#math-and-meta
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I know im debating to do the math and see if you can even use waste(heavy residue turbo alt) to power some of if not a good chunk of production.
Oh, you can.
Especially with plastic production, you have quite a bit of fuel left over.
i have all alternate recipes and i don't know if the standard recipe is better or the turbo heavy fuel
@fallow lily for the recycle process, I think there's a nice balance in both cases, since there are like 8 recipes that are relevant and I think it's just about finding the perfect balance spot
Finding the perfect balance, the perfect path and the perfect layout.
Because the power of 100% effective is something Fiscit would be proud of.
So Green I guess you're doing all this on a spreadsheet and not in game?
again - would need to install the game ๐
(assuming multiplayer doesn't shit on us)
Being on a server doing testing with you guys would be fun
buuut for that multiplayer is currently.... not gud
also you still need to do the math for the perfect ratio for recycle method anyway
I have a couple days off so I can host a lot of the time
and I'd need to reboot pc to windows and delete stuff from drive ๐
WELL where better to do science then in game?
I didn't like theory work in EDU anyway.. always loved just doing the thing.
Yes I liked making things go boom
and also need free time for the game
i honestly think a 100% efficient setup for fuel gens is not really possible. since some of the power has to be used by the oil extractor and refineries anyway
Hmmm Do either of you want me to make a lab?
the best i can estimate after my testing is.... around 85%
@oblique hollow not talking about fuel, talking about plastic and rubber
^
oh well, that i could test
@quick gorge sorry, I just don't see that happening, don't have enough free time for SF ๐ฆ
whats the burn time on turbo fuel?
isnt that dependent on power usage
The alt recipes of recycing rubber into plastic and vice versa so you wouldn't be making either directly...
@oblique hollow yes but in coal gens it shows it has a 4sec burn time
Does it ever last 4 seconds?
dont really know, havent messed around with coal gens for a while
So does anyone want me to make oil lab on my game?
if you think you can get close to 100% go for it
Idk, I meant for other's to come do science in a world that already have everything unlocked
Because as Greeny said he doesn't have a world, not even installed the game
No idea where Galleon is in tech
i havent unlocked nuclear or other stuff yet, so i would definitely use that
I do have nuclear but I'm not using it, I still haven't really set up my main factory.
My current goal is to get a ton of Alucad to make sure all my belts at mk5s
My power isn't even using any fuel
It's all being powered by geo right now
I do have a world
it's pre-U2 tho, last touched in May 2019
I think I'm before automated computers there
or maybe with automated computers
looks at turbomotors
working on tier 1-2 automation and I glance at turbomotor requirements... "The factory must grow"
I'm in tier 3 research so I could get coal, but I had to handcraft a ton of rotors to do it, finally getting around to making a clean organized and expandable factory
I see you're a man of culture...
I'm a factorio player, Lately I've had to remind myself that I can build upward
I can tell ^_^
I've gotten used to the whole going up bit
I was going to make a bus, then I saw how many different items there were in the game and was like "nah, that's a lot of unnecessary belts
now I'm going with a method of building individual factories for each step of the way, with production lines staying straight. I can either expand to the side for more lines or upward for a new level. When I get a faster belt, I just make the lines longer and upgrade belts. Then I branch the outputs accordingly
stackable conveyors is a godsend
You'll get used to you ๐
is there a way to have certain generators used before others (ie using fuel geneators before nuclear so HOR doesnt get backed up)
Sadly... no
The only one that's prioritized is geothermal.
Always cap all geo before nuclear
how much power can u get from geothermal on the map?
3.4 GW.
so, one free reactor
I'd really like to be able to set geothermal generators to always consume at maximum rate.
Thank you @wind spade for the breakdown in the coal power.
Can be Geo overclocked in exp?
Soo just basic 17 x 200 ?
yea
Overclocking geo wouldn't make any sense, also no
so what do you guys think on liquids? Train, pipe, or package?
Packaging liquids seems dreadfully slow
Bring resources to the fluid source.
so belt wherever possible
Yep
If by that you mean, "belt things that aren't packaged fluids to where you're producing fluids", then yes.
I mean for plastics/rubber, for example - things that use only oil
Sure, transport plastic and rubber elsewhere.
But use crude oil and heavy oil residue on site.
Rymos, we did have a chat on the train tanks vs packaging.
So a train station can have up to two pipes per station which means 600m3/m for a 500m3 car meaning you will need a sub 50second turnaround on delivery or more than one train. If you ran two cars, we estimated it would in terms of power be more efficient than pipes if you had a 100m or more rise.
Larger distances could run two trains. If you ran one pipe per station, that would let you do a 100s turnaround per car.
Packaging does take more time and you would need to set up a system to not accidentally lock the line with empty bins, but it would volumetrically offer a much larger volumetric efficiency with the train over the straight liquid cars, though not sure the time of packaging or power requirements off top of my head.
if you have a large elevation change and don't have the room or tech for a complex train network, than packaging can probably end up being better. Particularily in tall factory buildings.
wow... 5 per minute.... so you are talking 60 per pipeline in a refinery?
The only bit of packaging I dont like is its not easy to get rid of the empty cans unless I miss something
Well for that I would have a buffer transit system.
What that means is that the production of containers is separate from the line that uses them, so you can use a tractor or something to deposit into the line. That way if line is full, no more can be added, which theoretically should keep it a closed cycle
I do want to can fuel for the explorer, couple trucks, and obv jetpack
The other option is you can manually deposit it so it always has a buffer space.
But personally I would run the canisters in a closed cycle so they leave from their usage to return to where it was filled.
how many fuel generators can 18.3m3 of turbo fuel feed?
Per minute?
yeah
18,8per min i mean
Same answer.
so im guessing that just means each fuel generator uses 6m3 per min of turbo fuel
well, 4.something m3 per minute
How many coal gens can a steady supply of 300 compacted coal support?
I know reg coal is 15/min but dunno for compact
compact coal is 25coal and 25 sulphur
I really don't like those liquid recipes for fuel. That is a serious power hungry system to use a refinery for.
4.5 turbo fuel per minute.
@wind spade you could dilute the heavy oil to get packaged fuel, not sure if that plays a role in the fuel-plastic-rubber loop.
yeah, I know about that, I haven't considered it yet tho, as it already has too many branches
This recipe flips the heavy to fuel ratio, but also take way more power
How big should I build my iron smeltor?
depends on how many iron ingots you need ๐
how many am I going to need?
I would like to build it big enough to supply me for the rest of the game
well again, that depends on what your endgame production looks like
Before t3, you should aim at 12 running iron smelters, and 2 running copper.
me personally I build dedicated smelting per product
so I just build more when I need more
At t4, aim at 6 running foundries
oh, rn I have 27 smelters doing 3 full t3 belts
At t6, aim at 27 iron smelters
270ppm belts
Random numbers took from my suboptimized playthrough
a set of 9 smelters does a perfict 1:1 270 belt
I build on 3 normal iron nodes
every person here would give you their numbers, but there's literally no way of telling which of these numbers are "correct", because there's no "correct"
so I'd just figure out what my production is going to be like and use that
Technically wrong...
the max you can do is max miner w/boost
But if you want the correct answer you'd be crazy to look for it.
It depends on the balance you seek on expansion vs automation. If you expand on 1 item too much, you lose the opportunity to build other stuff, and vise versa
in my end game, I want to be able to fully utilize every node with full boost
Go with what you want, use what you have, once you have every node on the map... that's only the beginning.
well... good luck with that, both to you and your computer. Especially since you want to utilize everything, I would start with building small and expand later
You'd then need to utilize all the alt recipes to find the best combination and get the most effective design, layout and plan.
Go for 100turbomotors per min.lol
But even if you do that, this would assume your computer doesn't start to melt first.
The game maybe getting more optimized as we go but still, every node, alt recipes, it's a tall order.
I do bid you good luck.
Because once you calculate that you'd still have to supply power and that subtracts from the throughput of the rest of the factory thus lowering many numbers.
Power balance will be fun in that part of the game, the end end game
yeah, still... Start building small, build smelters for 1 full belt and utilize that first.
Start small, you will need it.
after you have no more ingots, build more smelters
don't build endgame setups when you are not at endgame yet
honestly the game would need smaller challenge maps where you have an order (500 xy production per min) with limited ressources (looking at modding support, go wild guys - end of modding)
rn I have a 270 line of compacted coal fueling 25 coal generators, all boosted to 145% to take 60 water
and I have the built in capacity to run at 600ppm of compacted coal
just have to shift some belts around
and yeah, usually expand when you have a new big ressource unlocked, e.g. with a friend before update 3 we had a big MF production and then thought of upping to HMF, while we did kinda build it we decided to abandon the prior build and go big aiming for 10ish HMF and Superccomputer and calculate that one through (was fun^^)
I think the hardest part is lining up all of your distant buildings
you have to build miles and miles of foundations just to get on the same grid as something else
or you close off your distant build as one factory, then set up transportation elsewhere and just accept their grids not being aligned since they're "miles and miles" away from each other
or not line up distant buildings at all, because that gives you almost no benefit
the reason why I line everything up is because Iv essentially have a sky bridge that is going to be crossing the entire map to make a central resource line
its the build I wanna do lmao
uhhh, skybridges ๐คข
it looks good if you do it right
and with the new cosmetic stuff added you can make it look smexy
it's not about looking good
just... why do you need to build in the air, when you can build on the ground ๐
its a challenge
sky bridge is the fastest way to travel on map. like this guy did it. https://youtu.be/xfk6AOCmzT4
This is my prep patch 3 Satisfactory game save. Included in the ZIP file is the save file and an Excel file showing the status of the mineral bus.
Save Download URL = https://1drv.ms/u/s!AqH9wCFUYDgUxTzSRFSz_Y6q-CD4?e=4njTP9
Instructions:
- On the keyboard press [Windows Ke...
how is skybridge faster than traveling on the ground
you need to go up vertical, then travel the same distance and then go down again.
no way that's faster than a normal path
normal path you are always moving up down left and right
"always"? sometimes
sky bridge is a ramp up, straight line, ramp down. and if placed right its the exact length you need it to be
but only connects two points
on ground, you can go wherever you want
as well as not needing anything to set up but a chainsaw
good luck dodging all obstacles and dealing with the hassle of toxic clouds.
idk, you can't convince me to do skybridges lol
woah I just realized the cost for a double 8mx8m ramp is only 5 not 6 concreate
@silent sigil yeah, because they cover 99% of the map /s
this is from the yt link i posted. you can climb down off the skybridge whenever u want. u use belts to travel. use a parachute.
really fastest way
yeah, you can't convince me to do this. it's inefficient compared to roads that are diagonal
my main mode of transport is going to be decending hyper tubes
you go stupidly fast going down
also that. ๐
its sprinting speed going straight up in tubes too so its one of the fastest straight virtical ways too
why have hyper tubes to go up/down, when you can have hypertubes instead of skybridges ๐ค
?
you need your hyper tube to have a big descent. so hypertube + skybridge is the end game combo imo.
you don't need tube to have descent
you go up in the hyper tube, get to the top, go down in a hyper tube to gain stupid speed and then ride that hyper tube to whatever point you need
@hard rune that's not skybridge then
to travel big distance you do i think.
no you don't
definition of "need" is "required"
you can travel long distances even without any descent
i didnt use them so don't quote me... :P
you but its only as fast as the explorer buggy
Is it more efficient to have one overclocked assembler or two assemblers?
Depends on your measurement of efficiency.
space efficient or power efficient?
The first is more space efficient, the second is more power efficient.
So what's the opinion on screws? I think it's overall more efficient to try to use alt recipes to go around screws, myself
with U3 and new alts, it's no longer that bad
you can still get rid of screws, but there are decent (and sometimes better) recipes that use screws
yeah, I'm looking at bolted iron plates
it just kills me for 1 assembler to use 250 screws a minute
oooof. greeny starts to appreciate screws. a day to remember
Im using casted screw alt rn
I was considering moving to stitched because mass prod of wires isn't really that bad, given that it frees up screws and allows you to make more steel
https://www.reddit.com/r/SatisfactoryGame/comments/f7x9s6/fast_trip_to_refineries/?utm_medium=android_app&utm_source=share
@wind spade this method i mean with the hyper tube + sky bridge.
but I'm also taking my solo playthrough slower, maybe my viewpoints will change when I'm not bottlenecked by mk3 belts
tell me your ground roads are faster and more convenient.
yes that tube slide
I could easily just build hypertube on the ground and it will be faster
My idea atm is to move away from screws wherever possible, convert that into steel and use steel alts instead
because you need to consider the time it takes to get up there to the platform as well
and build time isn't instant either, skybridges are time consuming
a level hyper tube only travels as fast as sprinting blade runners
^
yea but you can go afk while you're in a long tube can't you? ๐
same with the virtical tube
also, you can easily add speed bump
just dont have it dump you out, continue the tube and you have a fast ride
also what you posted is hardly a skybridge
there's 0 stuff on that video that is a skybridge
skybridges are skybridges when they're taller than the tallest landmark you could traverse, imo
you can build jump pads to get high fast..
whoa, jump pads? and you want it to be faster? lol
that's like 30 seconds just getting up there
My skybridge from the desert to the southeast oil was like 1.5km or 2km tall
this is going to be my higher level factory
building that thing was awful
separated factories ftw
the squares from the picture i posted from the video is the skybridge.
yeah, I've been actually making T1 products and bars locally whenever possible, then shipping them to a T2 factory
planning on shipping things to a T3 factory from there
making 1 final product per factory *
it doesn't make much sense to me to smelt bars at a central location when it takes 5 minutes to build a small smelter platform that maximizes that node
It makes more sense if you have the water using recipes.
water is almost everywhere tho
yes, but then you'd just move the resources to the water source
piping liquids long distance is horrible, it took me hours to move 1500m^3 of oil up 2km of skybridge
then I had to fuckin troubleshoot it because it wasn't working properly
Im going to have a factory for processing each resource
going up with pipes, you need a pump at every 10(maybe 20?) meters of altitude
I have each factory making 1 product from local nodes and ship that final product to a storage
yeah, one thing I was considering is just using a main bus strategy instead
it works in factorio
well, for a time
Moving fluids any significant distance seems like a bad idea to me.
You think so? you can pull like 1400ish plates/minute from an industrial storage with mk5 belts though
moving fluids down hill over a distance is no problem
is that not enough to facilitate a main bus strategy?
just know that all the pipe you use is acting like storage
1400...? thought Mk5 belts were 780
why do you want main bus, when you can have dedicated expandable factories without any belt limitations?
\shrug/ 2 780 belts, there you go
I'd rather process the fluids on site and turn it into solid products before transporting it.
oh, industrial storage... my bad
yeah, greeny does have a point
Im planing on using trains for my main fluid transport
now, the real question with dedicated expandable factories is resource allocation, something I'm struggling with
example: I want HMFs, so I find a place, where is a lot of iron and some coal and concrete, build a factory there, then ship HMFs to final storage
how many reinforced plates do I need? etc
the beauty is that you can start small and expand later
Start with a higher end product and work back.
you don't have to with dedicated factories
because every factory produces it's own RIPs
Heavy modular frames and turbo motors are good end goals to work towards.
so the only RIPs that you want to produce are those used for construction
Between them they touch on just about every product you'd want to make.
I'm still working out the math for alu...
@fallow lily if you are talking about the dedicated factories idea, then that's not how it works ๐
Ah, but the way I'd do it is to start with the end products, then build satellite factories that feed into a main factory.
yeah, I don't chain factories
Process local resources down into something more easily transported, then ship those.
do you use a resource highway/trains, then? with dedicated facs
reasons:
- harder to expand production (you need to expand multiple places and possibly also the transportation)
- harder to keep track what went wrong, why is something not producing enough, etc.
Highway? Probably not? More like a sprawling network.
trains / belts to main storage, yeah (or store them where they are made, up to your preference)
usually like a star from central hub/storage
I like the idea of processing in local factories. Just looking at iron plates we are talking a 1.5 increase in belt bandwidth with out the alt.
Hub and spokes.
4-5 trains for each of main direction
and then transfer station for local nodes/factories
But we'll see how it goes once I seriously start messing with trains.
For my current save I've been trying to slingshot myself through research as quickly as possible, to build better factories once I have trains, etc. How is 14h for getting to oil processing?
anyone help pls, i have an input of 60/min and i have 2 machines that need 24/min, i need the remaining 12/min to go to a storage container. I cant use a manifold because 1 machine will fill but the other one will only receive 18/min. How do i make it so both of them run at 100%?
well, that's nice, but still... manifolds ftw ๐
Agree manifolds all the way!!!
So just on Turbo Motor factory Greeny, you think a mega factory is best?? Would you pull in raw ore or ingots???
Manifolds and those for case use
what is a manifold?
dump it all on one line, and the system fills. Machines eventually become 100%ish eff
overflow method?
--S--S--S--S--S--S--S
| | | | | | |
X X X X X X X
Yes another word for it
oh
yeah, but majority calls it manifold from what I've seen, so it's better to use that term imo
lmao coming here, thats the first time Iv ever seen that term
Iv always seen it everywhere else as overflow
@fervent fossil I guess yeah, idk. Maybe like a two part factory could be a thing there, but it's a bit special case
@hard rune considering that term is super descriptive, I'd say to use it even if it wasn't used by majority
how do you set up a smelter array with the overflow method
literally as the ASCII art above ๐ S = splitter, X = smelter
but what about when you reach your belt limits
another manifold
like 9x smelters does 1 t3 belt
you litterally just have to belt over another line and hook it up to 9 more smelters?
yeah, ideally somewhere else, because you'd eventually want to expand the first line to 780 belts by adding more machines
rn I have my smelters all set up in a line that is consuming 3 t3 belts of iore
with the way its all lined up I should just be able to rebelt, rotate 3 splitters and then have 3*270 running on one line
than I can mirror it if I need the extra expantion later
that's more than 780 tho
yeah 780 is max belt
is their no t6 belt or higher?
no
Also greeny I have a shitty version of that that cycled system for rubber and plastic
Huh. Never heard there was a term for that setup
As someone with 150 hours in factorio I just started naturally doing it in satisfactory
First game where I got to tier 7 (before update 3) I had 5ish 10-20 story vertical factories exclusively using manifold designs for literally everything
I was REALLY hoping they'd add a 1200 belt in Update 3.
still can't get the best out of those lovely mk3 miners.
Ive done it
Ive created an actual overflow splitter
Sure, it has a 6 second delay and the overflow output is about 120/min, but
It works
The trick is that there is a "Timer" made of about 30 pieces of plastic that loop around
I've created 100% overflow splitter without any delay or issues with almost unlimited throughput tho
Ive done this on my own without looking anything up so im pretty proud of it too
but has other requirements and restrictions ๐
Buuut the throughput is limited, sure
Id say: yours is for higher tier, mine is a low tier workaround
I don't claim mine is better, but it's the only method to make 100% unrestricted overflow split afaik
for lower tier you can also do with chain of splitters imo
Ah right, so then we found the mid tier one. Splitter-chain, Timer-Overflow and finally Train Overflow
In a way yours is also timed since the train loops around 
timed in what sense?
Well, trains take time to travel and load/unload, dont they?
load and unload is instant afaik
But you still have 12 seconds of delay per station
and with just a small track, there's no way even 2xmk5 belts can fill the station faster than the train will get rid of it
For the animations
de facto instant (just a short stop animation)
Ok I need some help here guys, due to a cold my brain ainโt workin.
I have a pure iron node with a mk2 miner and mk3 belts.with the option to overclock.
I am looking to know how many smelters at 45/min to constructors making plates, rods and screws (alt recipie) and possible iron wire too. Thoughts?
pure is 120, mk2 miner 240 but mk3 belt is only 270
6 smelters if you overclock to 270 per miner
Normal is 120, pure is 240
ye i mean a pure mk1 is 120 but mk2 240 so overclock it to 270 because of belt
you can get 6 smelters outta that
6 smelters running at what? 100% or 150%
270/45 = 6
Ok
What important recipes require raw ore? like any ones late game?
Solid steel, the pure ingot refining, wet concrete
My thoughts if I got the right idea of what u mean
Those aren't what I'd think of when I think of "late game" recipes.
They're basically better ways to make early game materials.
Turbo rigor motor. Late game.
That doesn't use raw ores.
Uranium or somgthing. Maybe the pallets? Didn't remember
anyone know how many smart plating I can make with 180 iron per min?
Dont know the math but I doubt many
For the item overflow, would be possible with tractor/truck, 2 overlapping stations, 1 load, 1 unload, and then a separated unload station for the sink.
also, possible with just two stations
I think u might have linked the wrong thing greeny, else I'm not finding the comment in question
oh ffs
@pastel flax sorry no idea why wrong link did get copied https://www.reddit.com/r/SatisfactoryGame/comments/f75ao6/how_to_make_100_overflow_splitter_simple_method/
43 votes and 50 comments so far on Reddit
you can also just do it with two stations, when you use both input and output on the platforms
yeah thats the thread I saw, was saying you could do it earlier with tractors instead of trains
sure, but trains function better and you can do multiple item types per train
take way more space though
in the end you save space compared to 1 truck station per item
because you can just use 1 train for all items
truck (un)load stations output to belt first before loading items into a vehicle right?
stations / platforms behave in a same way as storage containers
they just load / unload items when vehicle arrives as a bonus
damn, was gonna say if they prioritize the belt out before loading vehicle, then could build two opposing stations with an inert tractor/truck affected by both
Wouldn't even need to fuel the damn thing.
How does packaging fuel work? For trucks n such? Do cans disappear after used/ inseeted?
if you use packaged fuel for vehicles, the canisters dissapear
you can also unpackage it tho
I heard you had to recycle canisters or they stack up, so just unsure best ways
@pastel flax they prioritize belts over vehicles ๐ค
evil grin
when you unpackage, you'll get the canister back
you can either sink it or use it for packaging again
Aah ok so a loop works? Good to know
see the link above
you can also do it with two stations only
the first station having both input and output connected (output goes to storage)
second station is for sink
canisters? Just cycle them back to where they are filled
Anyway, moving along. Found the turboful alt that uses heavy sludge. Is it better?
Also whats the turbo use rate in fuel gens?
60 * [generator power] / [turbofuel energy] (result is in items per minute)
(fyi turbofuel energy is 2000 MJ)
what is the best way to split 1 into 9 lines
Thanks!
Remember the buildings at the end of the line will take a while to get rolling fully. They wait on the first to get max capacity. Then the next, and next, eventually whole line is good
Gotcha thanks.
you can try to balance it out if you want to, but this setup is easier to build for almost any number of machines and you can easily expand it later when you upgrade belts ๐ also works wonders with underclocked machines or machines of a different speed
For example my heavy frames factory uses 360 steel ingots
270 are sent into pipes and 90 to beams ( using steel screws)
The ingots go in through one input line and constructors are on both sides
ahh thanks alot
i was asking because i have 3 lines of 270 iron ore being split
sorry 5 lines
Match them to your hest tech, sounds like mk3? And dont go more than your belts can handle
yea they are mark 3 belts and mk2 miners
@hard rune question is, why on the pic the 20% & 80% aren't the same, and one is more complicated ๐ค
same for 40% & 60%
@grave thicket the 80% abd 20% are the exact same, the 20% just has another merger on the far right
splitters and mergers are just like math functions
that split by 2 or 3, and add by 1, 2, 3
or something like that
sigh
idk if its math or what, im guessing it is, can i set belts and splters so that it would only storage excess resources away from the workstations?
if i put like
---S---S---S ----S----C
| | |
W W W
C - container
S - splitter
W-any crafting station
If your Workstations still get enough supplies then yeah
It is math; splitter is division by 1 / 2 /3 and merger is addition of 2 or 3 belts (or 1 if you want to add 0 to it)
the thing im wondering, is it gonna starve my last workstation or nah
Depends on your incoming parts per minute
Its really just math.. like vanstorm explained
try this tool @gilded trench
https://satisfactory.greeny.dev/machine-fill
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Oh hey
just put your amount of machines in there, the items / min that you put in and the consumption rate of each machine
hi ^^
aight imma check, thanks man
Using overclock i need 135/min when 100% is 120 but when i use slider i get like 135.6/min any way to get it to 135?
@gilded trench in your illustration, the last splitter does nothing. You could split off both sides of it and connect them to a merger at the beginning of the chain to greatly reduce the number of items going to storage
yep ur right, thanks
And you can do the same split/merge combo multiple times to keep reducing it by 1/3
@pale jetty just made a post on reddit because i found a way on how to do it https://www.reddit.com/r/SatisfactoryGame/comments/f8rvkm/fyi_you_can_type_the_output_rate_you_want_while/
for me it always jumped back when i tried to put the output of my MK3 miner to 780 IPM
crude = 1
plastic = .9375
rubber = 1.21875
fuel = 1.21875
resin = .375
heavy = .5625 (conv resin to rubber)
heavy = .75 (sink all resin)
residuel fuel = .84375/1.125 (gain)
diluted fuel = .421875/.5625 (gain++)
extra canisters --> sink
recycled rubber = .4786342 (gain++)
recycled plastic = .4737221 (gain++)
residual plastic = 1.125 (loss)
residual rubber = .75 (small gain)
empty canister = 1.421
@wind spade I am thinking how to present this in a diagram form.
Is there a table that shows the energy produced for different fuels? Coal, compacted, fuel, turbo, coke, etc?
someone can verify this? (water is not part of the loop so water inputs are not indicated)
the default recipe only converts oil to plastic with 0.666 ratio which is very poor.
if I use polymer resin, will the conversion ratio be higher? if yes, then at which step?
Cruid oil can be made to polymer resin and heavy oil
the first step in the above is the heavy oil.
60/m to 130/m resin and 20/m heavy
iirc resin converts to plastic with a poor ratio
ok, so, with that, will it be higher than 1:2.4479?
I mean, my current plan might work out as 1 crude oil into 2.4479 plastic
Yes, but you are using a lot of extra power
the default recipe, is already 60 crude oil into 40 plastics, with some heavy oil to burn.
is using crazy amount of extra power hahaha
The alt halfs the amount of Heavy oil, you need to deal with
For rubber its even better 20/m resin to 10/m rubber
ok, get it. So you are not targeting the highest conversion ratio...
Just use the fuel in the fuel gens and you need to spend less cruid oil on that
Plus you might break even on power, that way
is there a production planner for update 3 available or one that allows you to edit the input and output rates?
They're being worked on.
Are there any updated calculators for the experimental branch of rebalanced production of items, and or is there a spreadsheet of all the changed recipes?
Oh nvm guy above asked same question p-much
Atleast any spreadsheets?
Ooh itโs updated. Tyvm
calculator isnt updated yet though
gonna take a while for that one
I prefer to writing/drawing than online calculator
then.. why did you ask for a calculator?
I did everything manually before but with the changes to alts, it's a LOT less obvious what's better given your current resources. Itll be interesting to play with the calculators when they're ready
there's mostly 'different' instead of 'better' now with alts
bi products will be interesting
There'll still be clear winners based on what's available. And even now, a few are clearly far superior
ive never found the graph portion on calculators to be super helpful
since they come in a big jumbled mess
Yea, I just want a table output really so I can see the recipes used and quantities
just tell me how many buildings i need
or the max i can make in the end with 2 pures
there are some that are better
but there are some that are nicely balanced alternative
And at least one that is downright awful.
A few are useless. A few like Turbomotors and one of the HMF alts seem like no brainers to use though
how is turbomotors useless
I said the opposite
Itโs a no brainer, not useless.
oh lol
Rubber concrete is my favorite to pick on.
Another favorite is the steel ingots using iron ingots instead of ore
Trading a lot more output for a little space and power with the extra step
The Silica alt is really bad
And then there are coal alts from wood and biomass that are completely useless
@sand garnet lol i asked for a calculator so I can grab the new alt recipes from there if there was no item sheet
@cloud root you don't need a calculator for that https://update3.satisfactory.greeny.dev/
(oh, it has been linked already, sorry)
๐ค itโs coo
How efficient is this?
Computers 2.5/min
Raw input
115 copper ingot
60 steel ingot
30 rubber
135 plastic
Using:
Normal computer
Normal circuit board
Steel screw
Insulated cable
Only chose insulated cable so I have a reason to use rubber
Insulated cables is another one I donโt think much of.
its bad yes, but since I havent really touched quarts properly yet, and I want to burn some rubber
im in the grassy plains, quartz isnt that close
im trying to figure out the math to see how many smelters i need making iron ingots for each foundry making alt steel.....not sure how to go about that
Which alt steel?
How much coal can you bring in at once?
480 per min
Aah mk4?
Then you want 16 smelters for iron
Just build them in a row dont botther splitting
but it takes 3 iron ingots to make 1
i tried using 3 smelters per foundry and it was a bit too much, suppose i could under clock
err i mean 2 iron ingot to make 1 lol
Your over complicating it. Just put the 480 iron ingots onto one line and feed all foundries from one line. It will work just fine in the end
You will need 12 foundaries
ill show you what I mean in a sec
yea thats where i was going....right now i put 8 smelter outputs into 1 belt and its almost full
manifold for all your problems
8 smelters should only do 240 iron ingots output
like, its not even worth underclocking, cuz you anyways merge them into a line and have a flow
im sorry i meant 16 lol
i got 16 smelters going to 1 belt and there is still a gap every like 10 ingot or so
rofl guess ill deal with it
how did you figure out i need 12 though?
thats how I have mine setup, thats a 240 input line though
and smelters are fed into one line
yup, it wont appear that way at first but once machines start to max out internal capacity the rest will too until full
that smelting setup does one job, feeds heavy frame needs ๐
i got heavy frames automated, im just making a huge area for basic things like steel parts, etc right next to my train station cause im about to try to automate the space elevator parts for tier 7.
man wish i had known i could feed machines all in one line like that
i got some massive production lines just cause of the way i split belts
spahgetto
Yea its called overflow method. Just build the line to what your belts and miners pump
At least its good looking spaghetti
aww thanks ๐
Used to do similar splitting in U2 for oil stuff
it's called manifold
๐
if im making 40 fluid m3 per minute and 30 parts per minute, why are my 3 fuel gens consuming each 30m3 per minute and still functioning?
basiclly it looks like this
coal ----- | S ---|- S
iron -- S -|-|--S | - |
F F
hope my crude illustration helps
np
So whats the number on turbo fuel to fuel gens?
@gilded trench You are probably not using 100% of there power, so all 3 gets fuel
@gilded trench generators (except geothermal) only produce as much power to meet consumption
Which stage is geothermal? 7/8?
Ah so it's still hidden in the mam behind the ribbon cable
Can somebody tell me how liquid counting works ? Cuz I have 10 coal powerplants each consume about 50m3/min I have it on pipe which have maximal pressure 300m3/min and all of it supply two water pumps which one creating about 120m3/min in that case I am confused all powerplants should consume about 500m3/min so how it's possible that two pumps and pipe can handle it there must be something wrong
The generators are probably not operating at full capacity
Power production (and therefore power resource consumption) only scales to the power demand. So if you're making 1000 MW but only using 600, your generators will only run at 60% and thus only use 60% of the total water and coal
So if you stay the way you are, and increase your power consumption, you will run out of power
I don't think so I had it on power maximum and it still keep up
"power maximum" would be 999/1000 MW
Also due to internal storage it would keep up for a bit, until the storage is empty then it would fail to pull enough
Like not that much but there was like 20MW reserve not more
the pipes also act as a buffer so if you have a long run it might seem to be keeping up for a while
Idk I should try some tests or I bugged it somehow 
Oh true, yeah, the pipes and belts increase said internal buffer letting you work outside your means for a short time
Just plop down a couple big machines and let them run for 5-10 minutes, you should feel the pain within that time
And I roughly estimate that it takes 1.3x running capacity to restart the system
Ye I'll try to make some tests if it work by the numbers
So 1.2x what you need and a power surge REALLY hurts
If you isolate the water pumps (and the fuel source) from the rest of your system, then restarting is easy
Isolating things in general helps and I don't do it enough yet
Sadly you cannot do priority powering, or have logic power network, so you usually have to cut the water extractor power poles/wires so you're only powering them, to restart it.
At least power switches will be pretty handy
Logic networks would be nice
And that's coming from someone who admittedly never used them in 150hrs of factorio
I miss priority splitters from factorio
Having logic reading accumulator charge for power prio would be neat too
I just disconnect the nearest large power drain, throw the switch, then reconnect it. Most of my production areas have one power pole I can disconnect to cut them off
And I'll leave one process disconnected till I can expand power
I havent ever had to go back to the power area to start it back up
Turbo fuel is ether 22.5 or 37.5 a minute, while input is 40/m. How I'm suppose to make those numbers work with a 300 limit?
37.5 x8 is 300, but can I split fluid that consistent?
Splitting into 8ths is just splitting flows in half 3 times. Or you can manifold and it will hit that eventually
its verry EZ to bottleneck since it will only consume the amount of fuel needed giving the power draw. whitch mostly always fluctuates
The numbers are funky, as there always seems to be some uneven ness
what u could do is figure out a way to sipp away the overspill and let that run a few fuel plants that consume more. just to get clean. it will fluctuate the power from time to time but if its build as extra its all fine
My issue atm is getting the 40/m into 300/m pipes, with minimal mess
9x 300 is 2700, which works out to 72x 37.5
Guess I will give up that 180 left over capacity, to make things simple
nothing needs to divide evenly; just underclock to match.
I cannot trust that in-depth analysis anymore now on reddit
steel rotor is a great alt for the motor production line
The analysis, looks at each recipe in a vacum
yeah but you cannot look at this stuff in a vacuum
the whole point of doing a new analysis is because recipes are more interdependent than ever
i agree that some recipes only make sense in combination, still I appreciate the effort done there
@gilded quarry did the analysis "in a vacuum" because it's super hard to analyse every path to every recipe, when you have 69 of them + with the oil shenanigans you have going on. I haven't read all of it (and haven't done the math either) but he did and his analysis as well as the sheets and calculations are included and seem legit
also greeny's typing intensifies
I guess combinations of recipes will be more possible with proper tools... looks at those lazy tool devs that do nothing and let people suffer in dark
garbage tool devs ๐
yeah I'd fire them
I demand a refund
@wind spade if you release it now, then i'd teach you how to cook pasta properly
alright, I can release everything I have right now immediatelly to test branch
done
๐
been trying to make every t2 product in 1 base - (assembler items) and it gets so messy, really thinking dedicated factories make more sense
i used to split my planned productions into dedicated factories
really helps in the long run
where's my pasta tutorial
well if you want stuff clean
I'm thinking that it would just be flat up cleaner to have a train highway where all goods are shipped to, and factories are along said highway making their goods, and move those goods further up the highway, all the way to supercomputers/etc
@wind spade my maestra says you cook them so much that they are still a bit hard on the outside, then into a bowl, pesto on top and on the plates with that.
I'm thinking that it would just be flat up cleaner to have a train highway where all goods are shipped to, and factories are along said highway making their goods, and move those goods further up the highway, all the way to supercomputers/etc
@sharp thistle that's up to you, i got basically 4 trains bringing stuff to my base. but dedicated buildings/sections in there
@sand garnet I'm curious why you like steel rotors so much? It's VERY unproductive, even if you have steel pipes using the solid steel ingot. So even NOT in a vacuum it's still pretty bad. The issue is the wire, actually, moreso than the steel.
I could maybe see upgrading it to a C because it DOES mean that they match stators in terms of ingredients, but it's not that hard to make regular rotors in the first place, so I'm not dying to make the ingredients match.
@wind spade could you share that train overflow thing with me?
Need some high iq for elevating liquids. so the pump says it gives 20m elevation but im trying to get it running a the full 300m3 flow rate. right now, there is no setup in which i can achieve this that ive found with an oil extractor pushing 300. is there a way to actually achieve this? ive tried with 2 pumps and best i can get is 200 at the floor im sending it to
you may need a pump farther back? I've been able to get oil going at 300/m
You also may need a pump more than exactly every 20m
its only going up 20 meters
so put it at the end of the elevation?
or start? middle?
Yep. Think of them as pushing
so ive tried at the start of the elevation, top of the elevation, and at both
@strange hawk https://www.reddit.com/r/SatisfactoryGame/comments/f75ao6/how_to_make_100_overflow_splitter_simple_method/
37 votes and 50 comments so far on Reddit
So put all your oil into one pipe around your oil extractors and have a pump right there. and then from there, pumps every 18m or so
none of them gave me more than 200 at the floor 20m higher than the extractors
Thank ya
im live right now if somebody wants to come look at what ive got and tell me where im screwing it up
maybe try two pumps
one at the bottom and one closer to the top but not at the top
and see how that goes?
yea, didnt work with 2 pumps
When pipes are full flow rate will drop if the 300 isn't fully getting used
I learnt earlier about headlift a bit, @cursive raft is there a buffer at the top? Headlift takes the fluid ahead of the pump into factor, 100mยณ = 1 headlift
im feeding it into a buffer
thats how im testing the flow rate
i cant break the 200ish rate
You can just see flow rate on a pipe without a buffed
I have been playing since update and FINALLY found that out an hour ago ๐
@unborn ermine pipes and pumps are so complicated and there's like no documentary by CSS on how they work
Theres at least 2 diagrams floating around that have the info
water goes in, water goes out, you can't explain that
https://cdn.discordapp.com/attachments/572784151439081472/680295381078507540/pumps.png This one and another, maybe 2?
ok well i think i just found out why, the extractors arent even pushing 300 even though it says the target is 300
so why is my 3 slug extractor not hitting its 300 production?
Where is it at? I know I somehow got a slugged extractor to work after some fiddling up by the quartz nodes in the dune desert.
(theres a cheeky hole for a collectable and a pool of water)
ok just checked... on the same level with no elevation, my extractor hits its target
but as soon as i go up 20 meters... it loses around 120 even with pumps on it
Thanks Babroth I saw another one a week ago but that didn't contain as much info
Np, glad to help
Uwu
Oh and I found this other one via my history.
Ye that was the one
ok, seemed to figure it out now. i didnt think to put one on the horizontal side before the bend upward
then i had to re-adjust where the one on the upward pipe was at as well.
thanks for the graphic
additional tip: put a pump before and after your liquid storage to limit the flow into one direction. The pumps don't have to be powered there.
unpowered pumps still function as a non-return valves?
Yes
interesting
I found this out when I lost power
has anyone tried packaging excess fluids to send them into resource sinks
i just had the idea but haven't looked at properly balancing it yet
the issue is that you need to produce plastic for empty canisters as well
theoretically you can just use your excess fluids but if any one part of the line backs up the effect cascades
so you probably need to overflow canisters into a sink
which is too much hassle imo, usually you can convert fluids to solids that can be sinked
I wonder if that applies to water in the aluminum chain and sulfuric acid in the uranium chain.
water at least has multiple potential uses. sulfuric acid apparently is only used for uranium, with a fraction leftover as byproduct. i was thinking you could, after production started, feed the byproduct acid back into the original input and reduce the production rate thereof, but i haven't tried it yet.
You'd have to be very careful with that.
yeah
The feedback loop could easily stall itself.
fallback solution is to treat as waste, make several large containers, and periodically flush them.
I'm sorry, but that sounded like managing the system by hand.
Surely you wouldn't want to do that in a game about automation. ;)
Fuel burns 15m3, turbo fuel is 2.2 times longer burning? So its 6.8m3 per gen a minute?
well if you feed it back into production along with overflow you shouldn't have to flush often.
that's still managing it by hand.
no worse than managing nuclear waste
And I want nothing to do with nuclear waste's need for storage expansion, so that's not a good comparison. ;)
anyhow this is regarding sulfuric acid in particular.
since it can't be converted to a solid
@cedar mica turbofuel burns at a rate of 4.5m3 per minute
4.5m3, thats quite the improvement over normal fuel
Guess my 1680m3 turbo fuel, might be a bit bigger then I thought. 373 fuel gens...
Then again, 56GW should last me till nuclear is up and running
Whats the burn rate of petro coke in coal gens? Tried to put some into a coal gen and it said 2.5secs, coreect? Seems a bit fast
It says its inefficient in its description 
Petroleum coke is interesting...
It has more energy per stack than coal, and is better for energy production than fuel derived from heavy oil residue.
@upbeat tide it's 2.4 sec per coke
Well, for now its supplementing steel production, can get another 400 ingots from my come supply atm
And as I am not up to alu yet it works
How do you guys manage to boost Your oil extractor but still can have a 300m3 flow rate? Any signs of pipeline MK2?
Dunno about Mk2 pipes.
I have only had normal oil nodes and those max at 150m3 at 250%
Because at this point overclocking Oil extractor does do much..
I have pures.. need 450 from each.. Can only move 300
My oil is in the southeast corner, those 6 normals
Next will be the 4 pures to the west above the giant waterfall in the south
is there a production calculator that works with episode 3? im checking pins and looking through reddit and I cant find any
Yeah im turning the 4 nodes south of the dune desert into 3 lines of 300mยณ(plastic/rubber/steel) then gunna divvy out the others for whats needed.
My 6 normals produce 3 full lines
Plastic
Rubber
Coke > into steel
Resin > more plastic
Fuel > direct to gens
Have something like 35 refineries atm
I still have to sit down and math out what I want to do, had to build and rebuild this factory friggin 3 times! ๐
I finally have a plan and understand pipes and flow
10 for plastic
10 for rubber
5 for coke
5 for residual plastic
5 for fuel
And eventually 5 more once I get turbofuel there
Need compacted coal down there. Not easy as sulfur is like 2km away in that corner
If I have extra heavy from the coke demand, thats going to make turbo
Yea id gladly use heavy turbo but I have coke being made into steel soo elsewhere for that
And im not in the mood to sacrafice 400 steel ingots a min atm
Yeah thats why I need to sit down and do the math, if I can figure out what I want out of this factory im gold for the others.
I find with this game its a ton of overthinking for me
Yup. Thats what other oil nodes are good for too
Over thinking? I have no idea what your talkin about
Thats a computer factory tower in a 4x3x17 box
Ive been running around building and rebuilding, almost all the needed drives and ive still yet to ACTUALLY make a computer setup(though I have like 2 steps and im good)
Pods spoil me with computers, I had gathered more than 250
Nice
This uses a few alts too
Standard computer
Standard circuit board
Insulated cable (an excuse to use rubber finally)
Steel screw
iirc im using a refinery setup by the northern deserts quartz, that and cheap silica are making circuitboards and oscillators, just need my rubber and im pretty set for computers.
The 300/min from each makes 420 silica and crystals/min
Yea side effect of the south grassy plains , quartz is like 3km away
I was miffed when I found out the closest one was in the gassy mountains
yeah, grass land is just too far from anything late game, at least they added in a few ponds for coal generators now
I just use the giant waterfall for water
Im staying clear of the top of that, god only knows what horrors they might put on there
3 to 8
i have a buffer and it isnt leaking. still staying full
3/8/120 iirc
That will only hold true if you dont use near max capacity
thats what geo-is there for 
im not over clocking or underclocking
Right. It's 3 to 8 at 100%
idk how to explain it but it looks like we can do much better than a 3/8
You definitely cant. It's been well established by now. You just think that because you arent near 100% usage. I'd guess you're below 50% of capacity right now
yeah i think im missing somthing here
The gens scale for usage, max power draws water harder
So if you're at 50% of your capacity, it consumes water half as fast
I calculated that you'll start draining the water around 54% usage. That's not good
So you can reach about 400 before it starts emptying the water
i understand now, so the more my factory pulls power, the harder those generators are going to have to work because the coal plant is using more water with each burn of coal
Yep
Also, with 3 to 8, know that it requires 2 pipes
combine the pipes before distribution to the coal plant?
3 extractors = 3x120=360, but a pipe can only hold 300
So you combine 2, put it in one end then run the 3rd to the other end
okay yeah i think ive seen that before
There are a bunch of ways you can do it but that's the easiest to explain
sure sure combine it, then halve it
The main point is don't exceed 300 at any segment of pipe or its lost water
It actually is water lost, not just say reduced output/less power draw?
I would probs do the simple way. Underclock to... what is it... 83.4 should bring each down to 100?
crete recipie breakdown
- rubber> assembler> 15MW> 50Lime, 20 rubber > 45 crete
- silica > assembler > 15MW > 12.5 silica , 30 lime > 25 crete
- wet > refinery > 50MW > 120 lime , 50m3 water > 80 crete
- standard > constructor > 4MW > 45 lime > 15 crete
standard vs wet, 5.5x constructors vs 1x refinery, standard wins on power, but loses on space
rubber and silica sem useless unless you got lots of silica or rubber
ramblings, comparisons of concrete recipies
Well, it depends on your rate of production and if you need more of something. Rubber concrete could be quite handy if you start gettinga rea high demand for it.
analyzed plastic production with power consumption. It is 16.927MW (alts) vs 7.343MW (original) for 2.4479 plastics/min
most power goes to packaging.
@gilded quarry regarding why i like steel rotors: because rotors are not the end product for them, motors are. Motors require stators and rotors and the steel rotor alt drops that whole production chain down to 2 items to be made for both stators and rotors
It severely simplifies the chain so while it may be less efficient in a vacuum, in the bigger picture it is REALLY good
Its much easier to expand a setup with 2 items than 4
Oh tom
Semi random thought: in theory I actually prefer ugly recipes which complicate things
Clean division makes it too easy to boringly manifold everything to maximum production, and manifold away bottlenecks, rather than developing interesting logistic solutions
@swift panther hm?
Ohhhhhhh tom
ok then.
Glad we got that sorted
Yea tonester stop bugging tom for no reason
stop bullying Tom
@glacial hemlock that's an interesting analysis. however, you could also integrate canisters as well. because they also require plastic
@storm ingot Are you ever short on concrete?
are the numbers for the inputs linear when you underclock?
For the inputs, yes. Power consumption, no.
i dont care about the power
need 52 manufactors and i build 54 because it looks bether, now i just want to underclock it to 98% to have the same resource needs and wasnt sure if it will work
@sullen cloud canisters can be cycled. In fact extra canisters are generated are needed to be sink via a overflow system.
the splitter need a split only if overflow function =(
That comes under the programmable splitter rework :l
There are 99% and 100% overflow 'splitters' setup that actually works
greenys one is pretty good
i need a real overflow function on a splitter, i have some sort of automated storage for handcrafting, there are containers where i throw in everything and it sorts it to single containers, sometime everything gets stuck because one storage is full =(
Chained splitters and mergers are the closest equivalent right now.
I'm just saying what should happen because programmable splitters are just bad right now.
I've said it would be a good idea to move the functions of the programmable splitter over to the smart splitter and have the programmable splitter be, well programmable with multiple settings like Overflow, ratios (both for individual item types or all item types), regulator... that being if you send 5 X to the left you're not allowed to send another X to the left until you send 2 Y to the left, repeat until you make, idk a super computer.
With all this functionally I could see them being used in a REAL factory setting, right now I cannot see them in a real factory setting working very well.
^this
With all this you could have one finely tuned belt that carries the correct ratios of items to perfectly make any item, with no risk of it backing up, unless you program it wrong, but that's because you fucked it up, the splitter did what you told it to do.
This would bring a new layer of complex design to the game where factories could get insanely complex using minimum belts but still outputting maximum effort 100% of the item.
The name and the visual look is pretty good. The current function is meh. Haha.
And I for one would love to use this splitter in my builds.
The only reason I ever use the programmable splitter now is for a manual input from exploring, sort slugs, collectables(spheres, sloops) to the left, all ore, leafs, wood, other bio crap to the right, everything else to next filter.
The slugs go though smart splitters to get crafted into shards and the collectables get put in a chest to never been seen again, shards gets put in another chest that's actually in the factory, leafs, biocrap gets processed bla bla bla...
So again, no real use in a real factory.
I mean suuuure you could try use programmable and smarts to filter to do what I've stated above in the current game but I would never JUST in case a supply drops due to power outage and then everything backs up and I have to break all the belts and replace to fix it.
Big no from me
Ooh.
Could someone put that on the QA site? I'm too lazy to... and I'm playing Minecraft...
Supplying manufacturers off of one belt line would save so much space.
with the overflow function you could throw in wood leaves etc. and if one of them is full it automatically sends them to the constructor to make biofuel
i know, i could throw everything to the contructor, but i want to save some wood etc for other things
Yeah just let your minds run wild with how much you could do with that programmable splitter
Programmable merger.
With their powers combine.. sweet christ
those splitters could also be used as logic gates in a turing machine
so far i don't think satisfactory's turing complete, even with the new pipes
They can be used for so many things and I will hold out for this functionality to be in the game... Where I can make a smart factory.
perhaps they dont want smart factories so they can keep the challenge going...
A whole new challenge and you'd need to think about how to set up all of them.
I mean, balancing factories is already a challenge.
Programming the splitters and mergers so that you can put materials onto one belt just adds to that.
Never mind balancing with ratios in mind ๐
Because if you get it wrong, you can gum the entire system up.
With normal splitters and mergers, as long as you donโt put the wrong product on the belt, things wonโt break.
And has stated above you'd need to cut off the end, drain the belt of the mess and delete a bunch of belts to clean up
They may not run optimally, but you wonโt break everything.
If you're playing this game as it is right now with multiple items on a belt you're taking a reallly risking way of playing, if you keep on item on a belt then you're safe, zero risk.
The thing is if you want better risk/reward... if you want that you'd want these better splitters to allow you to have a reasonable risk without things outside of your control fucking it up.. You would have control over your system, if it fucks up it's your fault.
If power goes out, it won't break, if you're redoing you're wiring and you cut power to a part of your base it won't break with this new splitter but right now as it stands, doing that will result in it getting fucked and that is annoying over the reward you get just because you wanted to clean up messy wires.
Right now logistics in the game are lacking.
With this splitter it would add a new dimension to logistics and Jesus my brain can't comprehend what people would do.
I could see people making computers much like Minecraft's redstone wizardry as a prime example...
to prevent stuck, just use sinks.
I am testing my prototype recycle-recycled plastics at 30 crude/min or 73.4 plastic/min. I will let it run for an hour or so and see if anything stuck.
Pls use foundations :)
Lol, it is just a prototype at 10% of potential of 1 oil node.
Nah, stuff is cooler without foundations
OCD intensifies
flame greeny for not using foundations
why lol
1 hour in, didn't stuck at all.
hey guys ๐ anyone got a good setup for oil ?
how much oil and what do you want out of it?
Which oil product you want? Tubofuel? Plastic?
Use recycle for both recipe. Use overflow splitters/mergers to handle feedback
Using just straight base recpipes you should be able to get 2 refineries for plastics and 1 refinery for rubber with a normal node, use the rest for fuel to power yojur factory
New patch, well, guess i need to do some new testing
yeah @limber isle after checking the math, you should be able to get 45 plastic/min out of 2 100% refineries, and then 30 rubber per min out of 1 100% refiniery
this will put a normal node at 75% output, so stick the rest into a fuel refinery and power that factory
yea but i havent got the fuel generators yet.. i guess i use some coupons for the computers :b ty guys
not enough to get all the machines at 100% tho, so if you want to max out the other 25% with rubber and plastic, youll need some over/underclocking
is there an additional Monorail Cart for Liquids? or does it load Liquids on the Tier6 one?
use normal freight car
I have aluminium production usage of water is 100 production 99.6 and it is stuck full of water
they have liquid storage trains that are meant to store 500m^3, still doesn't compare to just packaging them.
And yeah i can say the single belt with smart splitters bus is not worth it. It's good for recipes that call for intermediate products where you need less than 10 of an item per minute (so motors, super computers, and space elevator parts), but anything more than that with too many items for your bus and it gets convoluted, though a programable splitter with the new sink does help with keeping it from backing up now. Main issue with the bus is still guaranteeing your bus delivers enough items quick enough to your machines.
also it can deadlock pretty fast
yeah, i had a manifold of smart splitters and industrial storage containers to keep a buffer of each item, and it took until the storage was full to stop entire system, setting the central splitter from any undefined to * helped start up again, then used the sink to clear it for a bit.
also matters which item you have first / last in your merging, as those in the back are fighting for 1/2 the next mergers closer to end of the merge bus. not that big of an issue for splitter end.
yeah take away is i'll make one for space elevator parts and higher end inputs only from now on, not worth using one for intermediate ones like stators and resource heavy HMFs and regular computers (crystal alt would be fine).
hey greeny is your site updated for U3 yet?
just the item browser https://update3.satisfactory.greeny.dev/
me too 
is it mainly the new refinement byproducts giving you problems coding wise?
is it possible to make a splitter/merger setup so that 99,9% of the belt goes out and only when this belt is full the other belt gets resources?
empty industrial storage container is closest you can get to that, the first output you connect has priority over the other for the 1st item added to it, though it may not act that way for others apparently.
@fierce ruin it's possible even to 100%
@shy mason that's true, the priority changes at random and it's not reliable
i just run into the problem that my production for plastic and rubber stopped because its not longer needed from any factory, but im using the coke byproduct for my alcald alluminium sheets, now this also dont produce anymore. so i want to overflow split the rubber and plastic so that this refinerys produce all the time and i have enough coke
@wind spade do you have a setup for example?
this is my 100% setup https://www.reddit.com/r/SatisfactoryGame/comments/f75ao6/how_to_make_100_overflow_splitter_simple_method/
this is the 99.something% setup https://www.reddit.com/r/SatisfactoryGame/comments/f589r7/compact_overflow_solution/
40 votes and 50 comments so far on Reddit
i also found yours with google but didnt want to use trains, though its really simple
I'll use the overflow station idea, looks like an easy way to keep all colonies at full production wise while still having a full container stockpile and full overflow awesome points accumulation, just need to be steady in tier 6 production
also even easier way is with two stations
you use both input and output of first station, output goes to storage
and then you just have second station as sink
looking in the second one with the 99,9% its really nice for me, gonna use that.
just need to get to tier 6 on my restart then, been enjoying building colonies with only mk 1 miners for now instead of rebuilding every belt tier upgrade.
thanks @wind spade
oooh overflow splitters?
This is the best ive been able to compress the Cycling Overflow Splitter down to. 4 foundations. Remember this one? @wind spade
actually if you leave out the long belt on the left.... mine is even compacter than the 99% one
this splitter setup does exactly that for me what i need, thats a big gamechanger
not sure if this is right but its a maths question: if i have 80 screws/m but i need 60 to one place and 20 to another I split it from 80 to 40 then to 20 then add one of the 20s back to the 40 to be 60 right? then i have one belt at 60 screws/m and one at 20 screws/m?
so if the machine needs 60 per/m but im sending 80per/m wont it just fill up then halt the belts but if i split it to 40 it wont have enough parts/m
but the other machine that needs 20 and is sent 40 will overfill and block the belt, so that the 60 machine will get all its parts
i get it, so the 60p/m will be slow until the 20p/m is full then it will be at full effect
Sorry to sidetrack but this last bit of conversation very much reminds me of this song: https://youtu.be/UIKGV2cTgqA
The full 'New Math' song by Tom Lehrer animated by myself for a school project.
I created it in Flash CS4 and ran it through After Effects to convert it. I'm sorry it's not HD.
Thanks very much for watching, I hope you enjoy it and please do subscribe for more videos lik...
How can i effectively split 1440 water from 6 to 8 pipes?
if my maths is right: take 1 pipe split it into 2 then split those pipes into 2 that should be 4 then split the 4 ends into 2 that should be your 8 pipes altogether with equal pressure
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Thanks!
So i can theoretically just connect all together with junctions to even out the flow?
if they are all full, I'd do the system I showed
They're not quite full. 240 * 6 pipes to 180 * 8
why do you need 8 pipes out anyway?
you could do one long pipe along the front of what ever you need water for then add in junctions in front of each machine that would have the same affect
Anyone have a diagram for 1 to 5 splitter?
@strange hawk
if, for some reason, you actually need a one to five balancer, you can make one by splitting one evenly into six and looping one back to the start with a merger
but there are very few cases i can think of where you would actually need one
oh i misunderstood
you can just use a manifold for production lines
the buildings closer to the start of the manifold will get a higher flow of items, but eventually they'll fill up and stop taking more than their fair share
Satisfactory helper to calculate your production needs.
you can use the 2 to 5 and just use 1 starting splitter
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Is there a formula to calculate tractor transportation amount per minutes ?
๐
Quite a few times now that I tab into this channel and see some weird stuff and my first thought is "Great someone doing ASCII spam"
Only to actually look at it and see that it is just Satisfactory setups
@fierce ruin thanks
The internet has ruined us, Front1er
there's never been any ascii art here other than SF setups
Is there a formula to calculate tractor transportation amount per minutes ?
@unborn locust yes. Measure the roundtrip time and then do: amount of items / roundtrip time (and maybe reduce that value in your calculation a bit for safety reasons)
it's actually the same formula as belts, if you calculate a belt's inventory as it's max item capacity
although there's no reason to do that lol
Well belts give us their performance already ๐
But yeah you could do the same v=s/t.
Unless you overlap or make multiple station pick ups/drop offs or unload/load the items yourself, the bottleneck will still be the tier of belts going in/out of the station
truck can only go as fast as the slowest belt in its chain
Trains help by having two inputs/outputs per train car, so the effective belt speed of trains is mk 4/5 belt speed times 2 times the number of cars on the train
The question was about how to calculate IPM of the tractor though.
Depending on the distance the tractor is the slowest โbeltโ
tru
Am I looking at it wrong or does Coke Steel seem like a bad deal. If you're using smelters for iron and then going to solid steel ingots, you're using slightly more iron ore if you use coke steel, but if you're doing foundry iron ingots to solid steel, you're using a lot less iron, but then you're using copper. So I'm not sure.
There's also the consideration of the fact that coke is an oil by product, and whatever you're making (plastic/rubber) has to flow non stop in order to make sure the coke keeps coming 
^^ thats the only reason im usin coke steel atm to keep it flowing
But once I get compacted coal doen there that stops and heavy turbofuel begins
You can use a programmable splitter and have 99% into storage and 1% to a sink so when it overflows it just goes into the sink
So if I make plastic, should the heavy residue be turned to fuel for power, and the overflow to coke for more power?