I can't figure out how to do CLEANLY is connect stacked storage bins
conveyor lifts
also, usually you don't even need to store that much resources
with maybe exception to concrete
conveyor lifts
Gotcha lol I'd been building platforms, laying the conveyors, then deleting the platforms haha
stack them up and every other will be facing the other way
then it's easy to connect lifts between floors
Right now my truck station is a mess bc of that haha
@wind spade what does everyone do with their nuclear waste usually
store, you can't do anything else really
So likely add it to the last car of a train and have it dropped off them moved to a storage facility somewhere out of the way on the map
you don't even need it that far. But yeah, just put it on a belt/train/truck and move it a bit
I was thinking of making a storage area on that mountain pillar at the far top right of the map just north of the ring of three pure oil nodes but it would be a lot of work making it accessible
im planning on producing nuclear power and storing nuclear waste in the same spot, and just never going near there. if the rods are crafted from cells on-site, and the waste is stored on-site, then the only radioactive material to be transported would be uranium cells, which have the lowest radioactivity. also, transporting radioactive stuff in a train or truck can be dangerous, because it puts a lot of that stuff in one big clump instead of spreading it out in a thin line, which causes there to be a greater radius and more intense radiation, although existing less of the time. obviously a big ling conveyor belt is not a fun thing, but it's probably the safest way to trasport radioactive material without having a highly dangerous train car or vehicle
I did find a solar power mod I'm anxious to try out, tbh ever since the EA was released I've been hoping for official solar power but apparently FICSIT has no environmental incentives on alien worlds xD
Well the main draw of solar power in games is that it's infinite free energy, but satisfatory already has infinite free* energy
I think its more about, being able to free oil and coal, for other things
Hey guys im kinda new to this game and i love but i have one question. So out of one Copper ingot I can make 3 Copper wires and its telling me 45/minute. But do I have to think like 3 x 45? Because I get 3 Wires out of one Copper ingot. Is it 45/minute or 135/minute
Okay thank You, so every "x3" or what ever is included to the information of how many / minute already
That confused me a bit ^^Thank You
yeah, all that info is already included in the per minute value
The x3 means that every time the bar fills on the constructor, 3 wires pop out
You'll see that often throughout the game
just learned to put 2 spaces inbetween my machines forward and backwards bc of conveyor lifts
im not gonna move my whole factory ill just do it different in next playthru
each playthru my build style becomes so much more consistent
and also 6 high factories bc the smoke goes thru the high belts and its the perfect height for a jump pad
Developed new meta to send 1st package in under 38 minutes from start if anyone is interested. Thinking about livestreaming or making a video.
well you can upload it to speedrun.com ๐
^ that to, I have some crazy addiction to restarting in this game.
I think a video would be great
I think i can get it so much faster tho, working to reduce waste.. I beat the world record but I did it with like 3k extra iron ingots lulz
I'd definitely watch it
I embrace the factory part of the game all the other speedbuilds just brute force to package
Personally I brute force until I can see a long term system then I build a factory
That would be so painful ๐ but i understand I hate rebuilding. But now i position things so that i dont have to rebuild to add conveyors, splitters, storage, ect
Once you figure out spacing it gets easier to build early but the crazy part is you gotta get to late game to learn spacing for early game lulz
I'm just about to start planning for a factory on my new save. Waiting until I unlock trains then I'm gonna take a look at the map and plan it out
My issue is late game I like to have outposts that make ingots and the rest of the work done in a singular factory usually in the center circle or somewhere easily accessible like that
I thought about just building a floor above the entire map and take all the nodes and just build lifts to the skyfloor, i wonder how it would do on cpu performance you would never need to revisit the ground after that tho ๐
except for those pesky harddrives
I usually get hdds before I start building stuff
Walking to every single drive?
also covering the map with foundations will make you hit uObject limit pretty fast
well i only get alts that are relevant to current tier
so I only need 3 hdds for T1
etc.
awh i see
and while T2 products are being made, I get alts for T3, etc
I personally get the t2 upgrade for rotors and build space elevator then send package then delete elevator and use the resources to unlock coal generation to kickstart everything with 'free' power
I only need about 400 biomass
before coal generation
@tiny sundial I mean... you'd still have to go back down eventually if you're using nuclear power bc waste
couldnt you just store the waste in one of the corners of the map on the skyfloor tho
I havent actually made it to nuclear... I'm addicted to early game efficiencies ๐
@tiny sundial you could but... It would be unsightly
Well then what about a basement for waste disposal... i mean a basement 200 feet in the air is still... well up there ๐
XD why this hatred of touching the ground
haha Its dangerous down there ... aliens and what not ๐
Rebar gun tho
*kidding
Did quite a number on my lizard doggo army after it got annoying
im waiting til i get nobelisks before exploring into stinger territory good idea or bad one?
Nobelisks?
bombs
boom booms
i just hate them
I just keep a rebar gun and a baton
even with arachniphobia mode, the sounds they make....
Arachnophobia mode is more terrifying that normal
My 3 year old loves spiders ๐
Spiders are cute, cat spider crimes against nature are horrifying
for me, not having a spider right in my face attacking me makes stingers tolerable enough to not freeze up and panic
cats are better even if they sound like spiders
I mean if you just sprint for awhikr the stingers go away
Haha, its just lazy devs had grabbed a cat sprite and replaced the render function to it... prolly took 2 mins max to implement
they said there was a time budget of 2h for arachniphobia mode
The catspรถders are nightmare fuel
they're a hell of a lot better than actual spiders for me
I prefer stingers
also light doesn't change their brightness so it's easier to see them lol
I would love to meet the person that spent two hours attaching a sprite to a game object in unreal engine lulz
less of a chance of getting jumpscared in a forest at night
im not saying it took 2h im saying it was maximum 2h
haha oh got it
hmmm a lil bit
just a couple extra clicks but i mean it would only be a couple to change the game object to a sprite
A rifle is a good bet against stingers too, a nobelisk seems overkill
I mean if you just want them to go bye bye, Tiny tina would approve
it's not a difficulty thing it's a fear thing.
for my safety and sanity i wanna carpet bomb the spider infested forests so there's no trees for them to hide behind, but i also dont wanna destroy all the trees cuz they look nice so hnnnhhhhnnnggg
also STINGERS ATTACK CARS aaaaa
not funnnn
I hate forests, they mess up my truck routes
but for truck routes, like ig a few trees cut down is okay? but i don't wanna level an entire forest
I do. The forests must go, I want the world to be and barren as nevads
As barren as Nevada*
but the world looks so niiiiice
The world yes but.. Trees are the Bane of mu existence as a ficsit engineer
i appreciate all of hannah's work and i want to keep the world looking nice
but the hecking trees they hide the spiders
We need a tractor that chops down trees
that's called 50 nobelisks
destroying trees is not hard and automating nobelisks isn't either
Also being able to drill through mountains would be nice
yeah (EDIT: replaced 'terraformig') digging when??
terraforming could be interpreted differently for alien planets so i fixed it
XD no need to terraform if the planet already sustains life imo
yeah but not human life
True
although the hub doesn't have an airlock so idk
maybe the engineer just sleeps with her mask on
I mean you always have a suit on but never have to refill it with 02 as well
it probably synthesizes its own oxygen
We should move to #satisfactory xd this is no longer math or meta
yeah lol
Speaking of math and meta, Why are the devs obsessed with things divisible by 15. ๐
or actually divisible by 3
almost everything in the game produces by 1, 2, or a number divisible by 3
on the bright side it mean if you build your factory correctly you will never have to change the overclock setting ๐
to maintain 100% efficiency
ig divisible by 15 because of early game stuff doing things in items per second. like belts 1 and 2, are 1 and 2 items per second respectively
the 15s are all in items per minute, and 15 items per minute is 0.25 items per second
And then mk3 jumps up to 4.5
ye i love mk3s
i just use the mk3s for manifolds, miner outputs, and truck station inputs
not long range transport
Even short range like 30m I use trucks mid to late game
i prefer trains to conveyors and prefer conveyors to trucks
trains are like upgraded trucks
Trains>explorers>trucks>conveyors>tractors
and i dont even have trucks yet so im stuck with tractors
trains > conveyors > other vehicles
also explorers can't dock at truck stations can they???
Also can we please mad max it and add spikes to the explorer to kill spitters and hogs
They can
Mine does
oh cool
It's how I'm moving oil until I get my trains
im waiting for the day when i can use a train to hit an alpha spitter at 250km/h and kill it
but they don't have proper collision boxes yet...
Plot twist : the spitter becomes an item in the first car of the train and spawns at the next station it stops at
noooo
XD I'd love that
for now i just have to cover the front of the train in nobelisks and hope for the best
what tier is map?
4 I think but I was lazy getting quartz
oh the explorer thing unlocks map too?
i thought map was unlocked with radar tower. huh.
guess i can get it sooner than i thought
Illcheck when I get back to my hub
Did they change it where you can't put miners on oil?
My portable miners aren't digging
I believe you need a pump
you never could mine oil with miners
that was a bug, not a feature
I've come to say hi
he's alive!
And, I sleep once again
does anyone know how high the smoke from oil refineries travel? im trying to stack them without smoke going thru the floor cuz it looks weird
i think i might just go with max conveyor lift height, the smoke will look better than the conveyor lifts loooking weird
I believe it's 13 walls tall
I usually go 15 because my normal floors are 5 walls tall, and, well, 15 goes into 5
ummm
i got a bunch of manifolds set up, and i had a power outage... are the resources supposed to pile up at the ends of the manifolds?
Well to state the obvious, you're not supposed to have a power outage at all, so whatever happens during a power outage is kinda not a factor
well yeah
but is it okay if i only use the minimum required tier of belts when making manifolds?
Usually the belt between the splitters and mergers should be your max
But yeah theoretically you can use lower ranks as you move down your manifold
between the splitters and mergers?
like, from the splitter to the smelting thingy?
i don't really want those to be mk3 belts but also i don't fully know how splitters work with multiple different tiers of belts so :/
they were pretty wonky back then. Nowdays they should be more okay-ish with the internal buffer of a splitter
mmkay il worry about it when i get proper power to the building ig
i don't think it'll actually be a problem but idk
anyway, I'd just use max tier belts for all the belts and not worry about it much
lol i don't have automated steel yet and i'm not handcrafting all that
then the issue is that you don't have stuff automated ๐ค
shup
Dont doing max belt for everything, means more CPU power is needed?
do u guys have a way to view/get around your factories that are already finished?
i dont just want to box them up and stop looking at them
@cedar mica I doubt that
nah, less, same amount of items, just less different objects
Just build in a new place
for example i have a crystal oscillator tower with multiple floors, currently I have it in a big box
@empty hemlock I doubt that as well ๐
I'd say the CPU power required is the same for all tiers of belts
it's just take item X and move it Y distance over the spline every Z miliseconds
the design looks pretty cool but the big box doesnt lol
should i do like an open air factory with corner supports?
With a 60 belt, so is that 60 ticks for each item. With a 780 belt, so is it 780 ticks. Or I'm over thinking this?
nope, you're most likely wrong
let's say 60 belt moves item 60 distance every second
and 780 belt moves item 780 distance every second
and let's assume "tick" is 1/60th of a second
so each second, 60 belt moves item by 1 distance
but 780 belt moves item by 13 distance
So the only change is the grab and store rate
it doesn't move it 13 times more often. It moves it in the same intervals, just by bigger distance
for CPU it doesn't matter if you are adding +1 or +13
well, it does, but the difference would be apparent for gazillions of operations only and still in microseconds
Well, I still like to use different belt speeds, as a semi balancer
obviously the item movement isn't something as simple as adding +1/+13, but the whole computing operation is the same no matter the distance moved
well, that's your choice obviously. Just saying that slower belts doesn't mean less CPU power needed ๐
Its more the amount of belts, not the speed of them
speed is completely irrelevant in this case, yeah. Just more belts = more CPU + GPU needed
There's almost certainly some smarts going on to optimize this kind of thing, and there's so many different ways they could've done it that it seems almost pointless to speculate
@sharp crow i would generally recommend prioritising automated production of the highest level belt you can currently build so you never need to worry about it (for the most part) you can use lower level belts for input output but i generally use the max level belt that is necessary for the manifold, even though as Tya says you can theoretically use lower speed belts towards the end of the manifold. I'm with @wind spade. Just use a nice, fast enough belt for the main manifold and whatever is necessary for the input/output belts
and yeah i doubt it affects CPU load at all
also in the pinned post, satisfactory-map.com is not encrypted, not sure if there is a policy in here about that
and it looks like the map on satisfactory-calculator.com isn't on that pinned post, which seems odd considering it is the most actively developed right now iirc
yes but not under maps
and seems to be encrypted
ยฏ_(ใ)_/ยฏ
satisfactory-map.com in the post says https:// but it redirects to http://
anyway, point is, this URL - https://satisfactory-calculator.com/en/interactive-map - should arguably be in the maps section, as well as the existing link to the main domain name for the production chain section
๐ค
which browser are you using?
see above
confused me
anyway, seems like satisfactory-map.com (with the dash) is no longer working. Without the dash, it's working (it's the one I have on my site included as well).
<@&387163995947270144> you can probably remove satisfactory-map.com from the pinned post, as it's no longer available
and put the interactive map there maybe
๐
rather than under calculators
thx rek
not sure how's the usage of that calculator, but the map is definitely used more
Easier for me to edit, thank someone else deleting and reposting with formatting anyway.
thx ๐
thanks Rekalty ๐
i prefer greeny's calculator ๐
mostly aesthetic preference i think
ยฏ_(ใ)_/ยฏ
but Anthor's map is pretty sweet
I had plans with the author of the map on my site to make it better, but he has no time now and I don't have much time either
also seems kinda pointless when there's already a well functioning map out there
yup, no point reinventing the wheel and all that
would be nice if they could be merged to some extent, i prefer some of the icons that the map author on your site uses, greeny
well I've tried talking to Anthor about that, maybe if enough people ping him, he'll consider that ๐
I don't mind merging with him
I can't recall the reason why he didn't want that tho
have you tried showering? ๐
he prob just doesn't want the hassle hah ๐
okay so after some testing with proper coal generators and not way too many biofuel ones, the manifolds work fine with the low level belts so im gonna keep it for now
Alright
If you guys had to choose between
caterium wire, alt oscillators, and alt quickwire
which would it be
ROFL
alt quickwire is super cool
saves 2/3 caterium
cat wire is useless and alt oscillators are meh, but sometimes useful (I beleive it's a trade between quartz and oil)
What do people do more? Bring ore to a place then turn it into ingots or turn it into ingots first then bring it to your factory? What's better?
i dont think there's an objectively better thing
Oh ok thanks
depends on the space and scale of how many nodes you are refining, normally my go to is to refine into ingots then ship, useful for caterium as it reduces the load by a third, but neutral on other ingots.
where's third option? make final products and bring those to your factory?
So should I just do nuclear power at one node? Will that be enough?
one node (with alternate recipes) will give you 350 GW worth of power
And should I use alt uranium cell or nah
which should be enough for most factories
unless you go super crazy with trains/jump pads/inefficient recipes
yes, both uranium cell and uranium fuel rod alts increase the amount of produced fuel cells from uranium
But is the complicated recipe for uranium cell even worth it if the power will be more than enough anyway?
it's not that much complicated
and you get 3.5 times the amount of cells from the same amount of uranium
multiply that with 1.5 times more fuel rods from the other recipe
and you essentially quintuple your production
depends on your base size ๐
when the world's energy consumption starts getting close to the energy consumption of your factory
*sweats in anime*
Wouldn't it just be better to not use alts and take uranium from different nodes
that depends ๐
The uranium will eventually run out
you can choose your best setup ๐ https://satisfactory.greeny.dev/alternate-recipes?preview=D0whc43HCE
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Gotta get the most out of what you have, you can only get so much uranium/second from the map
@wind spade what do you think is the best production line for fuel rods?
ุณูุงู ุนูููู
alt silica I guess
Should I be using iron ingot alloy or no?
Probably not right?
I need it for qw and aluminum
it's good
and you can use around 60% of copper for iron ingot alloy and still have enough for qw and alclad sheets
@wind spade alt high speed connector?
I'm planning on doing nuclear East and bauxite west
Or maybe I could fit both west bc of the oil?
Should I go for 1050 GW of nuclear power or only 350 GW
once you get the materials in a row fir your first manufactorer, it's easy to scale it up for more production and plants to bring it up. Honestly I'm fine with just 40GW, not sure how crazy your builds are.
How many splitters can you split on an mrk3 belt and mrk3 miner to go to smelters and still be somewhat efficient
Normal iron nod
9, 270 / 30 per smelter
Ah thank you
anyone know the original color values for the default color scheme? i wanna set it back to the orange one because vehicles look bad without it
255 / 177 / 109 if I remember correctly
thank you!
do you know what the secondary one is?
oh wait im dumb
those numbers cant possibly refer to all one color
those are three colors
yeah but the color gun has one slider for hue, one slider for something else, and one slider for brightness
do you know how to convert it?
isn't there a reset btton on the color gun
nope...
ayy thank you!
boom. I had it as default still
thx
np
idk but i kinda think this should go on the wiki
This is the first time I've seen somebody who wanted the default colors though so maybe not lol
I was originally here in may but left and rejoined
does the wiki have the same guidelines as regular wikipedia?
cuz if it does then im gonna follow WP:BOLD and just do it and see if anyone objects
if it doesn't, that just means even more so, because the guidelines are probably just "don't be an ass" ๐
theres people who actively keep the wiki updated etc
okay im just gonna go for it and hope for the best
Ive asked those people about if you can/ should
if you want to wait for a reply, thats your call
oh this sounds like it doesn't work like wikipedia then lol
I dunno, Ive never done any wiki editing myself
You can just click edit, worst case scenario they let you know you shouldn't have edited it without asking and delete the contribution
okay but
"you shouldn't edit without asking" is kinda cringe imo
im gonna go for it
i dare them to contradict me
if what's a thing
mmkay
but if its a case of not editing without asking then why can people edit at all?
Just do it
i dunno, like I said, I have no experience with wiki editing
like you said, they can always just edit/ remove it
mmkay
so you may as well go for it iguess?
im writing it now
yeah you're good to go
you can just add to the wiki
just try to get formatting etc properly
yeah
idk if i formatted the numbers properly cuz they don't have a formatting for them yet, so i formatted it like points are formatted in math, considering they called it the "HSV color space"
im guessing they can see any recent edits
so I wouldnt worry too much about it
if they disagree, let them fix it ๐
Also saying the color gun doesn't work on vehicles like the wiki says is sort-of wrong as well. You can't point and shoot but changing the default does change vehicles so in a way it does work on vehicles just not individually
no, changing the default doesn't change vehicles
in my experience ny tractor looked, like, exactly the same as before
so idk
i thought the vhicles were an unchanging model
I've only noticed train waggons changing colors to my personal defaults while being loaded / unloaded. Sometimes. Not all of them though...
@light vapor That's what I saw was my train cars changing
@gleaming otter: ah, ok.
But I wish I could color whole trains and belts intentionally...
how many constructors should I use to make use of a pure iron node?
depends on your miner tier
just t1 for now
and what items would the constructors make
a mixture of plates and rods
well both have different crafting times
iron plates eat 30 ingots/min, rods eat 15 ingots/min
good to know
depends on your belt plates more if you're starting up. so 60 ingots/min (2 smelters worth) per belt / miner until you get 120 i/m with tier 2 belts.
so 2 smelters ... cool
I'd suggest using either ingame recipe codex or some of the online tools that are pinned (one of them is made by me)
then I will split if more than 1 constructor is needed to not be wasting any productivity ๐
thanks @wind spade I will check your calc out
Thoughts?
Looking for ways to optimize transportation (most compact items)
This is the best I could get
why not use the space at the quartz nodes for the crystal oscillators?
plenty of room right next to those nodes
instead of going east
That's what I did
not according to your powerpoint
Oh wait ur right
talking about this slide
instead of moving all that stuff to that designated location, I'd personally ( and I did in my own world) just build right next to those quartz nodes, left of them
theres a large enough open grassy area next to them with a drop pod but you can build around or over it
Ok. Anything other than that tho?
didnt look too far into the slides ๐
Do belt lag, depend on the number of belts or the number of items being moved? Just wondering if 13x 60 belts, will lag more then 1x 780 belt
I think it's based on the number of belt segments
so every time you place a pole, I think the game adds another belt segment and has to calculate stuff for it
thats my hypothesis at least
So fewer, faster belts, is best?
I think so but there's a reason im not a regular in this channel lol
so somebody else who knows that part of the game better than I do should probably clarify
Nobody knows but it doesn't make a lot of technical sense for belt speed or length to matter
I'd say it shouldn't matter
most calculations are done by just taking all item entities on belts and moving them by X distance based on belt speed
there may be some difference, but it's most likely very small in comparsion to other stuff
More belts is definitely more hassle for the engine than fewer belts
Not saying by a lot
But itโs more things it needs to touch and evaluate and update every single frame or tick or whenever they update their game state
Not really, since the game most likely handes items, not belts
No idea how it's coded, I'd be very interested to find out tbh, but the most obvious way to me would be to treat each belt as a container and move X items from the belt container to the next belt container modified by belt length
That seems like it'd defeat having to track every individual item because items could be reduced to just a single number and moved in bulk each game tick
That'd also put performance onto the number of belts rather than length or speed, but again, no idea how it's actually done since I don't think the code is visible anywhere?
The above would be for "low priority" assets, something I'm again just speculating exists
we can infer a little bit from the optimization blogpost they did a couple of months ago, iirc there they mentioned that they use a lot of delta to transmit the data for multiplayer, so i'd assume they do the same locally
Mar Train needs DISC FUOOKING BRAKES !
2klm to stop lol
hahaha
got the thing up to 200 plus down hill OMG !
GTX980 is like I HATE YOU !
Slow the fek down sit the hell down and !!!!!
I need a moped man
can someone help me with some math? My brain just isnt processing .. i have a lvl 2 miner on a pure coal node, i know i need roughly 21.6 generators for max capacity, but how much coal per min does each generator burn so i know what to feed it?
you burn 1 coal per second per 270MW of your factories consumption
I want the generators to run efficiently across all 20 that im building, ill have a capacity of 2000 mw, consumption currently is only going to be about 300
20 is so overkill for 300mw of usage that there isn't really much to think about
There is no punishment for overbuilding generators so just set it up and forget about it until mk4 belts, in which case it's time to overclock it and up the generator count to 44
was just trying to plan ahead with my splitters so i didnt have to redo them later on
Use manifold layouts (splitters in a line) and the only planning ahead you need is making sure you have enough space
@barren elm do you mind if i DM you? i have a couple questions on the best way to do that
Still just trying to figure out the best way to distribute the coal to each generator .. i miscounted, i have 20 set up already and i guess the max is 21.6, they are set up in 2 rows of 10, was going to expand to 4 rows of 10 eventually, i just dont know the best way to set up the belts so each one is getting the max amount of coal they need to run efficiently
it'll balance out eventually if everything is connected. You're not going to run into issues until the amount of power you use exceeds the power generated by the coal coming out of the miner.
then i may need to rethink my belts, because the ones closer to the node are always full but the ones further away arent
And i guess there is no reason to hook up all 40 generators yet if im not using the power, and just hook them up as i need them? idk, all this math is confusing to me lol
Power is especially prone to belt saturation which rules out the only downside to just building splitter lines
Also unless you're short on space, instead of worrying about numbers, just build twice as many generators as the miner can support and the excess will act as a battery, since due the way satisfactory works, it's better to plan around your average power usage rather than your peak power usage
Yea thats what i was thinking, im going to build 40 total, i have 20 now .. should i just upgrade all belts to lvl 3 and just let it work itself out?
upgrade the belts coming out of the miner to the first splitter at least.
Only the belts between splitters really matter
But mk3 belts are so cheap that it can't hurt
ya i have a ton of steel, im just going to upgrade them all
no
you have to use tier 6 for all your conveyor belts
@crimson siren see wiki. There is a tutorial on it
can someone help we with a train spiral downwards ? does someoe have a reference
this is more like a egg
Build station on top and use lifts
your train is gonna wasting its time gliding up and down the spirals.
sorry there are train lifts?
he means to connect conveyorlifts to the output/ input of trainstation
and drag those up/ down
that way you dont have to move the entire train up and you can just move resources vertically very easily
But like, roller coaster of efficiency
I totally donโt have an efficient save and a โnot should I but could Iโ save
I've updated recipes according to experimental at https://satisfactory.greeny.dev/
pipes are for parts, teleporters are for people
unless you are mario, then both are one and the same thing ;)
pipes = teleporters
pipes irl =/= teleporters
Dunno
Pipes delivering liquor might be considered teleportation in the 1st person atleast
uh oh
i accidentally used a balancer instead of a manifold
but it's for a temporary power plant, so im probably fine
it wasn't even on foundations
"It's temporary" - 100 hours later still standing
The biggest lie in satisfactory/factorio
well im planning on rebuilding my very... umm... "distributed" power system right after i get a bunch of wire from the factory im powering right now
so hopefully it is temporary
i need to manually supply it with coal, so it had better be temporary
Is it possible to build a logic gate
I mean granted the AND gates are just autocrafters
But like an or gate or a nor
I just want to know if itโs theoretically possible to build a computer
Or gate is merger
Or gate is a set up with both iron wire and copper wire. Not gate can be built by setting up a power tripping device.
Sounds like a not gate could be a train
I've never actually played with the smart splitters, but the description /sounds/ like it can prioritize and get stuck, which might be usable
(this is all with a "pretend that all storage containers are infinite sinks or sources")
anyone ever notice that the rifle cartridge math is off? a cartridge holds 10 shots, but when you reload it uses up 10 cartridges. so every cartridge is a ctually a single bullet
it's a Cartridge, not a mag
okay i clearcut an area and now some of the trees are back after saving and reloading??? wtf??
free wood ig
Let's say i have single a coal generator underclocked to run at 7MW, and is wired to a smelter smelting iron ore and another smelter processing the copper ore. Lets say our input signal is iron ore w/overflowing device and the output signal is copper ingot. Maybe....?
When signal (iron ores) comes in, it will trip the copper ingot production. When iron ore stops, then the copper resume. (but how to deal with the 100 iron ore storage)
and how to un-trip the device?
when the power trips you gotta flippy the switchy to get it back...
OOH!!
COAL!!
if coal is the signal
you have a thing crafting coal
and a coal generator
and the generator's connected to a bunch of splitters so that the excess coal produced by a miner goes out the output
and the the generator consumes more coal (and the output level goes down) when the inflow of coal is higher!!
not gate!!
combine with mergers (or gates) and you have everything you need for a computer!
already tried something similar, itโs the slowest not gate iโve ever used haha
exactly
whats the max turbo motors/min possible
get a way to make NAND or NOR gates and you can create anything logic gate wise.
@slender patrol 186.3 per minute
oh my god
what's the limiting factor of that?
oil
gotcha.
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
took me two weeks to make 30 turbo motors / min with a whole region's output, have fun
wait, ill have literally no oil left, eh who cares
Question is, is there enough coal and sulfur left on the map, to power it?
Nuclear needs oil as well
definitely is
for the ai limiter / network card yeah
should be
you have 17k coal left
yea
So it depends on how crazy you go with the trains then
the build needs 77 GW (not counting miners)
so with all the parts going into turbo motors, can't think of anything else you'll need that aren't a part of turbo motors making process that isn't nuclear or HMFs.
i just want all the turbo motors
You also need some building mats not on the list, like steel beams, for trains
i got a lot of building stuff already
also have fun with 22k quickwire per minute
Just saying you need to add that to the power limit
that's like 30 belts or smth
Unless you build everything, then remove your building mats and turns things on
but you can most likely make a lot of those in 1:1 ratio with some underclocking
Avoid shipping wires. Ship limiters and circuit boards instead
all the quickwire is mostly for the network cards if you're going the alt radio control unit that requires super computers.
Slow mode everywhere
Whats the radiation area for an active reactor?
Is it more then 1 stack of fuel rods worth? assuming the belt is not filled
each one of those circles is a reactor I think
but I dont know how much it was filled with
That seems to match the 28.9 meter radiation spread, from a stack of fuel rods
So I should be able to get away with a 4 foundation gap, between factory and nuclear reactor, as long as it dont back up
anyone use satisgraphtory?
how does one get 75k MW of power without oil
1,500 coal generators?
geothermal generators would ease off at least a few dozen coal generators off your hands if you ignore the starting rubber + supercomputer cost for your no oil requirement
as if having to place down 4000 machines wasnt hard enough already
@slender patrol nuclear power
With alt recipe its much easier than oil or coal
yea im making them rn
Nuclear fuel rods? Yes. What's it do? It makes nuclear fuel rods. For cheaper.
Theres also one for electromagnetic control rods, which also makes things cheaper
Finally there's one for uranium cells. It is not technically cheaper in total resources but it drastically reduces uranium usage so it's worth it.
i think 20 containers of rods eill be enough for a while
why are you putting them in containers
you should never make storage for any radioactive item (except waste which is unavoidable)
you're just increasing the amount of radiation exposure
just produce them at a rate that will support the maximum consumption of your nuclear power plants (0.2 per minute per plant if i recall)
for that matter, there's usually no reason to make storage for anything you're not using for the build menu (or for manual crafting)
(or for elevator unlocks i guess if you dont want to run the belt into the elevator because nobody does, though that may change with the experimental spelevator items)
oh, so you want all your oil being used for other things while you still have nuclear power, i see.
for one thing
to be fair, one plant with a full stack of 50 rods will run for at least 4 hours 10 mins at full blast.
...longer if not at full blast
i need 75000mw
okay, so 75000 / 2500
30 plants minimum
next question is how long do you want it to run for
i have no idea actually
let's say 100 hours for argument's sake
i doubt im going to be making that many turbomotors for 100h but okay
thats a lot
48 * 20 (the # of containers you planned) is 960, so more than enough.
oh so i made way more than i actually need epic
math is hard
welp making 186.3 turbomotors/min isnt easier
fun.
very
wait, why don't you get 75 GW from other sources than nuclear?
and what would they be
coal, compacted coal, fuel, turbofuel, geothermal
but nuclear is easier
and it will be better than having to do this
coal is easier actually
just build a row of generators
and you're done
Am I manifolding correctly ?
yes but you also can just use 1 splitter/merger per junktion
the second manifold might be unnecessary. unless the two constructors use different amounts of the items being smelted, you can just connect each smelter directly to one constructor. also, a good thing to remember is that the last splitter in a single manifold is useless; it's has one input and one output, you can just use a conveyor pole. same goes for the first merger in a merging manifold. so really, since you only have two machines in each manifold, you could just use a single splitter/merger. you can even do that with three machines, since splitters/mergers have three outputs/inputs. you only need a manifold with four or more machines.
(i am aware that this could be a joke so don't you dare woooosh me)
The best thing with that setup, is that you can easily expand it. Only limit is the belt speed, but that can also be solved, by injecting later in the manafold
yeah. the reason why the last splitter/merger is added is usually to allow easier expansion later @sharp crow
yeah,,,,, none of my buildings allow for easy expansion,,,, my computer's real laggy so i gotta surround them in walls n stuff
does surrounding them with walls reduce lag? would have thought it would do the opposite
@sharp crow
it helps with GPU caused lag, but not CPU caused one
It moves things into background rendering, which reduces compute power needed
Like how the trucks teleport, once they get far enough away
It also based on distance, but walls can help with that
Something to do with how the game only renders, what you can see, everything else is background compute
that makes a lot of sense but its just something ive never thought about too much. Glad to know i actually have a good reason to put walls around my factories. Thanks
@cedar mica do you think so? afaik they just don't "render" at all, since they aren't visible, therefore reducing GPU based lag
Well, the GPU needs data sent to it, so less stuff on screen, means less data and so, less CPU load
yeah but CPU lags are caused by the calculations and stuff, not by sending stuff to GPU
19500 units, needed every 10 minutes. How many belts do I need to transport that?
So 3x 780 can keep up
sure
Just was not sure if it was that simple
@empty hemlock that clarification on GPU/CPU lag is really helpful. I thought the walls help with CPU lag for some dumb reason.
12 core masterrace
i have 7
7 cores?
High quality ||russian|| engineering
oh russian, makes sense
i have 6 cores but my computer tells me i have 5
that little shit is lying to me
How do you Know @sharp crow
well the stuff for my computer (like user manual and stuff) says six cores and my task manager shows six seperate cpu graphs but because the first core is #0 it tells me there are only five cores
https://docs.google.com/spreadsheets/d/1Y00v9pguaIq-R3EAP73TDsBcrIF7Bukb3q_cAho3zEU/edit?usp=sharing
So I converted the western oil islands into a power plant a while ago. Today I made some calculations to figure out the efficiency after overclocking the drills and adding refineries
how do you know when lag is caused by GPU or CPU?
@sharp wind open task maniger witch one is on 100% and wich one is normal
@rigid sage ah if its that simple usually it's cpu then although when i run it 4k as I expect then it's gpu
With this game its usually gonna be the CPU
Especially with several 100 hour factories, lot of shit to calculate every tick.
early/ midgame could be GPU
lategame is probably CPU if you build a decent factory yea
I'm over the 700 hour mark, and crashing due to popping the UObject limit. (Simplifying/deleting old-stuff only goes so far as I keep building out.)
Maybe you can test if stuff that are normally in the game, like trees and stuff around crash sites, effect that limit?
First time around, I ended up deleting like 500 mk2 full of concrete, a bunch of the "old" first factory, unused foundations/production over the sea, etc using satisfactory-calculator.com to "rescue" the save. This time, I'm putting the game on hold, wait for a proper fix realizing there's little point in continuing because the frustrations of having to save every time before I open up an inventory (the usual action for a crash) breaks the immersion factor. Any more, I'll remove excess storage bins from my build-out, reduce those because I no longer bother with most "buffering"; though I have a few for power-supply, stores, and drop-boxes. I do have a network of belts to bring items from these drop-boxes to my HUB so I don't have to run back and forth all the time.
Was just wondering if they counted toward the max UObject limit
Probably but setting a flag for it missing adds to the object limit too, im assuming
i thought the uobject limit was so high that you don't need to worry about reaching it?
Everything is an obiect so megabases are reaching it
ah
that sucks
I've got foundations stretching nearly the entire height of the map and about half the width (not 100% coverage, however, it is extensive).
The limit is 2 million something. But each stack of items, conveyor pole and so on, counts toward it
hence we should get packaging items to transfer a box of an item, containing a stack of them, at a time
unlocking that machine at late stage also encourages it to be used for bigger factories
instead of 100 items, you'd have 1 item with a value of 100 of item X inside
I think stack of items counts as 1 uobject anyway
just to clarfy: 1 stack of 100 items = 1 uobject? or is that 100 uobjects?
I beleive (hope) that it's 1 stack = 1 uobject
since in the world it's represented by 1 entity
with a metadata of how many items is "inside" the stack
right, so that would significantly reduce the amount of uobjects for lategame players
A useful tweak would be able to do a user-merged-object type of thing, for instance, let me combine two stackable conveyor poles together (because I've got a lot of those) into a new single "object", or stacks of four foundations into one; those things would cut back on the uobject price for my radial grid of concrete..
and yeah, foundationing large spaces isn't the best way to handle lategame
I'm trying to finish the plan I came up with late March/early April, effectively a spider web of foundations and conveyor belts leading to a central tower (with space elevator on top of it). Its in the screenshots a while ago. (Nov 30th)
foundations could use a rework for how they're laid out and stacked for sure
let us set a certain length and width and have the game place a single foundation that size
ok, let me place my single 5.4 x 5.4 km foundation
as long as you have the items in your inventory for it.. lol
and maybe have a max size yea
I did the calculations once, assuming 8x8x4m foundation, which takes 6u of cement...worked it out to about 64 tons per unit of cement, and my engineer can carry thousands of these around at time, presumable in their "pocket".
Silly lad, we didnโt mean inflated pocket โdimensionsโ. We meant โpocket dimensionโ
Just a little scientifically engineered wormhole in our pants
If we assume that anything covered by wall, is background render. Does it matter if we build everything in one spot, as long as it has walls preventing you from seeing too much?
pretty sure it still loads a certain area around you
so that will likely affect it some too
Do we have any idea of how big the render chunks are or does it depend on view distance?
The map is only roughly 800x600 of useable land
iirc it's not chunks, it's just radius around you
Question is, is there a way to tell how big that radius is?
idk
Ask snutt with a ping. We can do that now that he is a CM
Ez

It varies by object
400m/50 foundations between factorys, would be enough?
I built my structures all across the map
turbomotors in grass fields, supercomputers in western oil beach
and HMF in the northern forest
i heard turbomotors
and my power is made in the far north oil fields
Do you really โneedโ to go any higher than oil and geysers for power?
Depends on trains and such
you dont even 'need' to go beyond coal
but nuclear makes large factories far easier to manage
( I havent even touched nuclear )
you don't even need to go beyond biomass
power-move
which concept?
not going beyond biomass
it's the same concept as not automating anything and hancrafting stuff
Yep, hate that too.
Yeah I don't quite understand why handcrafting is such a pain in satisfactory
At the very least I'd like to see the big equipment bench thing removed and just stick all the gear crafts into the workbench
And a "repeat craft" button somewhere to save having to stick my phone on the spacebar
the reason that repeat craft mechanic does not exist is because handcrafting is supposed to be a pain. makes you want to expand your automation
But their method of doing that is solveable, like I said by just sticking your phone on the spacebar
That not only makes the solution a failure, but also makes it really awkward as a game mechanic when it's essentially encouraging you to stop playing the game and start rearranging your desktop
the game literally pushes you to automation
the fact that you need to pick your phone isn't game's fault, but your
if you guys want a tip when mining ores if you click tab whilst mining and then tab again you will automatically mine btw
also you can make a really simple autohotkey script to toggle one button on your keyboard
or, press the button down and unplug the keyboard.
that works too
Jaxtar, just open ur inventory, u'll keep mining
that's not how you play this game
the fact that you need to pick your phone isn't game's fault, but your
Not at all
Your average person is going to take the path of least resistance in most games
Not to mention that you're quite literally forced to handcraft during the HUB unlock
Sure but the devs dont want to make it too easy to discourage players from doing it after earlygame
So making it a chore intentionally encourages people to get out of the biomass stage asap
We were discussing the whole "gotta hold down spacebar to handcraft" thing above
Yea i know
Making handcrafting easier would discourage automation so it shouldnt be made easier
Players having found a workaround to automate handcrafting doesnt mean it should be easier to do it the intended way
You are right, but I'd argue there's better ways of pushing toward automation than to require external scripts or heavy objects to handcraft effectively
Like, say, just increasing the time it takes to handcraft things
Most people dont use those methods
Can't really use an appeal to popularity when neither of us have stats
Even then, I don't think it's a good excuse for such an awkward solution
Lets appeal to game design then. Handcrafting should feel like a chore to encourage automation
It shouldnt be efficient
You should get the " finally i am done with this. Never again." Feeling when you finally get to automation
a handcrafting system as I see it should be pretty easy to implement
If that's the case, they should adjust tier 7 a bit, turbo motors are way to easy to handcraft compared to earlier tiers
as would be a system toggling between systems at the start of a game or in a settings menu
so that players could chose between the systems they wanted to use rather than being shoehorned into a playstyle they may not be comfortable with
What kind of system would be the alternative
have a "fast" system that is more for players who want to breeze past the early game and not be staring at a crafting screen for 10 mins (or using their phone) and a "slower" system for players who like the slower pace and "challenge" of having to minimise their time spent at a crafting screen in order to progress efficiently
making more mats uncraftable by hand and nerfing handcrafting should be the way to go anyway
handcrafting is already OP right now
I dunno if making it easier because people are just lazy is a good game-mechanic
it's not
in current EX, you can't do stuff without automation anyway (spelevator parts), so that's a step in the right direction
EX*
if it was for me, I'd slow down handcrafting by factor of 2 at least
and yeah I'm on team greeny with this
On some level I agree with you, but early game gets gruesome with the crafting of iron plates and rods
the devs clearly have a less handcrafting-focussed approach in mind as well, because they took away alt recipes from handcrafting
well early game should use some rework as well
to remove the need for handcrafting tons of stuff
that's one of the few issues I have with the game
Yea, Im very curious to see what they meant when they said they're reworking early game for update#3
usually new tech requires you to handcraft stuff to be able to automate it
e.g. RIPs for assemblers, computers for manufacturers, etc
I think a possibility would be to provide a 'starter-kit' with our droppod
as well as early game being "collect X", while the game doesn't give you tools to automate X yet
which contains a bunch of structures to be placed
I get it that it's a good tutorial, but I think it could be done better
2 smelters, 2 constructors and 2 biomass burners or something
I dunno a way to implement that, what if people break those down again? Do you have the spare parts in your inventory or its components?
if we get a starter kit like that ( not the items to make those structures, but actual special items similar to the hub part) it would encourage early automation
it would basically act similar to how you get the hub part when you disassemble the hub
well either that
or just shift the tech one unlock back
so that you don't need RIPs to automate RIPs
coal is tier 3 right?
yeah that as well
making that tier 2 could be a good change
move coal to be easier accesible
because its mostly power that limits people from automation
a lot of these changes are something that I wanted to add in my mod
you're on the right track
but with the update 3 coming soon, I decided to take a break and continue with modding after the update hits and SPL is updated
as they will rework the recipe tree
well, my mod kinda broke the recipe tree anyway, I made my own ๐
Steel. Steel never changes.
except for EA release
where they changed steel reinforced plates to encased industrial beams
Well, it doesn't make much sense to call them reinforced plates when you can also construct them with steel pipes ๐
you just cut the pipe and straighten it to a plate ๐ค
A beacon directing newbies to drop pods may work for the starting pieces of equipment, at least that's how I get starting modular frames, computers, reinforced plates early game at least, and get them involved in the alternate recipe process so they don't keep asking that in faq section
As for making coal tier 2, that would make it a bit difficult enemy wise as coal is typically first place people encounter the fire spitters that are usually have a few nested in coal nodes.
you can beat those with a zapper though
I think that'd ruin the exploration aspect of the game
That initial "Oh there's reasons to explore, oh look a wreck, oh an interesting reward" is solid as it stands
Making the smoke a bit more visible may be the equivalent then, at least for the closest drop loss near starting spawns.
You can beat the spitters with zappers, just may take some berries and healing items for beginners that you at least need to have 2nd hand equipment slot. To munch down mid fight with.
tbh you can just charge in, place miner, belt and run away
and I don't think it will ruin exploration aspect if coal was T2
@shy mason yeah better smoke and maybe some beeping sound or something
Every enemy in the game despawns if you throw down a structure near it
Kinda takes the edge off
You can cheese it even harder if you're so inclined by just reloading your save which will despawn the enemy without having to move away, but that really feels bad
It seems not every enemy is blocked by everything. The bees, seems to stick around, if you just put down a foundation to mark the crash site
Nah bees despawn too
Interestingly unlike other creatures, the carapace they drop will despawn too if you place a structure near and wander off
No other creature drop works this way afaik, and will remain forever
I have them not despawn
Unless you're running mods, your file is the same as everyone else's
Some have respawning trees, other dont.
Yeah no trees respawn
Just saying some manage to trigger code, others dont. So not all saves are equal
So, before anyone chimes in to say that I'm in a state of desync, please know that this ... over to the abyssal waterfall sw corner also should work.
Its a bug, that some people seems to trigger
There is a bug that makes tress respawn my guy, donโt be a pompous ass.
And itโs still happening
I regularly see people talk about respawning trees in chat so yeah definitely still a thing
oh yeah there's a bunch of tress in my world that forget they've been cut down every time i load my save
its annoyng cuz i can't build a factory there without it looking dumb and having a tree in the middle of it
Try cutting it, it should be removed and drops nothing.
Im trying but cant optimize
maybe this
Since you're asking in this channel, it's probably worth pointing out that there's an alt recipe that's far easier to set up + far more efficient for reinforced iron plates
Alt recipe?
If you want spoilers, look up alt recipes, if not, carry on
Ok
How do you guys handle really tall climbs with conveyor lifts? My lifts can only go so high.
Make more lifts attaching them to each other
I try to use ramps whenever possible, because they're easier to maintain and can still scale vertically quite well if you plan ahead
Plus you can use the belts as personal transport if you ever need to
But yeah, otherwise just breaking vertical climbs up into I think 15 foundation high segments, so you can double up the conveyor lifts
That's true. I'm trying to design my main bus right now, so that I can scale vertically and horizontally. I may have run into an issue that all of the incoming resources I want to scale into the first section. It may not end up how I imagine it...
I suggest not doing main bus and doing separated factories instead
Why not?
with separated factories, it's way easier to rebuild/expand certain part production
also, main bus works for Factorio, where belts have way more throughput and intermediate stuff is used in multiple things. However in Satisfactory, none of those two is true
and also, it kills FPS like crazy, because of all the belts
Pff who needed fps anyway
The game is a lot better now though
Remember the days of fours?
I feel like it's pretty subjective which one is easier to rebuild/expand. With a main bus design, you can always expand on the 2 axis, either up/down or left/right and vertically. I would even argue that it's easier with main bus, because everything is in 1 place, so it's easier to scale up.
The main difference with satisfactory, when you're talking about main bus is that you have another axis to play around as well, so if you need more input, you can always bring more in and stack them vertically.
The thing is, unlike factorio, resources in satisfactory have an "end"
There's just no point bussing steel for example, because every single unit of steel should be converted into a steel pipe
and most common intermediate product - wire - is used in so huge amounts, that it's almost always better to make it 1:1
Then you bus steel pipe, instead of steel. It doesn't really deter from the bus design itself.
If you really want to min max wire, you can always bus the ingots, and then convert them to wires locally whenever you need them.
The fact that main bus design can caters to complex recipes and huge amount of items should be an upside, not a downside, cos as the game gets more updates, it will increase the number of items and recipes you will have.
the issue with bus is that when you need more endgame items, you need to go back and upgrade production for all intermediates on the way back
as opposed to just placing down another module of dedicated item X factory
So, let's say you want to make more turbo motor, you just plopped down another module that makes turbo motor all the way from ores/oil?
yeah
ideally somewhere where the nodes are
so I don't have to belt/train tons of items
and I just belt/train the turbo motors
I mean it's up to you how you build your factory, just this is what I generally recommend and what I think is the best way to build stuff in terms of future expansion/rebuilding
I used steel pipes as an example, the same logic applies to many, many other wares
Fair point. Now, I can see why some people are overly concerned with recipe changes, since it can really fuck you over with bases like this.
I'm not too concerned, I plan to restart, currently giving the game a break
At the end of the day it's all just based on the current unfinished game anyway, whatever tier 8 is could completely flip all this upside down
update 3: removed belts
Pipes only
that would be interesting
Update 4: removed hands, now players move objects with their mind ๐ค
I liked my hands ๐ฅ
I mean how often does the character actually do something with their hand?
Maybe press the button to build something
yeah well thats gone now
only telekinesis allowed
I'm all for the main bus. I think distributed factories work better for multi player games
I mean, both setups works. The discussion is mostly about expandability and replaceability
in which dedicated factories have straight advantage
as well as fps count
centralized giga-factories look cool
with all the different materials moving around
but they tend to get very complex, difficult to change, and laggy
but if you do it spreadout
theres the drawback of the travel time
I'll be honest, I think a bunch of small, open, terrain-integrated smaller factories dotted over the landscape looks far cooler than a giant floating concrete brick factory
I don't think satisfactory is all that great when it comes to aesthetic options, but the world itself is pretty, so it's a good alternative
the idea of centralized factories is that you make a cool design
like a fortress looking thing
or a HUB
where you can see thousands of items passing by every second
Well trains are the most effective means of transportation over a long distance
However, when the mk6 belt is added, it will likely be able to be more effective
Train is more effective on things thats stack big, like wire. Other then that, it depend on distance
depending on how you define effective ๐
A six car train with a one minute loop, which is short, can transport (with stacks of 100) up to 19200 per minute
I would say that's pretty damn effective
You wont get a 1 min loop, as the train uses around 30 sec just docking with station
I know
I'm just saying with
However, in order to load that train, each belt would half to be transporting 1600 per minute
The limit is the belt speed into the station
The maximum effectiveness is just 12 mk7 belts
Which is 9360
So in order to maximise a train
With stacks of 100
You want just over a 2 minute loop
1560/m is the fastest you can load a train station atm
But nothing stopping you from adding 10 stations, to have 15600/m throughput
single engine can handle 10 wagons, on flat ground, last I tested
Been a few patches since, so might be just 6 now
100 wagons with 1 locomotive?
Yeah
that would probably be really slow though right?
There's some claims that train length/number of locomotives affects speed or acceleration, but I've never been able to reproduce it
Last I checked, which wasn't very long ago, a single locomotive has the same speed/acceleration as 10 locomotives in a chain, which is the same as 1 locomotive with 20 cargo cars
Including going up hills, which is another claim I've seen
The only claim I haven't tested is the claim that more locomotives allows the train to scale higher inclines
Torque for a train is acceleration, and acceleration was the same regardless of train setup
That was the claim
That it gets up to speed faster, with more cargo wagons
And that its able to reach higher speeds up hills
The only thing I can think of is that trains launched with a better physics system that got patched out by the time I experimented with it all, which was after all the train fixes
If I have 2 locomotives in my train
do I also need 2 stations?
No
