#math-and-meta
1 messages Β· Page 440 of 1
So if you make some more generators, you'll be able to have a higher power threshold on the chart, until you use 16 genators worth of power, then it'll eventually run out of coal and shutdown. So just keep your 16 until you add more coal production
yes
15,900 hrm, currently im at 10,600
@sand garnet it's 1:1, so 10% power consumption is 10% fuel consumption
good to know
Fun fact, if anyone wonders how much turbo motor to produce in the end game, it is around 150/min
The South East blue crater swamp alone made 10 per minute, so entire world being 15 times that makes sense
150/min is the entire maps resources?
thats probably close
maybe 200/min or so
but that sounds about the right order of magnitude
i dont think its more than 300/min
you need to use alternates to be resource efficient
how much rubber can you get out off 300m2 of crude oil, using all possible alternative recipes and the most complicated refinement method
I end up with 365 ish by making polymer residue->+ water gives you rubber and the excess heavy oil residue I turn into fuel into recycling more rubber
if im making 150 rotors how much screws and how much bars will i need?
are you using alternative recipes?
me?
yeah i just wanna know so i can run my factory until i have enough im low on biofeul
750 rods and 3750 screws with standard recipe
ok thanks
Holy Moly, i LOVE the trailer for Update 3, i watched it and thought to myself: "if i hadn't bought the game, i would do it right now!!!"
I watched it like 20 Time's today, very good Job!

god dammit some of these ratios... powering coal generators with compacted coal works out nicely to 2 assemblers being able to feed 7 coal generators, which require.... 315 water
FUCK
guess I'll just do 14 generators in a line and do 1 water extractor per 2 generators and underclock them
Do 12 Assemblers servicing 42 Generators, and those 42 Generators can be serviced by 7 water lines
Or you could be hardcore, and have 140 Generators, being serviced by 40 Assemblers and 21 Full Water Lines, for 100% usage
wht is the new best ratio for making fuel ? plastic/rubber to residu and residu to fuel ?
@random island Diluted Fuel. 2 Fuel for 1 Heavy Oil Residue at the cost of Water and use of packaging/unpackaging.
Considering how 1 m3 of Fuel normally cost 1.5 m3 of HOR, this particular Alt. Recipe can be viewed as broken 
Does anyone know what the total Geothermal power is on the map?
3600 now
Since moving from Update 2 -> Update 3 they removed one geyser and added 2 new ones.
We have 3600MW limit now @finite reef
Then it appears I am missing one and not sure where it is, or i placed it between updates and it broke one thats already on the map
I did that yesterday, I was looking at the interactive map for like 10 minutes, then I remembered I had to replace one π
fml
So, if I'm understanding this correctly, with full alt utilization, you can basically multiply your plastic/rubber output by 4.5 from the base recipe?
https://ficsit.info/embetterer?t=plastic:360&c=r:crude-oil,cap,120&ar
Intranet portal for FICSIT employees (an unofficial Satisfactory fansite)
In other words, are the results that this puts out accurate?
Yeah, its just funky to get your layout perfect for the setup.
Im assuming once you've done it a few times it starts to make sense as you build.
tbh the only real downside to a setup like that is the complexity/power of the build.
Im working on a setup using these two chains in tandem. (only reason they are separate is to ease my mind while planning this out myself π )
https://ficsit.info/embetterer?t=turbofuel:300&t=fuel:240&c=r:crude-oil,cap,300&c=r:coal,cap,240&c=r:wood,cap,0&c=r:alien-carapace,cap,0&c=r:mycelia,cap,0&c=r:leaves,cap,0&c=r:alien-organs,cap,0&ar
First is turbo and a chunk of fuel, dont mind the other random garbage as it wants the alts for coal to be used.
https://ficsit.info/embetterer?t=rubber:400&t=plastic:400&c=r:crude-oil,cap,600&c=r:water,cap,240&ar
Second section uses that chunk of fuel to boost plastic/rubber off of another pipeline.
This effectively uses the turbo productions excess to save a good chunk of oil.
I almost want to make a diagram for this.. but im terribly lazy and get sidetracked too quick.
just wondering, but is there a tool for satisfactory that lets you virtually build a factory and plan everything out?
similar to the factorio tools where you can create a "factory" online and test out blueprints
There are manifold/flow calculators but I dont think there is a tool for 3d planning your factory
So I decided to finally automate filters and iodine filters and wanted to do it in a way that I couldn't figure out with any of the online calcs. So I just decided to go old school with pen and paper. It ain't pretty and I'd be surprised if anyone can even read it. But the setup works like a dream and everything is operating at 100% efficiency. So I'm quite proud of myself and guess I wanted to share and felt like a picture of words and numbers would get removed from #screenshots so here it is in all its glory π
Here's a screenshot of the setup in-game: https://cdn.discordapp.com/attachments/553550313533997057/690370516778745906/Screenshot20200319-21194500000.png
@paper mauve It's a little bit hard to read. Maybe typing it out for us? π
Yeah I've got chicken scratch for handwriting lol
@paper mauve Do not feel bad. I have seen worse, but I would definitely be interested to see your thoughts a tad bit clearer. I mean that in the most polite voice I can give you.
Aw well thanks! I'll give it a go here in a sec, just give me a bit.
Also one of the main reasons this works is because I'm using the Advanced Logistics mod which has the advanced splitter which can be used as a true overflow splitter
I'm using like 3-4 of them in this setup
You can also split items in ratios
@paper mauve ahhhh, I have downloaded some mods, but I just have not taken the time to try them out yet. I most likely should. I had to redo a base do to past partner not playing any longer and I missed out on a lot of learning. This has been great and I should have just done this alone in the first place. The game experience has been much better for me. I have collaborated with others and they are truly teaching me the math and ratios to it all.
Yeah I feel like multiplayer can be a great experience, but feel like at least personally it's better to play through the game single player first to understand all the ins and outs before going into a save with 2 or more people that have never played before. The beginning of the game is pretty simple to figure out but as soon as you hit oil...stuff gets intense lol. So if you or your partner aren't always collaborating 100% of the time on the same project, it's easy to skip a few steps and the next thing you know you have no idea what you're doing lol
@paper mauve I just hit oil today and am about to lay down the refinery. It will be interesting because I did miss out on that with the past partner. Wish me luck!
Best of luck to you! If you have any questions, feel free to ask π
@fierce ruin Ok I've got it all typed out. Not sure how bad discord is going to destroy the formatting but here goes nothing lol
Automated Filters and Iodine Infused Filters: [] = Recipe Name
1 Manufacturer [Iodine Infused Filter] Requirements: Makes 3.75/m
3.75 Filters/m
30 Quickwire/m
7.5 Rubber/m
1 Manufacturer [Filter] Requirements: Makes 7.5/m
37.5 Coal/m
15 Rubber/m
15 Fabric/m
3 Refineries [Alternate: Polyester Fabric] Requirements: Makes 5/m Each
80 Polymer Resin/m Totals: 240/m
50 Water/m 150/m
2 Refineries [Alternate: Polymer Resin] Requirements: Makes 130/m Resin & 20/m HOR Each
60 Crude Oil/m (Send excess 20/m Resin to Sink)
120/m Total
2 Refineries [Petroleum Coke] Requirements: Makes 120/m Each
40 HOR/m (send all Coke to Sink)
2 Refineries [Rubber] Requirements: Makes 20/m Rubber & 20/m HOR Each
30 Crude Oil/m
60/m Total
Total Base Requirements:
30 Quickwire/m
37.5 Coal/m
180 Crude Oil/m 1 Oil Extractor on Normal Node Overclocked to 150%
150 Water/m 1 Water Extractor Overclocked to 125%
@paper mauve Worked out perfect! I was able to save it in my personal discord and it came out exactly how you have it. THANK YOU!
Nice! No problem π
Hey, are the recycled plastic and recycled rubber recipes worth it ?
Yeah, it seems a bit awkward to use too
@steady dock 900 rubber out of 300 oil.
@tacit valley it is a yes and yes.
Always pair your recycled rubber with recycled plastic, so that the only input is fuel
π€ coke/rubber circuit boards do not seem worth it to me
Aside from using up a lot of rubber... Enough circuit boards to run a caterium computer manufacturing requires just shy of 8 rubber refineries which produces more than twice the amount of coke you need, so you just end up finding some other use for that, or grinding it, and if you wanted to run more than one computer manufact... that's a lotta rubber man.
guys, i have a oil extruder, which has an output of 300mΒ³ oil, can i just connect it on 10 refinerys???
because each refinery uses 30mΒ³
Yep, you can, keeping in mind if you're pumping up hill @strong bison
this is my setup right now, but the last refinery is working very slow
can pumps solve this problem?
You could try it but you'd only need one, and it doesn't look like itw ould help. The problem is that the refinery at the "end" is only getting filled up when everything else is filled up
sad that the calculator is broken when you ask for something packaged
stuck in a recursive loop
I'm still waiting on greeny π€£ I feel so bad for him.
an update on kirkmacdonald would be nice
I love using it for factorio
seems you can still do it manually, that's nice
https://update3.satisfactory.greeny.dev/
the balancing in this game is quite confusing
turbo fuel needs fuel and compacted coal, but from what I can see solid materials are worth 100 times more than fluid ones, so is that right that turbo fuel is 99% made of compacted coal?
turbo fuel burns 3.33x longer than normal fuel just for the addition of compacted coal. what numbers are you looking at?
I'm looking at the amount of fuel produced per oil extractor VS the amount of compacted coal per pair of mining rigs (whatever it's called in english)
sure, but you need to look at the energy value of the items. Coal is 300, Compacted Coal is 630, Fuel is 600 and Turbo Fuel is 2000
my point is
there's no fuel in turbo fuel
there's either fuel or heavy oil residue
I asume the fuel recipe
one 50% coal and one 50% sulfur miner = 240 compacted coal
one 50% oil extractor = 40000 fuel
turbo fuel is made of 6 fuel / 4 compacted coal, so roughly the same amount per item
that means 99% of turbo fuel comes from the compacted coal while fuel makes only 1% of the end product
amirite
the fastest you can move ore is 780/pm
so if 10 smelters need 75 thatβs 750 right?
But if 26 machines only need 30 thatβs the full 780/pm
So for nearly triple the amount of machines you only get 30 parts per minute more... is that right?
it also consume less energy per item if you downscale clocks accordingly
where do you get "one 50% oil extractor = 40000 fuel"?
yeet
even using the best alt recipes that 150 crude would make 400 fuel
is there a decimal point in there that's not showing up (400.00)?
I didn't suspect anything since in factorio solid items are worth about 100 times more than fluid units
but that's def an issue on the calculator
they both end up with 50% rate and if I put less fuel (like a few hundreds) the buildings are at 0%
why there's no reliable calculator out there :/
ya, something is buggy on that site it seems
I use https://update3.satisfactory.greeny.dev and do the math myself for now
thx for helping me figure it out
np
yeah greeny seems nice
good and reliable
also, my second question is what do you think about producing rubber and plastic from fuel with a loop of recycled plastic and recycled rubber recipes?
is that worth or very bad?
but i imagine reworking the calculator is hard
oh yeah
what are you currently working on though? redoing the math?
@fierce ruin I do that in my oil power setups. if you set it up right it will just use leftover fuel that is produced but not used yet since you won't be using 100% of power
ok, so it's useful to increase the efficiency of your factory but not worth enough to make your entire platic and rubber production out of that
if you need a dedicated amount of plastic and rubber it can work well if you use the diluted fuel recipe chain
too bad you gotta find all the recipes first though
So i was thinking of how to leverage splitters and mergers to direct production overflow to a sink without losing product during normal production. I figured a good pattern would be a vertical stack of splitters (perhaps deleting every other one to space them out and avoid building constraints) and a stack of mergers. as for the number needed, well, the objective is to split in half (or in thirds if you're feeling adventurous) until the total amount from the top output averages less than 1 unit/second, but merge all but one output back into the original destination. the number of splitters to do so is log base 2 of either your input product amount or your belt capacity (or log base 3 if you're splitting in thirds), rounded up to the next whole number. (then perhaps a few extra if you want to reduce the waste to, say, 0.1 or less.)
or if you're lazy just produce double what you want to keep and split half into a sink.
ahem
67 votes and 80 comments so far on Reddit
or the "compact overflow" solution
if you want to make it so you can't have overflow, just make The Weave from Let's Game It Out
rofl
oooor Greeny's "Train Station Overflow"
lol, was just typing that
oh, i see.
I just use one adjustable splitter but that's a mod and not for discussion here
all 3 are mentioned in this post
@oblique hollow UI, better visualization, item and building lists, etc.
well godspeed then, greeny
in other words, when you tear it all apart might as well add a few more features π
might aswell be like CS and make a early access version with a user feedback section lol
there's already a testing version for small group of testers π though it's not finished and doesn't work too well
ugh, anyone know any good ratios of doing pure iron ingot alt recipe? 35 ore in, 65 ingots out...
would rather just do "full belt" mechanics
dunno what you're asking for tbh
I suck at math, basically wondering if there's some nice multiple of 65 that works out to X amount of full belts (doesn't really matter what speed, maybe ideally mk3 or 4)
underclock
yeah, I guess.
8 refineries would give you nearly 2 mk3
It's just not great that some of the alternate recipes seem to have really weird ratios
24 refineries is 13 mk2 belts apparently π¬
make it 3 mk4's and 1 mk2 going to an item sink π
haven't unlocked mk5 yet, but that would be nice I guess
12 refineries at full bore would be 420 iron ore in, that's doable, seems like it's an alt recipe more geared at late game/greater scale
yeah, I think I did things a little out of order
I really wanted to build a megabase after watching Kibitz
so I did a bunch of hard drive hunting, but I don't really have any infrastructure yet. And I'm only on tier 5
im more a person who builds a dozen mini-mega bases and runs trains between them
Yeah, hard drive hunting is good to kill time with as space elevator parts build up, just go at your pace
I'm just winging it at the moment as well, I have no clear cut goals of what I want to produce and how much of it, probably not the best idea when building a megabase :p It's never worked out for me in Factorio, doubt it will here :p
doing some preplanning math helps
like "i got this many nodes near me, that gets me xxx ore/min"
Mini bases are easier for me, no need to worry about space and you can just move into the next base and not worry about renovating old stuff.
Yeah Don't worry about pace, it's early access game so you're helping with playtest data regardless of what you do.
My son an i built a ridiculous base up in the desert, trying to teach him percentages (6th grade algebra n junk) lol, got computers, motors and hvy mod frames automated, its crazy
Teaching math with examples is better for getting his interest and sticking, how bad is his conveyor belt planning?
Yeah, and mine is "wall bus", "builds inta" parts on one side, finished products for the manufacturer on the other lol
We're all the way up to unlocking the final tier on the elevator now
might try teaching him to build in "modules"
I think,ike most folks are doing, we're gonna build a new mini base and work up from there, what the "module" method?
divide your factory up in little segments
teaches a bit about using space
like "this 5 x 3 foundations area will be for constructors, product is rods"
I think i gotcha, right now my "computer line" is one huge long building, with breaks longitudinal for circuit boards, then further back their parts etc
So.. i should just like break out each "finished good" into individual huts?
kinda, yea
Ok
it could also be called "departmentialization"
@sand ledge you might want to check out https://drive.google.com/drive/folders/15CwzP2ru9_DdflXv7FJBjTNks9qxIDM2
these are the "blueprints" user oldshavingfoam over on Reddit makes
yea oldshavingfoam is a module master
I think they're great examples as well, just the idea of making towers that produce a single item, that are stackable as well, so you can scale them up
there are a lot of ways to lead a company
Cool thanks
because thats exactly what this game sometimes teaches
you basically run your own Ficsit Branch
on that planet
you could do a all in one base, mini bases, departments inside bases, single product factories, etc
all of these are organization theory
how much reinforced plates and how much metal rods would i need to make 50 modular frames?
75 plates, 300 rods
ok thanks
that's based on the wiki numbers, have to be a little careful, some ratios changed in patch 3
anyone got a good balancer for 300 iron output?
manifold > balancer
what is a manifold?
it's simpler to make. less math
because this design is much more compact and i really like it, but i think is inefficent because the last one wont really get anything
it will, when the first fills up
mhhh...
the last one only gets nothing if you've got insufficient flow or when it's priming
you can use both sides
no, they can be on both sides
mhhh ok thank you guys, that makes me really happy to hear π
manifolds usually need high speed belts, because they're high bandwidth
manifold advantages:
- speed to build it
- extendability
- simplicity
- space taken (in most cases)
- can work with different machine speeds and even different recipes (but don't mix items on belts, still 1 item type per belt)
manifold disadvantages:
- takes some time to start working 100% (can be avoided by putting a stack of items into each machine)
- some people don't like items that aren't moving on the belt (I couldn't care less tho)
you're just limited by the amount of resources you have, so if you have 300 items per minute, you need a belt that can handle it. Though you can always just build more manifolds (e.g. if you have mk2s max, you can build 3 manifolds, each one with 100 items per minute)
you can do parallel manifolds if you don't have high speed belts, they're not that much more complicated, yes
yees thats a very good idea, i will try building my new base with that techniqueπ
if you're doing a main bus style system (hello factorio player) I've found the simplest multi-belt balancer is the industrial storage container
and how would something like this look like?
2 belts go in, 2 belts go out, result is balanced!
seriously? I've actually used that in my factory, d'oh
one belt has priority over the other and it can randomly change on load or with autosave
try putting one belt in and two out (all same mk) and you'll see
Which calculators are updated? ficsit.info have 0 options to choose alts
I usually use my containers for buffer so maybe they were behaving better because they were full
yeah, full containers work well
best balancer for two maximum capacity belts is just to arithmetically average them...
split each one in two and add them back together with the other halves
if you have two maximum capacity belts, you don't need to balance them π€
how would it not be constant. In SF it's super hard to build a setup that produces non-constant output
if they're not maximum capacity together you can just merge and split them
even in that case I'd just use the numbers I have on the belt
but imo why do you need balancers at all unless you somehow have a non-constant flow rate
@ornate zodiac you mentioned that you use containers as buffers, what do you mean with that?
is is something like this?
when I'm building a production chain, I'll setup a precursor and then use the container to build up a buffer. I'll then use that to kickstart a later product while I'm setting up a dedicated chain to make it
once I've got everything working, I'll use the container to siphon off a little and, if things go wrong, I can drain it again while I fix issues. I can also diagnose issues when the container is draining (under normal conditions it should stay full). It's also a pickup location if I want stacks in my inventory
never thought of that, but thank you!
another small question: is it better to use many pumps, but evenly spread, or using many pumps in a row?
pumps set pressure to 20, they don't stack
one pump every 18m of incline
so you need to spread them
perfect, thank you
tbh, try not to move fluids as much as possible, there's a power cost to them
clustering is a nono
yeah two pumps in a row just wastes power
also its actually one pump every 20m, but 18m between them is better so you don't accidentally place them too far apart
it gives you leeway, yes
yeah, that's why I said it π
but remember, it's only 20m UP, not horizontally
it's every 450m horizontally, iirc
only place pumps horizontally if you have problems with flow rate
nnnnop i dont think so
20m
the 450 m has been disproven by dylan himself a few streams ago
at least every 20m vertically
fair enough. I'd never go so far with piped fluids myself
better to do them like 18m together
alright
https://www.reddit.com/r/SatisfactoryGame/comments/fafq5w/i_made_the_pump_infograph_and_its_inaccurate/
once again, i refer to this when dealing with pumps
damn
the physics in this game is insane, i didnt even know that they can produce counter pressure
I can't think of many reasons for long-term fluid movement
you shouldnt unless for some reason its somewhere down
because down is always free
there's no recipes that use 2 fluids
theres no 2 fluid port machine either
i guess they could include a Liquid Process Plant
for mixing and handling liquids
the most reasonable thing i can think of is that the Process Plant would combine 2 liquids and you then feed that 1 into a refinery
i guess it wouldnt be bigger than an assembler
well there sort of is with the diluted fuel recipe that uses piped HOR and packaged water
but no recipe that uses 2 piped liquids
also if I'm right, no gas yet
No but I have a feeling u4 will bring gases
is it me or are crystal oscillators are lot faster to craft than automate?
I tapped out 26 in the time a 250% assembler took to put 4 together
Yeah and honestly if you get all the alternate recipes you can phase out crystal oscillators entirely and never need to automate them. That's what I did and just hand crafted the ones I needed to unlock the stuff in the MAM
hard drives on object scanner? I guess, shame the range isn't that good
maybe some alt recipes should be part of the MAM as a better incentive
I don't like the RNG nature of hard drives, especially regarding certain must have recipes
I'd tear my hair out without alt screws
I think crash sites should show up on the map once you've unlocked them. Although I guess you could always place a beacon at the ones you've been to. But that's a ton of beacons to clutter your map
it'd be nice to create your own beacon layers
yes like categories or something
Would be nice if you were presented with starter recipes and for each recipe you select the other ones might improve, incentivizing you to save the best recipes for last
parallel pipes are sure satisfying.
@sharp crow resources sources may be static, but once I have a container of plates, for example, I'd rather that iron be used for other things. so I allow the overflow (up to 100%) to be factored into other production chains. maybe a factorio mentality creeping in, it's a bit main-bus like
production - (overflow) -> storage - (ovcerflow) -> sink
Bit of a long winded one, just to make sure my maths right...
(Spread over 4 floors)
10 smelters making 75 ingots/pm is 750
9 constructors need 30 ingots/pm thatβs 270
then another 9 constructors need 31.25 ingots/pm thatβs 281.25 say 282 to be safe. 270 + 282 = 552 thatβs 198 ingots left over, so that can feed another 6 constructors that need 30 ingots/pm with some change left over right?
MATHEMATATICS
You'll have 17.75 ingots/m in change
way! Thank you fract, wasnβt sure if my maths was right
...Stuff like this made me really appreciate steel-based alternate recipes...
Coated Steel + Steel Rod + Steel Screw for the win! 
Sorry you'll actually have 18.75 ingots/m in change...I was 1 off π
pfft such a noob frac lol
ikr
Vertical pipes when
when you press r
neat
ye
so, i have a miner overclocked to output 250 iron ore. (only have mk. 3 conveyors) Its running into 7 refineries with the pure iron ingot recipe. now for teh maths.
250/7 = ~35.7 (input)
65*7 = 455. (output)
455/270 = around 2 belts ish.
This would go into ~15 constructors.
Is my math correct?
in case you are wondering the maximum possible amount of turbo motors per minute is 198/m and the max amount of nuclear fuel rods is 94.5/m
i have a link for the calculations i did
@keen brook yea 1.6 belts at mk3 or 1 mk3 and 1mk2 and 1mk1 belt with 5 ore left over.
yeah im just doing 2 mk. 3 xD
haha
pew
π₯
are the recipes updated on that one?
yes
I've been looking at calculators but most of the ones have out of date ratios
it's the only calculator I've been using
Here's the link if you wanna check it out: https://daniel2013.github.io/satisfactory/calculator
how do you define "maximum"?
oil and quartz requirements are off because calculator doesnt show byproducts
you cant make any more per minute than that
what's the bottleneck?
mines?
bauxite and uranium
oh
im using alts so they are being used at max efficiency
you know your bauxite miners are at 100%, so you can probably go higher
but uranium is a real bottleneck, yeah
i just didnt bother to change the type of miner in the calculator
you can't get the material out fast enough
yeah this is intended for release
stuff will probs get rebalanced before that but thought i might as well
You could always use the Mk 4 miner mod that has 6 ouputs on a miner lol
nani
it's a bit too OP though if you ask me so I don't use it
it's a miner that has 6 outputs so you could have 6x Mk5 belts coming out of a single miner
What would you add from Infinifactory?
Hey guys, Can I select that X% of the line will go to the right and the rest to the left using splitters?
you can't, but you usually don't need it π
splitters are fair, they will divide input evenly between connected, non-saturated outputs
as each splitter can divide by either 2 or 3, you can do some math and chaining of splitters to get specific ratios
woah, I'm really impressed by how well daniel's calculator performs
it handles complex processes without any issue
nobody said that about my consumption tool which worked pretty much the same π
I'm sad now π¦
im waiting for your update greeny! im excited
If i have 12 constrctors dedicated to copper wire, how much of that should then go straight to cable?
as much as you need/ want
37 cruid oil, to get 81 turbo fuel. Is that the lowest I can go?
I just need 81, as I'm doing a 15x15 floor plan, with 18 fuel gens and all buildings to make it
Allows me to just add another floor, when I need another 2,7GW
Using diluted fuel recipe right?
Yep
Packaged cruid oil, packaged water, coal and sulfur, coming in to each floor
I dont mind doing the pumps, but the amount of space and work, is a lot more then the belt lift. Not to mention, I can go as high as 70 floors, without running out of map resources. Meaning each floor will loose more and more power effiecency, with pumps
There is basically no need to fully over clock a oil extractor since your stuck at 300 flow rate right?
right π
might as well have made it like uranium and just have it up to normal :p
don't be like that @wind spade I've been sitting here waiting on yours to update to update 3 lol.
need want me that consumption tool
2+2 is 4 quick math
i don't really use production calculators, so i can't say which one's the best, but greeny's item list for 0.3 is really helpful in planning my factories
aight how good is my rotor factory?
Original recipe with casted screw?
I'm stuck at oil right now (as usual) as I can't decide which way I should process my oil. Is there any good combination of alternate recipes that allows me to completely get rid of (preferably) plastic or rubber ?
from fuel you can make either turbofuel, platic or rubber, or any combination of them
So let's say I could get rid of plastic in my production line, I would recycle all plastic to rubber, but that would leave me without any fuel, right `?
Nvm about it. I can just get rid of the whole plastic tree in that picture, which would leave me with fuel and rubber only
yeah
Thanks for the help man !
Gotta get myself those alts. I always get the beacon one and others I dont want -.-
with fuel and plastic you make rubber
and all that rubber + fuel is turned into plastic (and a part of that plastic goes to the 1st step)
at the end you have 18 plastic for 18 fuel
I usually try to reduce the number of total items I produce, so I try to get alt recipes that use rubber instead of plastic for example. This way I only need to produce fuel and rubber out of the oil, which leaves me with more of said products than if I would need to produce 3 different items
indeed, but I prefer counting the sum of all the ressources
I prefer sending 1 belt of product1 and 1 belt of product2 instead of 3 belts of product1
wouldnt it be agood idea to plant myzilium in crop plots or something like that? so you just have to find it once
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com
<3 @sand garnet
So many alternate recipes in this game, that's why I prefer to build a bus base. Anytime I need different ingredients for a different recipe, all I have to do is disconnect my old ingredients and input my new ingredients
some stuff is just replaced outright tho, like screws from bars skips the rod step, so you need 16 less constructors.
yep, and my ingot line flows along the entire bus line
so it's simple to disconnect rods and connect ingot
The major reason why I bring everything down the whole bus line is because if I need to add more smelting lines to feed the ever growing demand, I can just build more smelter lines further down the bus, then flow the ingots backward to my earlier builds that need ingots as well as forward to any future lines. Buses flow both ways
I currently can't even start oil it seems, since I can't get rid of fuel. Power station needs heavy modular frame. I can't unlock that without plastic..... I can;t make plastic without getting rif of fuel...
I need plastic to package it..
hmm not sure
I know there's some good oil alt recipes that will turn fuel into plastic
Flush
^
set up a few tanks so you flush a ton of it
seems annoying tho because I want to setup a huge base for oil... but can't start...
oil is always a fun challenge to balance. That's why in Factorio they gave up and turned the simple oil processing into a simple 1 product output, leaving the advanced oil processing with the 3 oil outputs.
There needs to be an awesome sink with a fluid input
The flushing thing is just temporary to unclog your production line until you are able to tech up.
my previous comment about using packaged fuel to the awesome sink is a dumb idea btw
since the sink will destroy the plastic package
re: busses... Every time I try a bus in this game but I inevitably end up building factories that by design consume 100% of a belt, which makes it not really a bus but just an awkwardly routed point to point system π
yea, often your limit is the belt so...
I have a method that draws off of every belt on a belt lane, then merges them together before feeding a line
Basic Plastic+Rubber is easy. 300 pm of Oil in to 50 Plastic and 50 Rubber. Turn 150 of HOR byproduct in to Coke and sink or burn it up in Coal Generators.
I'm also a chronic restarter so most my gameplay is w/o the higher tier belts. I guess having the real fast belts would help w/ that a lot.
so if I have 3 belts of ore, I'm drawing off of all 3 belts, same if I have 5 belts of screws, I can pull off of all 5 belts and to my production
I just have a 3 block gap between my factory's so I can run belts between.
Screw is THE item for onsite production, considering how much traffic they generate...
I could design a base that makes X amount of Turbomotors per minute, but I find the bus is a great way to transition from Tier 1 to Tier 6
My rule of thumb is to set up one line of each item I need with mark 1 belt inputs/outputs. At every point that a belt joins the bus, it flows both backward and forward. At the beginning of the bus I have a container that merges all the belts for that lane down into one input to fill the container.
or just build for t6 and increment it out.
If ever I go to my containers for more pieces/parts for building, I grab 4 stacks, though I'm willing to accept at least 2 stacks. if ever there are less than 2 stacks, I upgrade my bus
upgrading means going to the item in question (like modular frame) and figuring out where my limiting reagent is
if the line is going full force, I either upgrade by going to mark 2 (or higher) or building a 2nd line
if it's starved on something, I go to that line and figure out how to upgrade that. Tracking the problem all the way back to my limiting resource and fixing that
but I build them all at t1
same with constructors, I build more than the belt can handle
then its a simple matter of upgrading belt, not changing the factory
The thing about having a bus is that if my problem is I need more smelting, then adding another ingot line will increase the production of everything that draws off of my ingot lines, and the production increases across everything that is connected to that progression of items
but you have to build ingots all over again?
but I dont' build to fully compress every line I have, I build to feed my storage boxes. If I'm making a very small amount of rotors, but I'm not using rotors much at the moment, then that's fine
ah, but part of my "upgrade process" can involve upgrading my line to tier 2 belts
since each tier of belt is essentially a doubling of the tier below it, I can just make my line longer and have higher input and output belts
then I just upgrade the belt on the bus to the same tier and now I've increased my smelting across the whole bus line without adding a new line
if my bus runs South to North, my production lines would run West to East, so they can stretch as long as they like
hmm, now I want try a bus again
I can't you use the basic plastic recipe to unlock the heavy modular frames? π€
thanks for the detail on how you approach it
yea Xaetral... been flushing the tanks.. got 4 stacks of plasic just chatting here.
But I also need alot of plastic
because I need computers to make heavy modular frames
my method works because I put a splitter on every lane, then bring them down to a merger using vertical conveyors before outputting. This ensures that I will get fed by every belt. Sometimes I will go ahead and build 3 belts for future expansion, knowing that I'm only filling 1 or 2 belts at the moment
so even a single factory producing heavy mod frames probably needs about 600+ .... alot of manual flushing on an automated game.
then go get those recycled platic and rubber alternates
you just need to unlock the thing that let's you package, then no more flushing
You need to find a good output for your backed up fuel
yea, just annyoing that I NEED alternate recipes.. to play the base game
Satisfactory too exact in ratios to use Main Bus - at least in my personal experience. I just use maximum load belt of Ingots and split it between isolated production chains.
true
so.. off exploring for a few hours then RNG before I can carry on my game
how are you powering your factory?
alts allow for higher efficiency, but aren't necessary by any stretch of the imagination
coal
problem with packaging them (and presumably sinking) is that you're losing the plastic it takes to make a package when it goes to the sink
yep
yep
sad
and needs plastic to unlock...
The recycled recipes are alternates now? Last time I had a game that far along they were just stock recipes.
I have 64 coal power plants so no power issues.. just. flushing sucks.
recycled plastic and rubber are alts, residual are base
I want to be building not.. flushing π
if you have to flush, you need to address your ratios probably
@left flame Again, turn Heavy Oil Residue in to Coke and burn/sink it :)
residue first I guess
naa I can use the basic recipe, and make coke
So I haven't done it since it was promoted to EA, but I don't recall having to do the manual flushing thing for more than about 10 minutes before I had the tech to build something that didn't get clogged.
The answer is Coke. Going Fuel in early gazprom invites frustration and overclogging.
"promoted to EA?"
just don't want to make too much investment in a factory I will scrap the moment I unlock heavy frames
"promoted to EA" == from experimental to early access
oh!
using HOR from plastic or rubber as fuel is just asking for trouble imo, better to just sink it
@willow igloo Up. 3 is Early Access now.
no it's a Counter Strike game
"The Awesome shop now accepts real dollars!"
I suppose that's the true end-game now. Once you get your production lines going, you make the most complicated thing you can as efficiently as you can, and then pump it on a mk 5 belt into the awesome sink
more water = more copper YEAH SURE
should I be building my oil factory lower than the lake so I can use gravity fed water later on? Oil needs lots of water I hear?
you can use pumps @left flame but you need 1 every 20 m upward you want it to go. Keeping it near the same level is best
the diluted fuel is op, so yeah if you go that way it'll use a ton of water
only if you're using lots of residual product, or doing the diluted loop
1 pump every 450m?? if there is no elevation?
@fierce ruin Pure Ingots are actually realistic to a degree. Be thankful we only deal with nuclear waste and not, say, slag :p
only real consideration on pure ingots vs regular ingots is how much power pure ingots take
I have pure copper, but the power req to use refinery's instead of forges. seems simpler to just train copper across the map.
well, I'm making a factorio mod where I change all the recipes into more realistic ones
and alternate recipe for concrete using slag would be nice and would make sense
water extractor + any pumping + refinery vs just using smelters for a 1:1 ratio
Diluted Fuel IS overpowered. 300 oil is 200 Plastic/Rubber in default... or around 900 with full set of Alternates.
you should see my petrochemistry
if you have more power than you can use, then yeah, purified ingots are awesome
turning water into oiil is op
8 fractions, desulfurisation and all
power should not be a limiting factor
only limit on power is the time to setup power plants
15 copper ore becomes 37.5 bars... but cost 30mw + water pump
A smelter is 4 MW π
Pure Alternates is a must for Catherium (if you go heavy on it) and Quartz. Iron? We have Steel Alternates for that (which is also quite strong).
pure isnt worth it unless you are really trying to max out your production
very late game recipes
assuming your on 780 belt thats 52 refinerys, 1660MW then 52 pumps
as long as there are more nodes untapped, you're not starving for ingots enough to go pure
would probably need to be near the sea just to fit that many water pumps
but multiply your copper by 2.5x is strong if you have the need for it
if you have the need for it, yes
but a mark 3 miner with 250% overclocking can alredy over fill a mk 5 belt if it's a pure node
10 pm for each recipe.
oh 10 pm is nothing
is there something that uses a ton of iron?
1-12 ratio
so you're probably not going to need a huge ton of pure copper unless you've tapped the map
need a load of iron for steel
yeah
but thats limited by coal atm for me
motors are a great iron sink
I optimised a supercomputer production on a calculator the other day and ended up with no iron at all lmao
again why I use a bus. With all of my items together I can just change the inputs when I find alt recipes
or just find alt recipes and then build the base 
I keep finding my game devolving into this.
I wish trains where sooner.
bus is fun, until it isn't
they should really add an option to have alt recipes unlocked at beginning of game
because searching for hard drives, seems weird for a factory game
it's exploration factory game π€ you shouldn't compare it to Factorio much, more like Subnauctica
or a different way of unlocking them - maybe sending parts to space elevator
yeah but once you have searched and found them the first time
I think the game wants us to use truck stations as a train mk 1
this looks good with alternates
they are the same spot everytime - and its just a chore to find them
but vehicles are just nowhere near as efficient as belts
It adds somthing interesting and new for people who don't like to just build build build.
but I do hate that all the "meta" build chains are using alts.
i like the exploration aspect
@willow igloo how do you define vehicle efficiency?
but hard drives dont seem to implement in a way that is a fun exploration game mechanic
idk, I never had that feeling. Imo it's great
if the vehicles can keep the output belt from the station filled, then you have an efficient vehicle
@wind spade that pic is moving 1920 steel across the map.
it's true that the alt mechanic seems dumb
it should be unlocked by researches, I mean scientific ones, not searching for random boxes around the map
yeah i could see sending parts in the space elevator
but that depends on the route, length and stack size of the item moved. Don't blame vehicles, blame your setup
in exchange for recipes
no, blame simon
something like that or research
vehicle can do way more than belt to the point where you are limited by a belt and not by a vehicle
belts keep working tho
sure, trucks suck, but you can't say that they are less efficient
vehicles bug out, get stuck on trees, fall off my foundations
well you can lay multiple belts in the same footprint, so not sure about that
because you don't have a clear definition of efficiency
you can lay multiple trains on a single track π€
other than that I like the realism of alternate recipes in the sense that IRL there's often a "popular" method of production that everyone uses until a better (and completely different) one is discovered
to me the big saving is in player time to build
I agree Nelson. Building belts from one end of the map to the other is cumbersome
at that point I'd train it in
Much faster to build tracks than a stack conveyor of belts
yeah - that is the big improvment
i prioritize build time high
bc its so slow to build things in this game
if you prioritize build time, then I'd say vehicles are still better than belts π€ but depends on location a lot
oh yeah vehicles almost always better on build time - i concur
except very short distance where vehicle would not be appropriate
oh damn those turbo motors
oh god the numbers π
I can't really use a truck to get items along this red line. because the terrain sucks
Any vehicles are just a waste of time in this game.
Also when you get a certain distance away from your vehicles, terrain doesn't matter as the game saves resources by teleporting your vehicle from node to node
@spice holly even trains?
i dont think the trains are
I built a road..... then covered it in belt
Except trains
vehicles are pretty good for personal transport
cover the belt in road π
Not really. It wasnt that good back in up 2, and I feel they're even more useless now with hypertubes.
hypertubes won't help you much for exploring, drive hunting or bringing extra material to build a remote base
I think I tried trucks once in my first playthrough, didn't like it, and never used it since.
getting your car stuck on a tree or cliff doesn't help much with exploration.
They are most useful as remote storage really. IMO
Jetpack for life
true, hypertubes are good for routes frequently traveled
Jetpack should be Tier 0
(edit: ok fine, Tier 3)
no
I dont use trucks or explorer for exploring, theyre not useful to climb cliffs
i usually travel on foot honestly tho
And i used a personal 4-10 trains if i want to expand an outpost
I meant building new outposts π
did you see the hypertube catapult glitch thingy
if you line up entrances it shoots you across the map
trying to setup a huge jump into jelly between outposts
I expect that to be fixed soon
@wind spade it's pretty similar, i just go to the nearest station instead.
where is nearest station when you build your first remote base? π
Some super-long-distance fast travel mechanism would be great, and I wouldn't be surprised at all if something for it ends up in the not-yet-finished end game.
Eh, i guess it might be useful for my first outpost, if the terrain isnt bad.
Just move monorail to t4
nah, it's fine where it is
Give cars a limited jetpack?
Still, it tells you how useful trucks/explorer/etc if its usefulness only shines when youre building your first outpost.
or any other outpost that's far from all of your existing ones
which most of them will be
or for exploration / drive hunting
Monorail is t6, locked behind heavy frames and computers, so you already have oil, steel... chances are you have belts / pipes going across the map to Coal, oil water etc. trains could skip this long belt phase.
or for traveling with extended inventory
I mean, once you have a train network going, you gotta connect all of them up anyway
@left flame that's exactly the point of the game. When you geet better stuff, you need to rebuild old tech to accomodate that
or just build a new outpost altogether
yeah and before trains I'd use vehicles to travel between them
what i do is just pave over old put new on top
So even if the new node is on the other side of the map, you still start laying your tracks from the nearest station from the node.
I actually think the amount of rebuilding is too much, I really prefer when the old factories can be retrofitted / upgraded / extended rather than starting from scratch to take advantage of new tier stuff. Sometimes the game forces it though.
yeah rebuilding would not be so bad - if build time wasn't so extensive in this game
yea when you consider factorio, you don't rebuild quite so much.
you also get trains with steel π
so your not using belts across the map
build time is like 10x - 100x - 1000x slower than factorio
so rebuilding is very different
Well factorio you have blueprints and bots so..
even without bots/blueprints
you keep comparing two pretty different games though π
build time is 10x slower
Rebuilding is as easy as dragging over the area you want it gone
factorio is also more complex. if you could BP this game. you would basically have 4 bluprints for everything. then just change the recipes.
true
SF's intention is to have the building more minecraft-styled
game would be over shortly if blueprints were made
devs said this on a stream
you could easily pull max resource from every node
that if they had easy way to build, you wouldn't have the "wow" effect on big factories
But I have played 5 or so long games now, and everyone one has a stall stage where I belt Coal and or Oil miles across the map
yeah there are definately lots of grindy aspects
that the devs could address better
for 2 to 3 km I will use belts.
I like the slow building process (I agree it takes forever to build stuff, but I enjoy it). It's that I end up with old-tier factories that are obsolete that I just find a little demoralizing.
I never belted coal or oil across the map
And I love hypertube railgun. Yes!
Oil is 2km from my base where the 5 rich iron and rich copper is
coal is 1300km away.
1.3km cough
i just finished al and having a hard time figuring out what to do next
yeah i just look at the amount of stuff i need to do for that
have a backup suit
tapping into nodes - adding processing steps - and just thinking about how long that will take lol
I died one game, unable to get my suit because the box also contained ore that killed me when i came near.
I always put a whole set of extra gear in the storage chest that is built into the hub. Weapon/Blade Runners/Jetpack/etc...
I put the storage chests of all my finished products right at my hub. Respawn, grab some ingredients, go to craft station and make me a new set of gear
when I find my chest if I got too much on me, I trash anything that's not important
unless the dead body contains HDDs or slugs, I don't find anything other important enough to go get it immediatelly
too bad you can't just build a truck, click on a point on the map to "go there" and forget about it til you go back to base
or, go to truckstation B. Deliver from A to B
any way to make turbofuel without coal?

are my calculations correct:
2 lines of mk. 3 conveyors go into 14 refineries
these produce (for mk. 3 belts) 910 ppm or 3.3 belts per minute
This going into foundries = 22.75, we'll say 24 for even measurements, making 1365 steel per minute.
5.05 belts full of steel. Is this correct?
Pure Iron Ingot? Some Refineries overclocked?
no refineries overclocked, pure iron
thats a lot of steel for where you are in the game
ikr
Which Steel recipe?
14 refineries is enough to run 21 Foundries, which is 1260 Steel per minute.
i still only have coal gens on my grid in tier 7 lol
if you are maxing out your production like that, it actually wont use that much power since it will shut itself off quickly
I was... Around 6K power on pure Coal+Coke last time on current save.
yeah i have like 8-9k on coal gens i think
and im sittin' around at 4k
have not exceeded that - mostly for the reason i stated
the production just shuts itself off
yeah you will probably need more than 4k
CSS did buffed Coal Generator with the introduction of Water after all.
Even my redundant setup, 3-to-6, is 390 net power, while in Up. 2 it would have been 300.
how does coke compare to coal? i have always just sunk my coke
its 1.5 times or so more efficient i think
the coal is more efficient right?
Later in the game you will be able to not produce any coke at all.
300 pm of Oil, with default recipes and even split between Plastic and Rubber, is 450 Coke. 250 Coke is 18 Coal Generators.
300 oil can make 800 fuels or 666 turbofuels
I think that game gives priority to Coke fed Generators over Coal fed - but this is going by gut, never investigated it specifically.
@glacial hemlock Base Recipes, mate :)
800 fuels? no, 200
All generators in the same power grid are automatically run at same (lower) efficiency
wait, do you mean fuel or fuel generators
nevermind the numbers dont add up either way @glacial hemlock
HOR to Fuel is 1,5. With Default Recipes even split 300 pm of Oil is... 6,6(6) Fuel Generators. Which is, actually, less power than 18 Coal.
@oblique hollow diluted. You will know it
ok didnt know you were talking about alts too
Thing is, if you are dealing with coke, it means A) You are just unlocked "gazprom" or B) You are lazy with Alternates.
Why not alts. Lol... usually 1 hard drive take less than 5 mins to get in average. A 2 hour exploration can get dozens of drives
Proper petrochemical setup have no Coke in it and produce around 4,5 times more product in comparison to basic one.
tbh the diluted fuel makes no real sense, it should have way less energy than the normal fuel
since its diluted
not concentrated
Base recipes suck, on the other hand, so it fits 
You can treat it as ''distilled'' heavy oil
yeah that makes sense
mmmh not really. since heavy to fuel is base but you just dilute it with water
If I remember correctly, some of real life petrochemical chains do feature heavy use of water/steam.
it just means you have less waste
it means you are not wasting as much heavy oil in the conversion to fuel
Think about Water like a catalyst/reagent 
This part is quite similar to factorio. Go simple, or go big.
i know, but if i added a bunch of water to juice syrup i wouldnt just get a huge bunch of juice, i would get boring water with some fruity taste
well if you take all juice syrup and convert it to juice, you wont have a 100% conversion
there will be some waste
think of the diluted fuel as a process that wastes less of the input syrup
You missing "refining" part in Refinery :[
Coal Liquefaction, since we mentioned Factorio.
of course if i add a bunch of water into my car's fuel tank, in theory i would never have to got to a gas station again since i can just keep diluting the fuel
no lol
buuut thats not how it work
you are converted heavy oil to fuel by a refining process
you just convert the heavy to fuel (which is a normal recipe) but you add a bunch of water on top
It is the word 'diluted' he is pointing. Replace the word solves the problem.
yeah dont think of it as diluted
the output is the same
so it isnt really diluted
yep, if i add water i dont magically get more 100% pure fuel
maybe diluted heavy oil input is what is more appropriate
You know , adding water to copper ores will almost triple the ingot.
it means you are extracting more copper out of the ore
there is less waste in the conversion
It is not necessary same fuel as base recipes. just have same energy value.
it is the same fuel
its the exact same
you can mix the 2 - they are identical
thats why i am a bit mad at this recipe
it makes sense
since "diluted" fuel should have less energy, realistically
the name is not the best for it
but here it doesnt
yeah ignore the name, and it makes sense
You can think this recipe is a reward for you making a complicated factory. π
i know i know, it is good, but its just not very "realistic". but neither is the game so
moot point
but i like complaining about certain things
Bwah, cannot remember how this trick is called... Artistic License?
You probably won't guess how much plastics i can get from a single oil node based on this diluted recipe.
i mean it is realistic that there are refining processes that have different yields from the input
artistic freedom, yea
3 to 1, depending on how many alts you have.
Now, Diluted Fuel being downright broken balance wise is whole another topic.
if you think about it that way it makes sense
you basically turn energy into more energy by adding water
now what did the developers intend, unknown
that is broken
By that metric, building Motor by trowing Rotor and Stator together is broken too 
why
Yes, why need 2 of each just to make 1 motor
why not?
two rotors and stators in series
there will be some parts that are defective
strong motor
there is always waste in the process
Actual Motor involves casing plus other peripherals and intermediaries.
the screws magically get a plastic bin
Well, this is a game where you can make computers with plastic, circuit boards, cables, and screws. So I'm willing to assume that there's complexity being omitted.
and the rest is up to choice
i mean you can make a computer from all of those items
And a motor is made from a stator and a rotor. Basically by definition.
Actually, yes. Screws is a much better example, especially with Steel Screws vs Caste/Default.
not to mention that a hydraulic pressing stamp magically gives copper wire a plastic coating by just pressing it again
Pressing 2 wires together - - a thicc wire.
Electrode circuit board is still just bizarre.
Coke plus rubber equals circuit boards? I mean, what?
...Or how Solid Steel is 1,5 more efficient than Steel.
Do elaborate.
Carbon can be used as Electrode, if I am not mistaken.
Electrodes, sure, but a complete circuit board?
Yep, it is everything else which is a problem.
RL ore refining would make the game so complex until it become not fun anymore. Imo solid steel ingot is more like steel refining with iron pellets
this is a carbon trace circuit board
Okay, now I'm persuaded.
carbon is a good conductor. and some electronic parts use it as conductors in circuit boards
you know the Nintendo Switch joy cons?
and how they drift?
thats cuz the carbon paths get worn down
Maybe carbon can be replaced with 'graphene'. Sounds high tech.
Aha, so you can make Circuity with Carbon! For once, my memory served me well.
Carbon is present in resistors...
that too, though mostly resistive wound wires are used
Did you know that you can run vehicles on Batteries from Advanced Aluminum Production Milestone? Try figure it out :3
Yes it always been.. π
If you have spare nuclear fuel rods you can use them in vehicles too
fuel rods in vehicles ? lmao i didnt know
They run for hours each
Hazmat suit gets unequipped while in vehicle, right? Like anything else in Body slot.
Yes.
Kek.
So that is only applicable for autopilot vehicles
insta death joy ride in my cyber wagon
Someone said color cartridge can run a vehicle too. I haven't tested myself though
Made from flowers
now that sounds like nonsense, but im interested
Mj or Mw?
MJ. MW is simply MJ per second
Watt is Joules per Second.
.... can you run a fuel gen on color cartridges?
um wtf
Petal is 100 Mj, and you get 2 Catridges per 1 Petal O_O
Liquid color. Hmm, interesting
Biofuel? Probably.
how does 100 mj turn into 900
science obviously
actually, if ts 1 for two, into 1800 MJ
Okey. I think I know that to feed (try to feed, to be pedantic) to my Biofuel Generators next New Game 
now we just need an automated botanical garden and i can run an entire factory on fuckin daisies and roses
Kek. They (Cartridges) even have same stack size as Solid Biofuel.
oh my god, color cartridges are now the energy unit inbetween liquid biofuel and turbofuel
they are better than anything before them
screw oil, im gonna run my next fuel generator line on Flowerpower
Full stack will run single Biofuel Generator for a 1,6(6) hours on full load 
It is still better than Fuel.
Flower Power cars it is then
And has twice the stack size in comparison... But I run my Explorer on Biofuel anyway - and Autopilot is better fed with Fuel or Coal related fuel.
Coffee Stain! Give me my automatical flower garden!
this is prefect, i recently unlocked the sugarcube on my new update 3 savefile.
now i can run them on flower ink lmao
is it better to turn HOR into fuel then turbofuel or HOR into turbofuel?
the alt (HOR plus Comp coal) seems better
kk
@willow igloo Any chance you could post a screenshot of your bus design ? In my old savegame I had a bus with conveyor stackers and as nice as it was, running 30+ fully compressed belts was way to tedious, so for my current game I do lots of spaghetti and with very low production (less than 10 a minute of the mid game stuff) just because running so many belts take ages to run
One sec, I'll take one
The idea is that at every point on the bus where I need to output off of a belt, I split off of all of the belts in the lane, then merge them. In this shot I have two lines needing ingots, so the first one gets more ingot than the second one, but when the line backs up and I'm over producing ingots, the outputs only draw as much ingot as is needed
if I have more than 3 belts on a lane, I just do 2 layers of merging, though as you upgrade your belt speed, you can increase the length of your production lines and output at a faster belt
each line right now is short in this new save file, but they're rated to either output a mk 1 belt or input mk 1 belts. when I get to expanding it to mk2 and mk3 belts, all I have to do is expand it lengthwise
only time I would add a new production line would be if I'm adding a new belt to the lane instead of just upgrading the belt to a higher mark
Feels like alot of factory to only be producing 60 plastic and rubber!
@keen brook You get 1 Turbo Fuel per 1,2 of Fuel and 1 Turbo Fuel per 1,25 of HOR. Thing is, with Diluted Fuel you get 2 Fuel per 1 of HOR, in opposition to usual rate of 1 Fuel per 1,5 HOR. So the answer is usual: "Depends on Recipes" :)
@willow igloo What type of product do you run on your bus ? I guess it's not the ore itself like I did in my previous playthrough
ore gets a lane as well, since iron ore is needed to make iron ingot and steel ingot, and even copper ingot if you use that recipe. If I have less demand for steel then more of it goes to iron ingot and vice versa. The way that a bus is "efficient" is if it's over-loaded.
I personally don't care to upgrade a line to a higher mark belt or make a new line to increase income until it becomes a problem. If I need a ton of rotors and I'm not making much, that's when I'll look at it, determine which item is my limiting reagent, then go investigate that item, investigating the limiting reagent on each step until I find an item that is running full efficiency, I just need more of it
upgrading that item fixes multiple steps on my bus that draws off of that lane, upgrading my screws increases so many different things on my bus line.
and when you find an alt recipe you'd like to use instead, it's simple to disconnect your current inputs and connect different ingredients instead
when the bus gets too long (edge of the map or mountain in the way) you can go up to a 2nd floor, bring all the belts up to the 2nd floor and continue your bus on the 2nd floor.
In factorio I would just make a very simple bus to ferry items about, but that game has a set science pack ratio for most recipes and no alternate recipes, so I would only bus the base ingredients to them. Satisfactory unforutnately has odd ratios of items needed for research progress and changing recipes depending on your mood. I think having all items on the bus is best way, at least until you finish researching your Tier 6 when you might be building specialized factories for a certain end product. From early game to mid-game it's just my way of only building and upgrading certain things as I need them
protip, this isnt factorio, so dont try to play factorio inside satisfactory
not everything you're used to translates well to satisfactory
no, but a bus allows me to share the production of (for example) iron rods across the factory until I reach the limit of production for that line, then build a 2nd line to plug into the bus lane and satisfy the needs of the base until it surpasses that production, hopefully by then I will have a higher tier belt to use and progressively upgrade only what needs upgrading
I personally don't worry about upgrading inputs until I go to pick up some items for building and my storage box has fewer than 2 stacks inside
Hello, everyone,
I've got a problem (maybe coming from my brain, idk) since 1 day.
I recently upgraded my coal generators and water extractors installation.
I have now 6 coal generators at 250% overclock, the total amount required of water is 91 mΒ³/m x 6 = 546 mΒ³/m
That known, i putted 2 water extractors because i knew pipelines couldn't handle more than 300 mΒ³/m.
Both water extractors are overclocked at 125 %, that means they're producing 150 mΒ³/m (so 300 mΒ³/m for both)
I divided in two coals generators and water extractors and it gives :
1 Water extractor producing 150 mΒ³/m
3 Coal generators needing 3 x 91 mΒ³/m = 271 mΒ³/m
With said, how can my generators still work properly, without any cut ?
I'm still thinking about that, i just don't get it how, with a 150 mΒ³/m production from the water extractor, my 3 coal generators needing 271 mΒ³/m can still function correctly.
For the love of god, help me π
PS : I'm very new to this game, if you have any tips, or tricks, this would be very very veeeeeeeeery appreciated !
And, if this was because i was just dumb, excuse for that, that's probably because i left my brain at work because of the quarantine.
PS+ : I'm French, and still learning English, if you still have the time to correct any of my sentences, i could give a big friendly kiss ! π
use more coal gens is #1
wdym
overclocking generators is AWFUL for coal -> generator ratios, its just ill-advised (kinda like shaking hands rn lol), basically its less power for more coal. just add more gens
Alright, i take that. Thanks for that.
Buuut, that doesn't resolve my problem tho.. :/
k how about this: 300/45 is 6.6. Thats 6.6 gens/water line. So, put each line to 6 gens with overflow going to next and do 7 gens for that line. do this for every 2 lines. should solve your problem if its water based
it may also be lack of water getting TO your generators. use pumps if this is the case.
and use 3 water extractors per line at 85% clock saves power
@wispy ivy
I guess i'll take that as a solution.
How many generators would you recommend me to build to have a decent production for tier 6 milestone ?
personally i was running 4.000 MW in 3 & 4 xD
ur supposed to be usin' fuel but prob around 4.000 MW for starting fuel power
I'm not in tier 6 yet, i'm just preparing my installation in advance
so 50 gens
it's gonna get ugly
heres the kind of space you need for refineries xD
i'm not on that level yet lmao
alright, i'll do my best now
thanks for all the tips dude
Green + Yellow efficiency lights on the machines...if my machine is running efficiently/perfectly, it may still turn yellow for a moment, correct?
@wispy ivy generator automatically run slower when in low power consumption. That also means less water intake
When you are building power infrastructure, stick to the correct ratio and you will be fine
@near bane The machine will always have a green light if it is running at 100% efficiency. If you see it go yellow for a moment, it is not running at full efficiency.
yellow just means the machine is idle, it could be that it doesn't have enough input, or that the output belt is full/doesn't have enough throughput.
@wispy ivy to answer your initial question:
When your generators are not running at 100% but lower, the water and coal needed is adjusted accordingly. If your coal generators (overclocked or not) run at 50% because you have no need of that much power, you will only consume about 50% of the coal and 50% of the water
you will only feel the lack of water once your power consumption goes up.
heya, what kind of "bus" technique do you use for making modular builds?
are you going from ore directly to end product or do you smelt on site etc...
best tbus is no bus
So directly from ore to end product in a single "production"
That's what I've found too, I've tried doing a bus of sorts a few times but they haven't worked very well.
Worth mentioning that I've seen people on this Discord swear by their bus designs though so I guess some people have found a build style using busses that works for them.
is three water extractors enough for 6 coal generators
yeah dont use a bus
waste of build time
most valuable resource in satisfactory is your time
you can avoid bus by good planning and figuring out what production you want to prioritize rather than just building bus line haphazardly
what is a bus
@jovial marten 3-8 ratio
what is a bus
@jovial marten you every seen one of those conveyor belt sushi places? ... https://en.wikipedia.org/wiki/Conveyor_belt_sushi
no