#math-and-meta
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eye twitch as her ocd pokes at her brain. XD
Lol
Thats why things are compact like that in the first one, water extractors actually do not fit beneath my platform, its 3 foundations up, so had to build the โbulgeโ you see to the left of the coal gens to cover up the tops of the water extractors
Rest of it is an endless maze of oil refining
Sure bed time...up to 05:00 optimizing m ๐
3am here
But yea that oil setup turns 1650m3 crude into
400 plastic
400 rubber
250 turbo
1800 petroleum coke
Gonna build a heavy frames setup here too, and I still need to find room for 39 more fuel gens
i need 9 belts to become 10 belts, any ideas on a functional balancer setup ?
merge to one, split to 10
if i merge 9 mk5 belts to 1 belt then split them to 10, wont that slow down the troughput ?
I can't think of any that wouldn't mean a whole bunch of mergers/spliters. But are all the 9 belts maxed out on capacity?
if you could merge those 9 into 3, then split them into 6, then you could use this to get from 6 to 10. https://satisfactory-calculator.com/fr/balancers/detail/index/id/3to5/name/3+vers+5
Assistant Satisfactory pour calculer vos besoins de production.
or a combinitation of 3 to 2, (that'll get you directly from 9 to 6) and do a 3 to 5
why would you need 9 belts to become 10, if they are maxed?
i have 10 freight cars and 9 belts of limestone
why not just 9 freight cars then?
^
well, why ask if you don't want it easy? xD
its ok i'll just go with 9 cars... :D i just wanted help making some advanced balancer
The link I gave can give some inspiration though ๐
thanks alot!
I've never made balancers in that scale before xD
With the talk of extractors/space... this is probably one of the few cases I would use a 250% clocked extractor ๐
The one place I'd make a point of using balancers is for trains.
Hm, not sure why
If you know that first cart has 400 ipm and second cart has 300 ipm, you can work with that after you unload
For the purpose of evening out load between the cars.
But why would you need that
But you don't need that, see my previous message. You can work with the existing amounts on the belts
Because I care that the cars carry equal amounts? That they take the same amount of time to load and unload? Plus it will simplify planning at the receiving end if each belt out carries the same amount.
But what it comes down to is that I want to do it. :P
(That said, I'd prefer to do the balancing by controlling which belts are merged with which to begin with, not balancing after the fact.)
I do have a 2:2 balancer in my crystal oscillator factory, because that simplified doing the layout for the manufacturers. Bit of a situational usage, though.'
@fallow lily do your trains underfeed the machines at unloading then
trains take 25 seconds to unload, whether it is 1 item or full train.
I just finally setup my temporary 120 alclad/min, it really starts to have the mk5 feeling!
how much turbofuel can i make with 600 compCoal/min?
750
thanks
Your gonna need 900m3 fuel tho for that much
And 40 refineries for the turbo
OR the heavy turbo alt
22.5 HOR
30 compacted
30 turbo
Actually makes less turbo, 600 total but needs 450m3 HOR
Huh, having 3 outputs needing 10, 15, 15 and one input providing 40 doesn't sound fun :/
the turbo alt is great if you are using the HOR from rest of plastic / rubber refinement and not bottlenecked by sulfur/compact coal.
saves you the hassle of refining to fuel first as well
Yup at least the HOR alt is 30:30 compacted to thrbo so it depends on how much compacted you can use
splitting it equally gives 13,33 to each of the assemblers and that's not nice
Yeah, well... It's possible, but not fun :<
37,5%, 37,5% and 25% per machine
Eh, i might just add some additional input so that's kind of balanced
So, one miner mk 1 can feed 3 machines equally correct?
My question is, assuming that is true, is how many can a mk2 feed?
depends on the machine/recipe
mk2 machines have double the speed of mk1
just look at how much the miner says it produces, then divide it among your machines
elixir is correct
Will do.
It also depends on the node's purity.
@cerulean cloud it will balance eventually
Could you make 14 of them but underclock them all to get the 13.33 repeating average
Well, that took a while, but 55 fuel gens setup and purring like a kitten
250m3 turbo/min goes a ling way
yeah that's going to be my setup as well with pretty close numbers, I assume you're limited by a single pipleline of HOR as well?
Nope not using HOR alt
300m3 fuel tho
HOR is being baked into coke at a total of 1800/min
gotcha
HOR method uses more compacted coal, so thats really what determines how much turbo you get as its a 30:30 ratio compacted:turbo
And the HOR part isnt much really
Notmal uses less compacted
So yea balancing game
planning a coal powerplant
Input are four full pipelines
can anyone tell me how many powerplants I could feed off of a single full pipe?
Its 15/min coal so that coulda been the 16 number?
@obtuse jetty
240 coal/min can feed 16 coal plants (update 2)
5 water extractors can feed water 13 coal plants(update 3)
1 full pipe powers 6 coal plants
6 extractors -> 16 plants is a better ratio
So, working the math eith the rubber based HMF alt I can setup two 10% manufacturers off 450 petro coke supply, 150 rubber, 45 plastic, and the other more common bitd,
Kinda glad the coke need came out to 450, could potentially double this setup too if I want and have 4 manufacturers running
Coke steel recipe
Gonna use just shy of 3k screws, thats not gonna be fun tbh
Wet concrete
Pure iron
Coke steel
Steel screw
Bolted frames
Bolted plates
Coated iron plates
Piped encased beams
Rubber HMF alt
Wait, coal generators only use 15 per min? Damn, I need to be more active in this channel. Totally fudged my coal plant numbers!
a coal generator under 100% load uses 1 coal every 4 seconds. 60s/4s = 15 Coal per Minute
What about compacted coal?
tbh, after all reddit posts & explanations, I still don't see the compacted coal benefit
I'm not seeing more power production from compacted coal, nor less consumption
Compacted coal contains over doubble the amount of energy, meaning a coal plant burns around 7 compacted coal pr minute insted of 15 regular coal pr minute at 100% power usage. I haven't done the math with taking into account the extra miner(s) and assemblers needed though.
currently using 18 assemblers to provide compacted coal for a number of coal plants, generating a max of 2700 MW, but sure, I'm way over capacity, for safety reasons.
If it's actually just 7 compacted coal / min / coal plant, I estimate about 10 assemblers being enough
thx for the feedback
yes, 7 is rounded though, if you want excact numbers it is 7,143 pr/min
How to load balance coal generators with 2 150 coal imput???
2? Then just use merger lol
More like hoe manny coal generators can i hoop up
If your belt speed not allows, then just split your coal generators into 2 groups.
150 coal supports 10 generators
So you could have 20 total
So close to get all the items mathimatically automatically calculated, and yes my factory is built on this each floor has items for the next tier and so on, if anything updates in the game, major changes should occur, major dismantle of whole floors for that matter ๐
Nice then im almost maxt out
Id say dont make nuclear stuff in areas you want to visit
Hazmat suit will become mandatory
good luck for me setting up temporary turbo motor factory!
I gotta separate this into 3-days of play.
Now i am actually building it, then realised that I haven't unlock the RCU. And I have yet to automate the oscillator!
Im looking for a map that has all four starting locations on it for comparison. I can only find one with the original three. Anyone have something?
Satisfactory helper to calculate your production needs.
this is the one with 3 starting points that he is not looking for.
Hmmm when I click on it, it says 3 spawn locations
Toggle Experimental/Early Access.
@glacial hemlock @fallow lily the link has to modes in the top right: "experimental release" and "early alpha release"
I see
Experimental question: How many oil nodes at 300/min output do you guys tap for turbofuel production
or recommend for a decently sized factory
Been number crunching for over 1 hour trying to figure out how best to split up 7040 steel pipe into building and floor specifics of -below -and this is the best i have come up with:
2160 - 3*720 for 64 mfg of HMF
1680 - 720 +480+480 to make 240EIB
1680 - 720 +480 +480 to make 240 EIB
840 - 600 +240to make 120EIB
680 - 360 +320 for 204 MF
The EIB usages will just use splitters and mergers and let everything balance itself out i hope.
For my setup for 7040 pipe in constructors 7 floors output 960 1 outputs 320
I'm aiming for feeding 50~ generators off turbo fuel with a single pipe full of 300/min heavy oil residue that will feed off my other plants refining byproducts, off 2 normal and 2 impure oil nodes by dune desert. Needs 240 sulfur and coal/min to feed 10 assemblers to feed the 8 refineries making turbo fuel with the HOR alt, making 7.5GW
@bright sparrow If you use the alt heavy turbo recipie, one node can net you a 300/min line of turbo. A tiny bit more if you dont split off exess.
That provides around 66.66~ fuel for gens, or around 10000MW (what im using atm)
The only difference between the fuel-turbo, and the heavy-turbo is compact coal usage and output numbers if its a flat conversion from oil.
any idea what they retooled about the sink
points gained for some items
@unborn ermine I'll be using the 1 with the diluted fuel route
@unborn ermine which should end up at something like... 140 fuel gens or something
per 300/min crude oil
700 or so turbofuel/min (roughly)
Neat, I find that it seems like each route has one thing used more.
I like it.
Heavy alt- More compact -coal*
Straight fuel- standard affair(?) with more machines
Diluted fuel- more machines but more fuel gains
yeah diluted fuel is a great alt, instead of downgrading quantity when going from heavy to fuel, it x2 it instead
Im currently doing the Alt turbo and using the extra heavy to make diluted fuel, its like 25/min dedicated to that.
@unborn ermine how much resin do you have going into your plastic/rubber production?
I feel like it works, but I think I would want to fiddle with my output locations.
iirc its just 10 refineries each, so there is a spread of 200 for plastic(containers) and fabric.
I should mention also into whatever else ๐
I figured that I want this first main facility, the 4 nodes south of dune desert, to be flat rubber/plastic and (Turbo)-fuel.
The rest of the nodes I can fiddle with for production needs.
If I want to go crazy later, aka fabric not being made, I could try to fit in a few more rubber/plastic refineries for the heavy resin.
I loved the fact you can squeeze a few extractors beside the geo-gens nearby 
Does having the smart splitters/programmable splitters make a storage Hub more appropriate than having smaller random pockets of storage units?
Not really.
They're both valid, but you never want to mix items on a belt.
The only time you'd want to do that is sorting your personal inventory into a storage.
It's nice having a single place to store building materials and hub requirements, but it'll eventually lock up.
So itโs better to have a belt to each separate storage rather than a giant bus with smart splitters/programme splitters?
Yes.
could do both if you go industrial storage route and use both inputs, would recommend you build a basement / lower floor though for all the spaghetti.
Hi, I havent checked myself if anyone has posted it but I ran the math and wanted to share it here if people need it :)
1251 power shards
225 powershards = 57000 Limestone
315 powershards = 84000 Iron
108 powershards = 25500 Copper
48 powershards = 13200 Caterium
108 powershards = 28500 Coal
30 powershards = 6300 Sulfur
39 powershards = 9900 Bauxite
51 powershards = 13200 Quartz
9 powershards = 1800 Uranium
45 powershards = 6000 S.A.M ore
73 powershards = 7650 Oil
(Pure only 1 powershard each and a pipe with 150)
Total powershards left = 200
All of this is taking Conveyer belt Mk6 in mind, supposedly being a 1200 unit belt. Although it hasn't been released yet.
This is for all nodes with the max overclocking (oil is abit special cause of flow rate limit)
seems wrong
why put 118 shards on oil? that's an uneven number if you divide it by 3
Oil pure pumps 240 so you need 1 shard and downclock it abit. theres 9 impure which is 150 each.
The oil was the only one that was finnicky
ah right forgot about the pipe cap
So you end up with 1 pipe with 150. Sure you can mix an unclocked pure and impure and get one full pipe but this was to maximize all material available.
There, made it bold so people can see they're connected :)
I'll break it down to you how I got to that number in my head
this is why i shouldnt set foor in the math channel lol
im just making a fool out of myself ๐
Oh i thought you were one that were in here usually cause you were so fast to answer :,D
Im extremely poor at math but this is simple + -
yeah I think im overthinking it
im dividing by 3 but obviously not every machine will have 3 in them
so dividing by 3 gave a number with a decimal but since i shouldnt divide y 3 to begin with that gives me a wrong answer
Wait
Oh i think i messed up
Wait how did i mess up this bad lol
its 73
I must've mixed numbers up
Node Purity 100% 150% 200% 250%
Impure 60 90 120 150
Normal 120 180 240 300
Pure 240 360 480 600
9 impure oil
14 normal
7 pure
7 pure with 1 power shard overclocked to 125% = 300 (Max flow cause of pipe) = 7 power shards
14 normal max overclock. 14 x 3 = 42 power shards
9 impure max overclock = 150. 150 x 8 = 1200. 1200 / 300 = 4 full pipes. 150 left. 4 full pipes + half pipe. 8 x 3 = 24.
7 + 42 + 24 = 73
@sharp mountain You also need to account for the fact that if you're using Miners Mk 3 on pure nodes, you can't overclocked to 250%.
You're limited by belts.
Oh yeah. i take mk6 in mind
And who knows when we'll get those and what capacity they'll have?
It was 900 but the wiki says it changed to 1200 b4 they got removed.
Its safe to say it will be atleast 1200 so a pure mk3 miner max overclocked wouldnt be considered useless.
That can change again before it gets pushed to EA.
So I wouldn't rely on that number.
And, in any case, there aren't Mk 6 Belts right now.
True. Though I do believe they like the idea of making nodes 100% efficient with max overclocking. Like new pipes that can hold 600 flow rate.
I'll add it to the message that its only possible to get all the material using mk6 which is thought to be 1200 units per minute and that it isnt released as of yet.
That does limit how useful those numbers are right now.
Im already setting my mega factory up for mk6 right now so I ran the math. Just thought id share it here if people are expecting the 1200 unit belt or perhaps an even faster one
But I think the oil math checks out now atleast. I need to look back n find out how I messed that one up lol
It could be another year before we get Mk 6 belts.
Im optimistic :P
I don't see any reason to be, given that they released pipes with the same issue.
Besides, if you see the numbers. Thats probably enough to make 1k super computers a min
Wdym?
Like flow rate issue?
That you're limited in how much overclock you can use by the capacity of pipes/belts.
That is true. With pipes I do imagine they hear the feedback n want to fix em abit by adding another pipe. They did change the volume of fluid wagons to demand
I mean by all means. mk6 or not. The main reason I did the whole thing was just out of curiosity about the amount of material you could get if we had bigger belts ofc. I could make another calculation based around max flow rate aswell as belt speed
How manny wather colectoes per coal generator ?!
3 water extractors per 8 coal generators is perfect ratio, though requires using at least 2 pipes
120/45 ~= 3:1
120/45 = 2.6
2 pipes ?!
yeah cause 300/m limit
or just stick a extractor on both ends of the 1 pipe and the 3rd wherever
Yes thatโs the simplest method ^^^
Straight pipe in front of 8 generators, 2 extractors connected to the ends and one in the middle
as long as you don't have all 3 extractors on the same line into the generators is the important bit
wtf lol
Faster for what???
@lime terrace how are belts different for speed going up and down
are you manually moving on them or standing still
Doesnt 3 extractors give more than 300 flow rate? So what you want is like. One extractor giving 300 flow rate up to around 3 generators, then have an input pipe to give it the missing fluid the other generators snatched?
I dont realy get it iether to be honest
I aint ingame rn but I believe 1 water extractor is 120 right?
Look in the #streams-and-videos tab, I uploaded a video showing the 3 simplest layouts.
yes
It shows how to run 8 generators off 3 extractors
360 / 45 (what a generator consumbes = 8. So yeah 8. So i guess 2 extractors combine into 1 pipe and feeds the first 4 generators. Then you have an input pipe with the other 120 from the third extractor.
see? go too fast you get BEEEEEEEEEEEEEEEEEEEP
and thats what pisses me off....i bet i could go WAY faster using those stupid tubes
oh yeah even a basic accelerator tube would get you much higher speed
^
I mean. Tubes are cheaper. Same reason you dont use 1200 conveyer belts across the map but instead use a train. Sure you might have resource dropoff if your train isnt like 500 wagons.
but it has to go both up and down the slope
just try to avoid full warp drive and teleporting off the map
Jay, have you seen the hypertube railgun trick?
We Broke the GAME by going TOO FAST! Hyper tube Rail Gun! Satisfactory Update 3 Ep 19 | Z1 Gaming
#satisfactory #z1gaming
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time stamped. If you're on phone its 40 seconds in
that's what i was referring to. use a few supports with the right spacing, replace with entrances and you can circle the map in 30 seconds
im over here with my dick in the dirt tryna make some stupid framework thing for the space elevator that advanced "hey i beat the shit out of the game so now imma become nikola tesla" shit is way above my pay grade
lemme watch this tho i wanan see
OH WHAT THE FFFFFUUUUUUUUU
yeah i think we all thought that upon seeing that the first time haha
jesus idk if i have the elctricity to power that tho
yeah 10 MW per entrance is pretty steep before fuel generators
or a beefy enough coal i guess but
even a simple accelerator with 2 boosters before the main tube would propel you pretty dang fast
yea i think the trick is the entrances stack exponentially with your speed
Indeed it is a whater problem thnx every one
Is there a guide on how to do coal power set ups with pipes now? I have a power plant of 12 and it looks like only a few of the plants are getting enough water.
Coal plants take 45mยณ/min of water per minute, the extractor supplies 120mยณ/min, unless I'm mistaken?
3 extractors per 8 generators, don't have all 3 extractors on the same input pipe and you're gucci. there's lots of images on here and reddit showcasing nice designs
If you have 12 generators and only one extractor, there's a problem lol
How much does a fuel generator consume on experimental? (normal fuel) And how many generators can be powered with a single, normal oil source?
15/m at 100%, 80/m max with no overclocking or alternates
There is more to it b/c the oil to fuel now produces a 'waste' product that also has to be handled. I know in my setup I put a regular pump on a pure source and it produces 240 oil. I think I built 10 fuel generators from the resulting output before getting tired of building more. My power consumption was not anywhere close to being at max.
oh i misread, well 80/15 ~5.3, so call it 5 and play it safe?
Yeh, the waste I reroute into plastic production. So, I am trying to understand how many generators I've gotta power so that the waste is continuously produced to end up into plastics.
that's a risky game, since you'll always be having to stay at the same % power consumption for reliable plastic production; any reason you can't have seperate, dedicated production for each?
it's not as efficient of course, but byproduct balancing is pretty nightmarish when fuel's involved
I mean, it's either I produce resin waste by turning oil into fuel, or I produce heavy oil from producing plastic directly, and then turn that to fuel.
sink the resin, turn HOR into coke, sink that, cry. that's what i did anyway
Granted, I don't intend to expand fuel production to get more resin but, I'd like to make what I have work (because I need those generators to keep my power up... until I go nuclear)
I would agree Enaero. I know my setup pure oil -> 1 fuel, 2 plastic, 2 rubber -> 1 alt fuel, 1 alt plastic with overflow going to a sink, seems to work. Even though I know I'm not even using all the 240 oil coming in, I don't want to have it stop on me. I think like I said earlier I build 10 fuel generators to consume the fuel b/c I was tired of flushing the fuel out of the pipe. Even after that my pip and storage is full of fuel but not enough to be stopped.
yeah the choice of how to optimize it is interesting, and trying to make the most out of the byproducts without risking either blackout or starving the factory is frankly over my head, hence why I just dedicate X amount of oil to a given product and sink all the byproducts
Fair enough
my 'nightmare' is I think I want to set up a petroleum coke to steel production. Trying to figure out how I'm going to set up my production where I'm actually trying to make HOR to turn into coke. I don't want to think about that. but I need the steel.
well there is an alt to make straight HOR and resin from crude
yeah, but I don't think I've found that one yet. Guess I need to go pod hunting again. lol
Any source discussing the experimental alternates?
guys,i dont know if i just found this but after aloot of practical math i figured out a faitly simple system that lets you add a conveyor capacity apon another
if anyone wants to see this technique he can join me on my factory to see it in action
its like stacking the capacity of the belts so no overflow or max load on outputs
i did it with 3 but you can do it with 50 layers up if u wanna
When your making 2.8k screws to feed into heavy mod frame making needs......
TY for steel screw
We're lucky that the screw gods are benign.
Side affect of alot of bolted plates/frames in the calculations
@fierce ruin I just use one water extractor per two coal plants. It's less efficient, but the spacing is easier to do it mindlessly. One water extractor is almost exactly as wide as two coal plants - I just place one long tube perpendicular to the coal plants, a junction at each coal plant, and a water extractor every other junction.
like so
What is the burn rate of petroleum coke in a coal generator? I assume it can be used in there? i know default coal is 15/m
I think it's 25/m
is there a general rule of thumb for splitting iron into rods and plates, like 2/3 to rods and 1/3 to plates or something?
depends on what you are making
usually people start calculating from final products, not from rods/plates
yeah, that's my problem. I've never gotten to endgame so I don't know what i should be shooting for
@tawdry pebble
Coke is 25/min
Coal is 15/min
Compacted is 8.17/min
I'm on tier 5/6
ok
and expand later
if you build modular separated factories, it will help you a lot with later expansion
ah ok, makes sense
agreed, just leave enough space between buildings to allow for expansion
routing additional conveyors for input/output
If you want ideas on modular factories I recommend you follow
U/oldshavingfoam
He shows blueprints and exactly how to set things up too
well if i know my max input for stuff cant i just make it to that maximum size then not worry about it?
his blueprints aren't always the most effective tho and he often crosses belts
True I have found errors but they are inspiration none the less
but yeah, some inspiration can be drawn from them
like if I need more iron, I'm going to make a more permanent factory elsewhere
Anyway I base my factories off how much of the hardest material I need that I have
what I usually do is that I first decide what item I need next, then find out which resources I need and how many, then find a nice group of nodes for that and build the factory there
then ship the final product to the storage
For example my WIP heavy frames setup uses coke steel alt and thats my main limitation for expansion
rocket that is a good idea, max out the belts for your inputs
then production is based on demand
if you run into a shortage thats when you need to build more production/add more nodes
im just a little worried about making my area the permanent factory as I look at mega factories that dwarf my current one, I can only support 2 long bus lines within the area I have
yeah that's why you don't build 1 factory, but separated ones ๐
easier to expand / rebuild
yeah that way you dont have to plan everything out re: space
so max out the space I can use then build a new factory with more unused resources near it
The only thing you really need to plan is how much you need to make product x at a desired rate
yeah i usually just look on the map
Sadly you really cannot max things out til you have mk5 belts and mk3 miners. Late game expansion is insane
for which nodes i need for input then build the factory near that
Thats the best way to do it. Also kinda the only way to do oil properly
(this is my new factory size)
if you build megafactory, no matter how big you build it, you'll eventually find out that you need more space anyway
that's why you don't build megafactory ๐
ok, so build small and regional
but anything can work ๐
thats why you just build a giga factory
All of this will feed two heavy frame manufacturers once its all done
just smaller separate factories are way easier to manage
or tera factory
All of that makes a ton of screws, some pipes, crete and iron ingots
My plan will use almost 2600 screws a min, kinda nutty
Steel screw alt is essencial
you can still cut out screws completely if you if you want
or just alts that don't use screws
im lucky to have gotten that alt early, although that is one thing that is tripping me up with thinking of production
Nah I like bolted plates and bolted frames too much
wait you can CUT OUT screws???
I require all of the hard drives.......
Im using the bolted plates/frames mostly because of room
Makes the most per assembler
that's the thing, in mid game MK 4 conveyers can only hold so many screws
yeah thats why cutting out screws is good
you can place the screw constructors just before the assemblers, it takes more space but will solve having to make several belts of screws
Yea would love to do that way hut im already setup this way
And the second floor exit walls is too symmetric to screw with ๐
Pipes > screws x12 > crete > iron ingots
same. i realized that i wasted a lot of iron on regular casted screws.i could change it to steel screws but i dont want to tear down all the constructors i already made. it works fine. iron is everywhere
I like the ingots to screws recipie alot!
I like ingot to wire more!
Pretty sure that existed pre-3
it did, just with slightly different numbers
Is the alternate more efficient point wize?
what do you mean by point wise?
I like the rubber based HMF alt personally
rubber needs a shit ton of screws (390/min)
@hazy fossil efficient in terms of what? Power consumption? Space and speed? Complexity? Total ore usage? Weighted ore usage?
Prior to u3, alts are almost 33% better in every aspect. Now, it always come with tradeoffs
I mean the point value (in the awesome sink) of the input materials compared to the output
that's hard to judge since all the input materials can be crafted in different ways as well
When the game comes out i plan on doing a massive project with other players to get the maximum possible points per minute in the sink tapping all nodes on the map at 250%
If the game can even handle it that is
Might need to use the void to get rid of nuclear waste tho
nuclear waste can't be removed
Yeah the void is a mod that creates a building that voids any item, including nucelar waste
also, game is already out ๐
The map should be big enough to make a massive storage area
and afaik all voiding mods disallow nuclear waste
I mean officially, game is still in early access and items are constantly being added and recipes are being rebalanced
early access is officially out ๐
also for the sink I'm pretty sure adaptive control units are pretty goodnow
and the big rebalance was only for update 3 for now
since supercomputers went from 1 mil to 100k
Turbo motors are still the most point efficient right?
wiki doesn't say their new values
Yeah it doesnt have most of the new sprites and recipe changes either
well most of the other sink items were updated on the wiki but turbo motors just disappeared
@wind spade you mean the EA is updated?
I mean that they did big rebalance with U3, but it is not that likely that we'll get such big rebalances in later updates again
Still a lot of alternatives missing for supercoms, limiter, alclad, steel pipes, spelevator part4 and 5
I don't think we'll have alternate recipes for all items
and also, adding new recipes doesn't rebalance stuff, just adds new content
Agreed. Also why do we need an alt for steel pipes? Theyre already easy to make
Supercomputer alt could be interesting but with what
Cement lined steel pipe, aluminium coated steel pipe, etc
Liquid-cooled supercomputer
Smart AI limiter, etc etc
aluminium coated steel pipe seems like a recipe for disaster ๐
liquid cooled supercomputer actually sounds kinda cool
Speaking of alts would be cool to have an alclad alt and an aluminia solution alt
The real question should be when do we get to combine fungus/berries/water to make ethonal
That would be difficult seeing as shrooms, berries, and nuts dont regrow
And we dont have a greenhouse to do it in
now where am I?
plot twist: this is not the whole diagram.
Post the whole one lol
I will second that request.
Is that a open resource calculator? Cuz I likes
guess nuclear rods don't need oil anymore with ai limiters being copper and quickwire based now.
was about to say nuclear rods needed everything but bauxite, then that change came to mind
just try to enter the address and it should bring you to the calculator.
and thanks to @plucky dagger .
Ty
yes, thank you
Maybe we could get some kind of quantum supercomputer with sll the fancy tier 8 stuff
maybe.
Think thats on the menu
Heard rumors of quantum computing, fusion, and other jazz a while back
Has anyone figured out the new equation for coupons? It's not up on the wiki yet.
how many coal plants can I feed with one 60 line of coal?
1 coal plant takes 15 at 100%
thanks
by the time you have coal, wouldn't you have 120/min belts?
well i guess you could have a normal coal node
or using it for something else.
But overclock those miners if you can!
An impure node and a Mk2 miner is 60/minute, too.
yeah, was just figuring out why my systems were crashing, I'm making 240 per min now, so I'll be using 16 generators
Don't forget about the water if you are on experimental.
what is the 100% max usage of fuel in a fuel generator?
(experimental if that makes a difference)
15 per min
To my surprise, Fuel Generator actually shows how much it consumes at full load. Unlike "burned time" in solid fuel generators. As above, 15 m3 of Fuel per minute.
I agree, it would be nice if generators showed how long it took them to consume resoruces/how much they need to run.
Oh Rekalty, any chance you know which nodes for Geysers that people say are bugged?
Im just curious because 2 nodes I know of "werent working" and were recently confirmed workable.
I don't know which particular ones, no. I haven't run into it myself, because I don't want to pla... I mean, I haven't gotten that far yet.
1 sec @unborn ermine I got you
I was debating getting a map out and numbering them off, but I got lazy distracted.
The highlighted (not the transparent) ones are the broken ones
One of the devs commented on the post on the QA site and said it was fixed internally so it should hopefully be working the next patch
So I know the east most one is working, as shown in my #screenshots post, and someone confirmed the southernmost ones are similar.
the awesome sink has been nerfed quite a bit before 2 tech 1 storage units (24 slots of 50 turbo motors) got you 887 tickets from 0 now 2 tech 2 storage units (48 x 2 x 50 turbo motors) gets you 566 tickets from 0
@paper mauve Thanks ๐
I have to load up for another geo-trip and get them setup/checked out.
I love the geo gens just for the fact you can get something kickstarted off the gens and have enough power to get something rolling.
Also have to see if the node breaking is still a thing... 
From what I've discovered the ones that don't work have the little outcrop on top of the node. It seems like the node itself is on level water and the outcrop is on top of it so it's unable to detect the node when you go to place the generator on top. Like this:
@paper mauve talking about broken geysers/geothermal generators.
I have connected all available geysers (16) and had no problems.
Last connections was a week ago. All works fine. 3200 mw output.
Well lucky you
I unlocked them 2 days ago and the next day the most recent patch came out and said the geysers were fixed so I went on a trip to set them all up and had issues on those 6
I bet if you were to go to the 6 in the picture above and remove one of the generators, you wouldn't be able to replace it
btw: is there a new geyser in the desert to find, a #17?
This map shows one, I was there - but no geyser:
https://www.satisfactorymap.com/#-201434.34651994338;352628.6316048741;5;16777230
There is a lot of water at the "desert" ๐
Maybe it's not updated for experimental? Idk I just use the interactive map
@paper mauve You have to aim below the outcropping, aiming around it at almost all angles and it will snap somewhere.
I had to face south to get this one to clip right
Prior to the patch that fixed the extractor bug... I had one sitting in the pool beside it 
Because... it made sense
I tried every angle imaginable and turned my autoclicker on just in case it detected it before I moved. Idk I might go back but it was so frustrating having 6 in a row not work
Yes, that's annoying... but a fix will out soon for sure (I hope with some other nice things).
And when EA? I want lights in my base! (mod)
Well, at the very least, this one works.
I still have to test the others though, making some parts and going for a trip.
I know about this. What do you mean?
@sand garnet the 2nd map wolfen posted was a different wrbsite
It's another map, not the interactive where it shows the geyser ๐
ah right, might be outdated then or something
regardless I suggest using this one https://satisfactory-calculator.com/en/interactive-map?switchToExperimentalRelease=1#3;50366;-104736|gameLayer|geysers
Satisfactory helper to calculate your production needs.
Or EA, maybe. I was there, no geyser. So it's ok, but bad ๐ฉ
looks like your link only has the EA map
I also have this one since I start playing (months ago). but thanks
If you scroll up a bit more wolfen posted a picture of their base with the interactive map
ignore the satisfactorymap.com site and use anthor's map
yes ๐
greeny's calculator, anthor's map. that's the best combination
I heard about a 17th geyser so I googled for it. That's all
yeah it exists in EA
Is green's calculator fully up to date with u3 yet?
no
Dang. Do you know what's missing from it?
ok, only in EA. But I want update 3 in EA... how long have we wait... baaaah ๐
They're aiming for next Tuesday but I think it'll be another week or 2 at least
iirc people were saying UI was a thing needed for it, but there could be other factors.
@paper mauve yeah, the calculations lmao
Ha right
basically, EA recipes are easier to manage because he could do reverse tree traversal
The https://legorin.github.io/satisfactory-calculator/calc.html
Works, but it dosent have ways to deal with certain problems.
but with the new changes to the game, byproducts and everything, that whole system needs to be overhauled
that link ^^^doesn't deal with byproducts
so its useless for anything oil related
Yeah, and it only can use ONE alt at a time
greeny's hard at work getting his site up and running for update 3
just give it time
I've been using this one
https://daniel2013.github.io/satisfactory/calculator
The real question at this point in time, what is easier to read/use ๐
and how much math do you want to do outside the calculator.
https://update3.satisfactory.greeny.dev/items/screw i like this one cause it tells you per minute i find that a lot easier than say this items needs 14 screws per item and produces 6 items a minute
I only like this one right now because you can easily hide trees for construction
are they U3 ready?
Kinda? Some just have numbers, and some (like this one) just show straight outputs.
also this hides things like extra materials, but at the point of needing one of these... you kinda know what you are doing.
greeny did an amazing job on his U3 website just needs a planner and its perfect
aka silica from alu solution isnt mentioned, but you can do the math yourself if need be.
has anyone done math on train throughput? such as how long can the track be before a single wagon doesn't exceed a single MK5 belt on purely flat terrain.
Greeny did the math somewhere, I think its on reddit
thanks, I'll look.
Yea, I'm currently looking at that on reddit. I just have to translate things into an aprox distance.
ah nice, I remember people had a video on youtube, myth busting or something.
They went through some tests like inclines and curves for timing variances
Hey guys! Welcome back to our fourth myth busters episode. Today we're going train vs conveyor and it's about time too! If you'd like to do a more indepth test let me know in the comment section below and I'll try to find time within the next few weeks! If you find the video h...
oh, thanks man ๐ Using that chart from above(1 MK 5 belt) I figure (100 stack) leaves 196(4:06-0:50) seconds of travel time. Ignoring brake and accel time gives a max of 6.533 km on level terrain. Rule of thumb it down to 5km and keep it level and it should be good to go.
I calculated the numbers for pipes too, at 300m3/min you need a station for every 1:40 the train takes to do a full cycle
Yea... no thanks. Unless CSS increases the amount a wagon can carry a long range pipe is likely best. The calculations happen per pipe segment, so longer segments are best. so pumping up to a sky bridge then going where you need it to go would be best. IMO
That dont sound too bad
I'm considering a "water farm" where I pack extractors as close as I can get them together, and pumping everything up and over to my base... cause there is a TON of stuff that takes water for increased production.
The question is power. Pumps takes 4MW and you need one per 20m (if you can get them exact)
20m vertically. Need to specify that sometimes ๐
yea.
Well with that in mind you would want to stay away from the grasslands or the other green starting area as that typically has higher elevation. Mabey pump what you can out of there going around mountains? While the two deserts are roughly about 14-30m above sea level (from what I remember on the interactive map). SO you just need enough head room to get around the hills to the south east in the new area and I want to say the west isn't too much higher.
I'm placing my power plants, close to water, then train water to everything else. Even if there is some down time, it dont effect much
./shrug. To each their own. I was just expressing my thoughts. ๐
I'm also not building on the ground and bringing everything to the city. So the pumps would be going up quite high, to reach some refinerys, by the time its built
Have you built nukes yet?
I'm on the 3rd world, as I needed to refine the layout. First reset, to add enough space for train stations. 2nd to make sure the travel time would not be excessive, by having room for ramps between buildings. And no, mass dismantle 30k+ foundations, would not have been faster
completely agree. I'm about to restart my self. I'm not sure how to dismantle the mess right now with out making a larger mess.
We have mass-dismantle. What we need is mess-dismantle.
So the math really works out to 100sec to keep up with an 300m3 pipe, with train stations? Maybe it would make more sense to package things, get them up high, then let gravity handle the rest?
that's an insane amount of power. 90w for 120m3 + extractor
YOu dont need to use overclockers on them. 2.5 extractors is 300m3
Overclocked 90MW, 50MW when using multiple
Okie? So everything at 100%: 1 extractor + 2 refineries packaging water + 1 unpackaging =110w...
22.5 pumps or 90MW for package and unpackage
<idiot
and thats if you manage to get the height perfect, so more like 23
22x4=88
Its going to be more then 23. I at least seems to get them down to the 16m-18m range
still... going with 16 average per pump is 352m
and that's pumping 300m3 not 120m...
275W for the equivelent of a full pipe.
Also, pump hub location can be a factor too, the elevated crater areas or the dune desert lake for instance
88 walls worth of pumps, with my numbers. Most of the water in the new desert, is 40+ walls under my base, so there goes half that. Then add in all the floors I need, as refinerys are not small. We are quickly past 88 walls total
40 walls base line? yikes... am I underestimating the waterfall or are you above that?
You need quite high, to get over most stuff in the desert. My 4th floor, is close to the top of the water fall
Still 275w =1088m with 16m pumps... or 272 walls (they are 4 meters right?)
Think I will stick with trains. Simpler, but not easier on the power grid
Hmm... thanks for the brain food. Much to think on.
we got a graph on oil production/residut ratio ... trying to plan next fuel plastic/rubber setup ...
I saw someone say mass dismantle... how?
press/hold ctrl while in dismantle mode
Or you aim at the desired building, then press down ctrl a while and release it, then go for 2nd building, etc.
Hello, I am confused and need someone smarter than me, if anyones willing to help.
I currently have 44 coal generators running at 100 percent, and each is said to produce 75 MW, which should equal 3300 MW. However, when I check a power pole it doesnt reflect even close to that. why isnt it showing 3300 GW? The poles only show max production of 1200 MW and lowest production of 600 MW (fluctuating between those two extremes).
check if all gens are connected to the same power network
They are all connected to same
if all have water available, coal available
yes
The other question I have is why doesnt it switch over to GW in the display...after reaching more than 999 MW.
Am I confusing Capacity with Consumption/Production? Capacity reads 4,425 MW
capacity is how much power you could be producing, production is how much you are
coal generators slow down to match consumption, so with coal, production always matches consumption
Okay thank you โค๏ธ *greeny and *your name here
Will it always say MW and never switch to GW?
Yes it is always in MW
Probably because you don't want to have different units on the same axis in a graph
it doesnt really matter, there's only 1 unit displayed at any given time
Why is it measured in MWh and not MW
Why it's not fixed
probably low priority
True
Not sure if this has been discussed before or is widely known but the alt recipe of recycled plastic and rubber are great recipes and i got math to back it up. Provided rubber and plastic are needed and oil is short.
Recycled recipes are indeed good
anyone know the consumption rate of turbofuel at 100% in power generation?
is it still the same as what's on the wiki?
4.5/min
Are there any good diagrams for making plastic and dealing with the byproduct to package fuel?
Not yet
Do basic spliters have a output priority? ie left, center, right. ?
they have output order, but not priority
don't know
mm I shall do some Science then ebil laughter.
Center, right, left
was hoping it would have been counter clock.. hmm
It's counterclockwise if you re looking at it from below 
eh was able to get it all sorted out.. just had to re do a section of pipe so the T junction wasn't in the way of the belt passing under the pipe where i needed it to go. XD
How did you get such pretty foundations?
Is there any calculator that I can determine how much of X I can make from specific input amounts?
@harsh fractal those are glass foundatiojs, look in the awesome shop
Cool, thanks
This was satisfying
Decided to build a sun roof above that sink and didnt expect the glow from the moon to work that way
Can someone give me compacted coal burn time on EX #3 ??
8.17/min
My bad, got themj for compacted messed up
630 MJ
10 coal generators use 15 coal a minute so need 150 coal a minute on a belt, right? but the belt still backs up...
Their consumption rate depends on how much of the power you're using.
You're too slow
I'm not in a hurry to go anywhere.
I got nothing for that. Lol

is that the same for water usage too?
Coal gens use 45 water per minute at max
10 water extractors need 4 pipes right for full flow? ((10 x 120) / 300) = 4 right?
2.5 per full pipe yeah
I'm sad that the higher power generators make the lower ones obsolete. Like there is no reason to have fuel or coal based power once you get nuclear, nor can you affect it by making priorities, saying coal power should be primarly and fuel secondary, so they have to run 100% before nuclear kicks in
Or you would need to make a dozen seperated grids all with their own power source.
It all depends on what you want to use your resources for.
Does this work?
Mk3 miner on a normal mode, 250% 600/min
Can I place a small mo5 belt and then split it into two mk4 belts for equal 300/300 distribution?
Yes
Cool, just figuring out best way to move 1200 raw quartz a min and I got oodles of EIBโs and very few alclad
I just unlocked alclad and started setting up the logistics. Planning on 180 sheets/m
It's a bit of a headache but I'll power through lol
Yea its not purtty
I'm gonna make it purdy though just you wait! Although if I went spaghetti style I'd have it done in an hour lol
Tell me about it... OCD on 200/10 mode here
Built a 7.5/min HMF factory yesterday, was supposed to be a hour project
Wound up being 5
That was very optimistic to think you could build a HMF factory in one hour!!!!
That was the toughest stage, getting 2600 screws lined up to delivery locations
Really wish we had proper roof mounting, dont like the look of conveyor walls hanging from the roof so I delete em once its all in place
SAME
I hide the roof conveyors on their own 2-3M floor if I can
But it'd be nicer to see them hanging from the ceiling
Probably coulda done that, woulda been cleaner transitions too...thoughts
There's always next time ;)
Fences make a good mount point for conveyor wall mounts, if space permits it. @upbeat tide
I would have to cook up an example, but the gist is that you can place a fence under a wall and its in its own space.
I have a test to show, but the one negative thing though... getting the fences at the right height can be a pain.
and heres the basic height with a level floor/wall
Oh that's pretty cool
The thing is, the mounts are on the joint of the fences
Yeah I noticed that
If you want it lower, you would have to add a 1m foundation underneath the top wall, and place a new wall under that to start the fences off of.
actually the real downside is that you NEED the wall above to start.
That or have enough room below for the walls to go up.
Heres the same idea just lowered 1m.
bout the solar system...
Anyone know how to simulate it?
https://phet.colorado.edu/sims/my-solar-system
space elevator:
must be close to the equator...
the planet has north and south poles...
2 moons?
2 suns...
day / night cycle.
so it (as elevator also needs it) rotates on a steady axis...
one of the suns is in the 6500k area
the other is more in the 5000k
The new Oil is so baffling to me. I'm in the area where there are 2x Impure nodes, 2x normal nodes.
Looking for a read over on why my system isn't breaking into a mess.
I have 4 extractors at base Pulls (120m3 x 2 and 60m3 x 2) for 360m3/min (Output)
3x Plastic Refineries with 2x Power Shards to intake each 60m3; x3 = 180m3/min (Intake)
3x Rubber Refineries at base intake 30m3; x3 = 90m3/min (Intake)
This Total 270m3/min Intake, leaving 90m3/min unused of Crude Oil
I have added into the system:
4x Fuel Refineries taking in Crude 60m3/min = 240m3/min (Intake)
Total intake is now 270m3/min + 160m3/min = 510m3/min
Yet the system isn't struggling to provide fuel.
4x Fuel Refineries making 40m3; x 4 = 160m3/min (Output)
18x Fuel Generators on base yields that use 15m3/min to privde power = 270m3/min needed for full power. (Intake)
Note: It ran all day with no issues. As for the solid materials being outputted are into Sinks & Storage in order to prevent stoppage for testing
By all means I should not be able to provide the needed amounts to keep running
any height differences?
add pumps
for each output max is bottleneck of the pipe
300m^3/m
Quite. Thw e Fuel Gens are above the refineries by about 32m with 2x pumps on 2x feed lines going up
The 4x Fuel Refineries are fed into a fully linked pipe system taht feeds up via 2x tubes
use puffer containers
is your plastic and/or rubber production backed-up by by-products?
Double checking Marc, though I them linked to feed into Sinks once storage overflow begins
Except for the plastic
Which might be why
Plastic is currently full and not running. Might be why then
Sink
|
| โโ|โโโ |
Source โ- S โโ S โโ M โโ factory
This is my preferred oil product buffering system
2 inputs 2 outputs to 1 pipe -> 2 buffers
I have no buffers and teh fuel gens are always online
My Residue isnt my issue
the fact the entire system wasnt failing when math states it should is my issue
(2->)1:1->1
My method sinks unused products but allows plastic, rubber etc to keep flowing to where it needs to be
math does not reflect power usage <100%
the water pumps, oil pumps stop when systems pressure is reached
they reactivate when pressure goes beneath 300m^3/m
Verios I am sinking my resin at this point until I decide what to use it for
make sure that the fuel, which is not consumed by the generators, can be fully absorbed by the rest of the production
what is teh resin from?
Fuel
ahhh yeah
Fuel feeds up from refineries that all 4 link into a line that also has 2 splits upwards to feed 18x fuel gens.
make some higher quality products and sink em
Resin merges into a sink line
gives more points
Its there as a filler until I want to use it
I am making fuel out of these regardless
Residual plastic/rubber recipes
?
what's the actual fuel usage of the generators? I've never seen generators run at 100%
15m3/min at taht rate
There arent mk2 pipes
K well update 6 is a long ways off
Marc Im gonna dump main plant and see what happens
there weren`t pipes ten daays ago or so...
scotty
pippin
the pipeprojectah
Now back 2 the task of stellar cartography
binary star system: ยท"( ยฟยท:? )"
2 solars, 1 planet, 2 trabants...
map is...
equatorial area...
So, I wanted to make computers with the crystal computer alt, and silica circuit board alt
Im VERY glad I found two normal quartz nodes not too far away that I can pull 1200 raw quartz from in total, should be interesting to calculate how many computers I can make with this supply
Mk3 mkners at 250%
Hi any one got a Good layout for computers
Come back next week after I figure out one ๐
Lol
So... Back in April 2019, I made a processing chart in excel/calc.
Ignoring the projects which started doing it on web-pages. That was my result.
Update 3, I took as milestone to make a new one... Although the graph isn't yet done, the excel/calc chart is.
If you don't mind, I would like to get feedback and opinions. Especially about to solve the issues which come up with refineries and byproducts/recycling which - when poorly done - could result in calculation loops.
Your point about byproducts the key is to keep everything flowing no matter if used or not
For example lets say you are making petro come via HOR and you have no use for it yet. Sink it until you do.
When you do begin to use oil products, I have found an overclow splitter works well l. I accomplish this like this:
Sink
|
| โโ|โโโ |
Source โ- S โโ S โโ M โโ factory
Design allows the flow of materials. Fill the machine to their max capacity and then attach middle splitter. After that nothing will stop flowing
I mean, I've found a solution for HOR to get rid into the Sink. turn into residual fuel, turn into packaged fuel and get rid of it.
A shorter way would be to put the residue as packaged directly into the sink.
Though by making it into fuel first before packing, I get more points at the expense of another machine in the chain, saving plastic for canisters, which then will generate less HOR in the first place.
My way isnt designed to sink directly, just keep it moving and not clog.
My HOR method is to use it for coke and alu and steel making. I have found the coke steel alt very useful
The thing is, I would need a ton of aluminium manufacturing and further processing to get rid of all the HOR by making it into coke
My fuel is turned into turbo directly and consumed in 55 gens, dont worry about overcloes there
Anyway, that isn't what I'm here for. ๐
I never used alternative recipes and I most likely never will do.
IMO, 7 out of 10 alternative recipes are trash. The other 3 I would consider, but not before I could consider its usefulness related to the total available resource throughput of the map
What does it help me to turn Quickwire from iron instead of caterium, if I would not have enough iron production.
For example.
Agree and disagree, some alts like steel screws are very valuable
Yea most quickwite based ones are eeh
The crystal computer one is very useful tho, combine with silicon circuit boards and your entire computer setup can be majority based on quartz
Currently on my savegame, I'm cartographing the map for myself.
Setting up beacons at groups of ore deposits with the amount of throughput I can get from it.
1 point for impure, 2 for normal and 4 for pure, along with the count of deposits in front of it.
So I have a ton of beacons saying things like
IRON_3-2
Iron deposit, 3 deposits, normal.
I know maps like this exist already, but its more fun to do for myself.
๐
And once I get yEd up and running somewhen, I will make another diagram like the old one I've posted.
Just a bit different, taking actual machine size (2D) into account, so it could lay down InGame.
Though there is still a high chance that I screwd something up in the refinery section...
There is one thin dark collumn which acts as seperator between the machine and what it crafts and the actual recipe (and the sink).
The first seperator does include numbers as well as green/red markings sometimes.
Red referrs to items which could be caused by byproducts, green does consume these byproducts.
The numbers define the amount of other recipes they're used in, a dot therefore means its an end-of-chain item.
you have no efficiency column./.
you can scale down the clocking of certain machines, so you have better load balances.
reduces the energy used; lets you meet addordnumbers
accordnormnnumbers
and the more sophisticated the sunk item, the higher its p/min refund.
And you cannot sink nuclear waste
the alt recepies... for iron made caterium is good if your at earlier stage of teh game
And the pure iron, copper and caterium are the best in terms of raw ore efficiency so is wet concrete
A.D.A: Does it run a Satellite Network?
wet concrete: donยดt fall into that stuff, you`ll get burnt!
Ficsit Corporation does not take liability for on-site accidents, self-inflicted damage, gravity assisted suicide, or any form of self-harm
the landmass of the current game world is about 2*8km another 11.km and some hundred yards of coastline!
whats on-site par definition?
Any activity involving but not limited to powered or unpowered machinery, natural or unnatural terrain, and any piece of dirt claimed under Ficsit general ownership. Including your drop pod and the region of land assigned to your operations
$@
i;
f(i.$);
f(AC[T|Y]);
else return;
itisfactsonficsit!
ficsitfactsonsite!
Recomendations for Names to give the Lizzard Doggos domesticated?
i can't make fuel generators yet but out of curiosity, in experimental, how much fuel would a single generator take per minute, if i did the math right my own set up will be able to make 200 fuel per minute once everything is ready, keep in mind i'm still new to this game
10 refineries each making plastic/rubber, 300 oil residue per minute, can fuel 5 refineries making fuel out of it, give 40 fuel a minute each
at least that is the plan
15/min fuel
okay thank you
And for future ref, 4.5/min for turbo
the fuck is turbo
oh
PSA to all Ficsit employees. Remember your contract with us will expire on [REDACTED]. Unless you renew your contract by [REDACTED] time before your contract is expired, you forfit your [REDACTED] and must immediately report to [REDACTED] processing. Again, have a good day!
15m^3/min making 150 MW with 0 efficiency
so i'm finding while building my pipesline from an oil extractor overcloked to 300m^3/m that oil is flowing through the pipes at 295ish even 500m away from the extractor
doesnt look like pumps are needed to maintain pressure
nevermind, the pipe at the end is barely filling up
Pumps are needed to maintain flow uphill. Each pump can push the fluid up 20m in altitude and maintain the 300m^3/m
indeed but my pipe is on a floating foundation that goes around 1000 meters without vertical changes
Yes. But that shouldn't matter - Remember flow rate is 0 if there is nothing drawing from the pipes
so they're not really necessary?
once the pipes are full that is
yeah
Pumps are only needed for vertical flow
okay, the wiki says fluids stop moving after 450m horizontally, and I noticed a flow rate improvement
so i'm not sure
Unless you are drawing 300 cubic meters at the end of your pipes you won't see the actuall flow rate maximum. I haven't seen the 450m horizontally thing myself but I haven't really measured any of my pipelines and I run mine up above things so I am using some pumps. You could always test by cutting power to your pumps and seeing if it changes your draw rate at all
Indeed i could test it out and make two very long pipes one without pumplines and one with, but that's effort and i'm sure someone will math it all out one day. For now it makes me feel better lol
I am currently starting up my oil refineries right now so I'm in the middle of it - I have access to only 300 cubic meters and I'm definitely running my pipes over 450 meters long horizontally in some sections without pumps and my flow is not affected, but I'm only trying to draw 180 cubic meters atm
slowly hand grinding out computers in order to unlock fuel generators is 'fun'
๐ I'm in pretty much the exact same situation
Tons of new factories to make now
I piped 600m^3/min capacity just for the future
I'm in the desert - so far I've only visited one oil patch with 2 impures and a normal :/
further north west from those patches are a large amount of patches, two of which are pure
where the giant mushrooms are on the coast
sigh. 44/100 computers.
holy sh*7
i was doinยดmy thang pipinยดa old savegame to get power back online
suddenly there is a fluffy-tail hog standing on the walkway, staring right at me.
Sometimes the respawn is 'interesting'
It mustยดve find its way there
find => found
with update 3, did they add more beast spawn spots / quantities?
I couldn't say - I only re-started playing with this update - hadn't played since before update 2 prior to that
They added a respawn mechanic that isnt behaving as it should quite yet.
There was a reddit post by a dev summarises. They changed the respawn behavior of critters to have more requirements
Powered building, foundations etc.
It seems like the new mob spawn system resets with every patch though
Yeah I'm drowning in carapases ;)
Is crystal computers good?
-Crystal computer
- normal crystal ocilator
- silicone circuit boards
Thinking of a method to make computers that cuts out oil products completely
Hello everyone. I have a question about "building philosophie". Should I build everything near the mines ? Should I build one floor for one production ? Where Should I stocked my overproduction ? Should I put the storage near my production ? Should I have like, one big building with all the storage and a hundred converyor belt going in and out of this terrific building ?
Should I try to never have storages and everytime try to use the production ?
I have in my game too much conveyor-spaghetti and I do not how to organize myself :<
Someone plz send help
How am I gonna split 1 Belt into 23 Belts?
Dont use manifold
Source โ S โ S โ S
| | |
D D D
D= destination
S= splitter
You are limited by belt speeds and it will take a whoe for everything to get to 100% BUT its far simpler this way
The thing its that I like everything organized but i think i have no choice
this factory is killing me and i only built like 1/10 of it
That is the best way to organize it, plus the smallest footprint
As long as you do not build beyond your belt speed or pipe flow limits your good
well ty for the help my good sir
@upbeat tide crystal coms are v good, but due to high quartz usage, you need to pair it with caterium circuits.
Use fused quickwire or pure cat ingot to reduce the cat consumption
I am building a Heavy modular frame factory fam
@fiery vapor you will be surprised how little HMF you are going to use. I recommended not to go over a single manufacturer.
I play this game for the challenge
Reason why im looking at crystal is to not use rubber or plastic, nearing max capacity usage already for those
Also im bringing in 1200 total raw quartz
@upbeat tide you better save more quartz for T7 things, they use a lot. But who knows, you could just use more quartz nodes
Same, i am using the 2 norm quartz node just above the uranium cave. And they are pretty sufficient for my alclad and turbomotor production
oh yeah and btw I am only at the 1/10 of the factory because I am planning doing 10 computers and 10 Heavy modular frames per minute in the same place
don't see any cross over in materials between those two, hope they don't clutter too much for you, would have seperate sites for those two
Thats ambitious. But is a good direction. I would recommend adjust the ratio to the turbomotors though.
don't see any cross over in materials between those two, hope they don't clutter too much for you
@shy mason Left Heave modular factory right computers
with a big ass train
sounds good
Even after the nerf, the best item you could sink is still the TB, by considering sink pts/total ore usage
the sink helps me so much tho
think they'll make any part that uses HMFs?
good that they made something to chew off the trash
HMF is part of the ACU. But the ACU cable management is hellish
If you get into fuel gen spam you will go through HMF like nuts
And yea as said above used in elev parts
This is just for the normal modular frames btw
10HMF build?
Wow, you avoid using alternatives? My OCD triggered
i like the challenge
My HMF uses flexible HMF alt, bolted frames and plates, steel screw, pure iron, wet concrete, and coke steel
7.5/min there
delicious
Sink is just to ensure that rubber never backs up
Yeah i got that
Sinks one of the best things added in U3
Use that sink overclow on all oil products too
Sinks one of the best things added in U3
@limpid hamlet it sure is
Also because sinks are 7 foundations tall, decided to make a dome with skylight for the roof
Just delicious
Uses 2600 screws...not fun but works
I hate those damm screws
Side effect of going the bolted alt route
600 steel
600 iron ore
450 coke
150 lime
600 water
45 plastic ( decided to use coated iron plates)
150 rubber
7.5/min HMF
Out tunnel and oil input annex
How long did u take to build that?
Ern...............
What are hours again?
Honest answer I dont know, too long probably
i long do u think I am gonna take to build this monster of a factory?
hi
sup
how do i get this game on steam launcher?
Overall oil facility, that HMF solution is the bottom right corner stuff
we dont know when it is gonna be released
@fierce ruin add it as non-steam game
how?
google "how to add non-steam games to steam" lol
though it'll be in offline mode, making you spawn as a new character each time you boot up the game
not sure if that's worth for you, I'd recommend just using epic launcher
@upbeat tide you could try mixing the stitched RIP, Iron wire and compacted steel into your HMF build
Zero-iron ingot build is also a nice challenge
Woulda used compacted but its being used for turbo
Anyway is cheap silica any useful?
Yes it is. Since quartz is rare.
Nice
Power wise, it is not 'cheap' though
Its assemblers vs constructors thats obv
theoretically if 10 pipes that are 8m3 they are all the same size right? But not necessarily the same shape? But could be the same shape?
shape in this game isn't really a factor here, size is one size fits all type of deal, flow depends on the user setup
is it a good idea to try making a single tower? I'm thinking each item will get 1 floor each floor being 4 wall segments high. Is this tower going to hit the ceiling of the world or am I fine?
Four high is limiting for some buildings heights and it depends are you trying to make a mega base? I would suggest multiple bases all over the map is more ideal for my liking personally.
Production base going higher the tier, not a bad idea. I see a lot of people doing this setup. Again four high isn't enough
I was originally making a bus base, but I realized it was going to be messy, then I got to thinking how I could use my vertical conveyors and converyor wall segments as a vertical bus
@willow igloo the miners are 5 walls high. so if youโre going to start above a mode make each floor 5 high. keep your conveyor belts on the outside gives you more space inside...
giving each item a floor allows me to expand production of the item on the same floor and with the vertical bus going up one wall, I would always have access to all the items, so if I wanted to switch to an alt recipe, all I have to do is disconnect the inputs, rebuild, and connect the new inputs
your building will probably end up looking like an L or an X depending on what way you expand unless you expand each flow the same to keep the box tower.
pretty bases are secondary to function
And id make a passthrough for the giant flying manta ray when your at that height
Pro Tip: don't forget some times those vertical conveyer junctions you put on the outside of your storage boxes etc sometimes need a conveyer belt added and sometimes it doesn't. Using the lift to get to the next floor and the storage containers to keep any overflow as it moves up isn't a bad idea at all but don't forget to check if it's flowing through properly.
for me I just want a base where I can build a production line for an item, and if I need more either add more lines producing my ingredients or if I'm full on ingredients make another line making the end product
My question though is there a height where my character will just die?
I find the opposite personally AestheticallyPleasing>Efficiency
Modular bases are common. Lots of videos and streamers have ideas of how to do it.
aesthetically pleasing is nice, but sometimes I can't fit it all onto one floor
so some floors will naturally be bigger than others
and they will be ever changing as you upgrade in tiers
that's why I figure leave the building ugly and by having all of my iron ingots on one floor, if ever I need to increase my iron ingot production, all i have to do is either lengthen it to a new tier of belt speed or add a new line
One of the best things I personally seen in one of those big project videos, can't recall who it was, was where he put a bunch of storage containers with small belt coming out that showed which item was inside the bins.
Until we get some sort of image or signs this is the best idea for your storage room I seen personally.
that's what I do, nice to just glance at a bin and instantly know what's in it
I know right, I am sure in due time we will get some sort of signs or something to display later on but for now I thought maybe I should share that with you if you didn't know. It's very helpful esp when you get a lot of items
my rule of thumb is that while building, if I run out of an item, I go directly to my bin at my hub, I want to grab 4 stacks (unless I know I'm going to be using a lot immediately) but I'll settle for at least 2 full stacks. If I have less than 2 stacks in my bin, then I know my next project is to increase production of that item
Since you were asking I might mention that the sink building you know that one is very tall... off top my head I can't recall but I think like eight tall. Keep in mind when making that big base my man.
yep, I don't mind making a floor 5 wall segments tall, but 4 is enough to allow me to move 6 belts via wall conveyors and vertical conveyors. if I need more than 6 belts of something then I can just designate the wall segment beside as the next group of 6
2 wall conveyor segments in, 2 out
<--Factorio player loves buses
So, I can make 20 crystal ocilators/min off 600 quarts/min, 600 iron ore/min, and 280 copper ore/min without alts
Not too bad tbh
If I add pure iron though, casted screws, iron wire then I elinimate copper and only need 490 iron and 280 water/ min instead
Will use 15 refineries though
- 15 refineries
- 78 constructors
- 10 assemblers
- 20 manufacturers
So question is the extra power use worth the simplifying of the design, and lower raw input?
Its a question of amount. The pure recipes, gives you more ingots per raw ore.
35 iron ore, becomes 65 ingots, instead of 35 ingots and so on
@willow igloo to answer your question from earlier, yes there is a certain height at which you will begin to take damage very quickly the same as if you go to far out of the sides of the map
Around 500 wall high, depending on where on map you start.
Neat, I'll keep that in mind
Also note that sea level is actually below the 0M mark for some reason
around how many screws do you need per minute
All from 1 to 10 millions ๐
Somewhere between 0 and a truckload
so does 5000 pm sound good?
is there a calculator that includes update 3?
@scarlet marsh https://satisfactory-calculator.com/
Enable Experimantal update switch at the top.
Satisfactory helper to calculate your production needs.
thanks
No probs. Enjoy
if we take the number five , and we soustracte 2 , what is the resultat ?
12
oh ty
it's on the internet so it must be true
"soustracte"
is 200 plastic/rubber a minute good for when first getting into tier 5/6
ug, holy crap I do not want to make turbofuel by making HOR direct, diluting, and unpackaging first
or maybe I will...
200 plastic is enough to run single Computers Manufacturer at full power (with default recipes).