#math-and-meta

1 messages ยท Page 446 of 1

sand garnet
#

@timid hull overclocked?

urban swan
#

say i have a normal iron ingot smelter (30/min output) feeding only a single iron rod constructor (15/min input). Once the buffer between them fills, the smelter will drop to 50% efficiency because half its output is blocked.

Over time, does that smelter consume the same, or more, energy than if I had manually underclocked it to 50% before the output clogged?

woeful skiff
#

My understanding is it will consume less if you underclock it.

#

If it's running 50% of the time, it'd use 50% power, but if it's underclocked to 50%, I think it's something more like 33%. (I don't know the exact math, but less anyway)

#

PS: according to the wiki my memory was correct. I take the wiki with a grain of salt, but the info there matches with my recent experience in-game.

urban swan
#

Good to know; thanks

wind spade
#

constructor = 4 MW
constructor running roughly 50% of the time = 2 MW
constructor underclocked to 50% = 1.32 MW
savings = 0.68 MW or around 34%

astral hornet
#

Wait wut, it's more power efficient to use 7 water extractors for 14 coal gens, clocked at 75% (12.6MW per or total of 88.2MW) then use 6 at 88% (16.3MW per or 97.8MW)

#

that's decided then, I'll just always do "two water extractors per coal gen)

#

3 extractors per pipe to feed 6 coal generators.

woeful skiff
#

If you follow that logic a single extractor for each coal generator clocked to 38% would consume even less. Or, you could build 4 extractors at 10% for each 1 coal generator and that's even less.

cedar mica
#

or 40 at 1% ๐Ÿ˜›

astral hornet
#

lol I guess

drowsy oak
#

How much of each ressource do you produce for you main storage? Especially Copper Sheets and stuff you need to build

#

I wanted to max out some nodes and now have a bunch of Copper, Iron and caterium ingots and I'm not sure what to use for further production and how much for producing basic material

woeful skiff
#

It depends what you intend to build. You'll need some copper sheets for pipes, but if you set up a lot of hypertubes then you need more, for example.

#

You can use the "todo" list feature to queue up some buildings and get a rough idea of the ratios of the components involved.

drowsy oak
#

I mean more in general. Do you guys set up extra productions for the basic stuff just to use it for building or just split of/grab out of factorys whatever you need

#

I have like 1500 copper Ingots waiting to get processed

woeful skiff
#

For the most part, I pick an end goal (like space elevator parts), and I work backwards from there to figure out how much of each thing I'll need.

drowsy oak
#

yea that's how i noramlly do it as well ^^ but this time i started the other way around and now i'm a bit lsot haha

woeful skiff
#

I tend to syphon off resources into containers for building off of those factories, although I build extra constructors for stuff that I know I'm going to use a lot of (belts, tubes, etc)

#

I'll often have a splitter before the production chain that I can connect if I want storage to prioritize over production, and disconnect if I want production to prioritize over storage. The run-off from the end of the manifold (if any) then always goes into storage. Once storages start to fill up, I start sinking stuff if I'm not consuming those resources.

#

I manage a lot of stuff by manually connecting / disconnecting specific splitters that I put there for that purpose, including what a lot of people try to build overflow systems to handle.

drowsy oak
#

That's how I go it rn as well.

#

I guess I will just try to set some goals of how much I want to produce for my storage ans see what will be left over after this

#

thx

scarlet marsh
#

just siphon off your production - once the container fills - then products are no longer siphoned off

untold shell
#

Hello I have a simple question about splitters. If I have input of 250 items -> splitter -> 2 sides are MKII belts, 3rd side is MKI belt. How much items will each belt get? Will it split 120+120+10? or will it be more like 95+95+60? Or other?

scarlet marsh
#

if you arent getting your storage at the rate you are consuming the resource - then just build more production

#

it splits 1/3 out of each junction

#

when belt capacity is reached then you have a biased split

#

so mk will be maxed out in your case

#

mk 1 - 60/m - mk2's get 95/m

untold shell
#

Cool. Exactly what I wanted to hear ๐Ÿ˜„ Thank you very much

scarlet marsh
#

now the real question though is why you arent using mk3 belts since you have them unlocked

untold shell
#

I need to feed 250 items into 5 machines from which 4 are 60in and last one is 10 in

scarlet marsh
#

you should still just use mk 3 all the way for that

#

the machines control the throughput on their own

untold shell
#

Tha makes it less complicated ๐Ÿ˜„

clear citrus
#

You could use all MK3 but as long as each belt is at least as fast as what needs to move across it it makes no difference, so you might as well save encased beams by using slower belts where you can.

untold shell
#

Thing is. I built a large room and I need to fill it up, so this is a case of unnecessary overcomplicated things ๐Ÿ™‚

urban swan
#

If you follow that logic a single extractor for each coal generator clocked to 38% would consume even less. Or, you could build 4 extractors at 10% for each 1 coal generator and that's even less.
@woeful skiff I wonder how far that goes. If you could make infinite extractors without all the real world pains (finding space and parts, configuring and connecting them) could you make +INF of them and asymptotically approach zero power usage for infinite water?

#

been a long time since i thought about mathematical limits lol

frigid orchid
#

yo guys i kinda need some help, im making the modular frames with 100 % efficiency, modular frames cost 12 iron rods per min, im making three of them. however ill need to make the 3 constructors constructing iron rods for the modular frames, how do i split that extra 3 off per constructor?

cedar mica
#

Just down clock, so you make 12 per constuctor

frigid orchid
#

smh im 'special'

cedar mica
#

15 to 12, is 1:5 splitter setup...

frigid orchid
#

how do i make that?

#

is it, merger to splitter to 2 more splitters?

#

@cedar mica

cedar mica
frigid orchid
#

0-0..... -starts crying of dumb tears-

#

thanks crazyodd

glacial hemlock
#

where possible, you should always maximize the production of the belt material. And with the alts! of course.

#

but considering the manual building speed, it is not necessary to go over 60/min

#

like, 60 EIB/min should be pretty good.

haughty quail
#

Can someone tell me the practicality behind trains? Seems like itโ€™s more of a struggle to setup the stations and track for a system that struggles to keep up with the throughput of conveyors. What more can you accomplish with trains?

dim thicket
#

Quite the contrary, if you're not going over TOO far of a distance, they are much faster than belts and can ship multiple item types at once

tawny chasm
#

you're always limited by the speed of the belt though @dim thicket

#

for loading/unloading

#

technically the throughput can be higher than a belt though, yes

#

but not usefully

dim thicket
#

You're limited by the speed of two belts

#

Every input/output has two belt spots

tawny chasm
#

oh are we talking about train stations and not truck stations? but still

#

i meant limited by the speed of the best belt tech you have

sand garnet
#

trains > belts > trucks in that order

dim thicket
#

And you can make more inputs per item. I can unload 6 belts of whatever if I set up 3 stations

#

And that's all on one, pretty inexpensive, line

#

Only reason you'd avoid trains is if you don't have a ton of power. Get your fuel set up first

abstract ridge
#

How viable is the diluted fuel to turbo fuel alternatives for a mid-late run/any stage of the run

#

?

scarlet marsh
#

it is the best from a resource efficiency stanpoint

abstract ridge
#

yeah i know but man all those refineries

scarlet marsh
#

yeah thats why i said resource efficiency

#

you can just make fuel directly and save a few extra steps

#

its just more wasted oil

#

but honestly it will take you a lot of refineries to make the turbofuel and even more fuel gens to consume

strong panther
#

For power right now, I'm using coal generators and water extractors. I have them all clocked 250% so, each coal generator consumes 30 coal per minute. I have a line with 300 coal going over to this area. Can anyone help me figure out how to split that 300 coal into the 10 coal generators using splitters and mergers?

woeful skiff
#

250% of 15 is more than 30 coal/min

strong panther
#

It's super weird, when I change the clockspeed and look at how much coal it needs it shows that 100% needs 15, 150% needs about 21, 200% needs about 26, and that 250% needs 30 coal per minute.

woeful skiff
#

Oh, that's unexpected. I've never oc'd a generator before ๐Ÿคท

strong panther
#

Yeah, normally I wouldn't but the location where I'm taking water from is kinda limited so I need to have 10 coal gens overclocked.

woeful skiff
#

I don't understand your question though. I would use a manifold like I always do.

strong panther
#

manifold?

woeful skiff
#
--S--S--S--S--S--S
  |  |  |  |  |  |
  X  X  X  X  X  X```
strong panther
#

If the splitter splits even amounts won't that not fill all of them? Or does the splitter split into different amounts in this setup?

woeful skiff
#

It splits 50/50 at each splitter so yes, each one gets less and less at first, but over time as the buffers fill down the line it will run at full efficiency, and every machine gets what it needs as long as the input items/min is enough.

#

It can take it a while, you can speed that up by manually filling the machines (in this case, coal in the generators)

strong panther
#

That's super interesting, I had no clue that was a feature. I'm gonna go try that. Thank you so much!

long knot
#

manifolds are the number one components in factories

fierce ruin
#

Pipes still confuse the hell out of me

#

You can get an extraction rate of 600/min with an oil extractor at 250% overclock

#

But pipes have a capacity of 300/min

#

Doesn't help that ythe base extraction rate is 120

#

So you nee 2.5 excractors to fill up a pipe

#

Pipes make me very angry

#

And the fact that coal generators need 45/min is even worse

#

You need 360/min to evenly split the water into generators

#

Which isn't hard to setup at all it's just annoying because you have a full pipe and then another pipe that's barely being utilized

#

The 300/min capacity just doesn't work amazingly well with the 120/min base extraction rate of both oil and water extractors, and with how much energy they both use it just isn't a viable strategy to overclock them so they're producing amounts that are easier to work with

#

Oil extractors aren't the worst because the recipes in the refinery don't have such bad ratios but the water extractors make me very angry

wind spade
#

@strong panther if you're limited by water, you won't help yourself by OCing generators

#

water consumption scales with OCing, so it doesn't help much

#

also yeah, 250% OCed gen only produces around 200% of power (and uses 200% of resources)

glacial hemlock
#

if it is too easy, it won't be a challenge.

wind spade
#

@fierce ruin just underclock them then, they'll make 100 each and it works nicely

fierce ruin
#

yeah i realised underclocking exists but the 45/min needed for coal is still a bit of a pain

#

so most of that rant is completely negated by underclocking

wind spade
#

@fierce ruin you can underclock power plants too

fierce ruin
#

yeah, but power plants aren't extremely cheap and with all things considered i think it's worth the effort to just get maximum power. unless you actually get more power by underclocking and having to use less power total to power them

#

but i can't be bothered to do that math right now

wind spade
#

You get the same amount of power per fuel item

fierce ruin
#

but you'd be getting less per minute right?

#

oh i see what you mean\

wind spade
#

From e.g. 120 coal / min, you always get the same amount of power

#

OC only changes number of pps needed

fierce ruin
#

hm

#

i'm thinking a bit deeper than that right now. because if that's the case it'd also take more energy to produce the extra pps

wind spade
#

That's one-time cost tho

fierce ruin
#

true

wind spade
#

So it's irrelevant in the long run

fierce ruin
#

so it really is just a space vs effort thing here

#

because if you can be bothered to do the math it's a lot more compact

wind spade
#
  • shards
#

Since those are semi-limited resource

fierce ruin
#

you don't need shards to underclock

wind spade
#

Well I mean for OC

fierce ruin
#

oh yeah

#

but there's so many slugs that you can easily run even a hundred pps at 250% OC

wind spade
#

Yeah, but then you don't have enough for all miners ๐Ÿ™‚

fierce ruin
#

the main problem is resources, which you would also need shards for

#

there's still like 3k slugs total though

wind spade
#

I mean they can be farmed, but that's super painful to do and costs berries

#

And you also need to collect them ๐Ÿ˜›

#

I can't be bothered tho, I'd just go 3 extractors to 8 gens

fierce ruin
#

you can do 3 to 8?

#

oh yeah

#

i'm a dumb dumb

wind spade
#

You just need to not put all extractors on one pipe

fierce ruin
#

yeah

#

it's an easy enough split

wind spade
#

Or put one extractor at the other end of the pipe

fierce ruin
#

wait how would that work

#

two extractors connected to the same pipe directly?

wind spade
#

EE---GGGGGGGG---E

fierce ruin
#

ah

#

what are all the Gs tho

wind spade
#
E  G G G G
+--+-+-+-+--E
E  G G G G

Or this

#

E = extractor
G = generator

fierce ruin
#

yeah that's what i'm doing for my generator setup

#

the wording just confused me

woeful skiff
#

So I typed this into google: "12.5 = sqrt(3 * x^2)" and was both surprised and disappointed that it didn't just tell me x = 7.21688. Come on Google, get your shit together.

#

I love that this video game makes me solve a 3d Pythagorean equation though.

severe field
#

How

#

I just put stuff down and hope it works

woeful skiff
#

I'm running a cross country hypertube, and I wanted to know where and how high to build the towers. A hypertube can extend 12.5 meters foundations max in a straight line. So if I run it along the hypotenuse of a triangle I used pythagoras to figure that out.

#

If anyone is curious, rounded down it's 9 foundations each direction for a 2d diagonal and 7 foundations for a 3d diagonal, using equilateral sides in both cases.

#

well, 9 foundations horizontally, you have to double in the vertical because the foundations are 8x4

#

wait now I think I messed it up. it's 100 meters (12.5 foundations horizontally)

ornate zodiac
glacial hemlock
#

I have added a schematic to the Coal Generator Wiki so check it out.

#
Satisfactory Wiki

The Coal Generator is a building that generates Power by using Coal and Water. It is the first fully automate-able power source the player has access to and also the first power source to use a mined resource.
See Tutorial:Setting up Coal power for a step-by-step tutorial on...

dusky rock
#

real mvp for that, been trying so long to try and get it set up properly

shy mason
#

anyone use coke for coal generators when making plastics in tier 4 before generators in tier 5. looks like for each hor (40m3/min) -> coke (120/min) refinery, you can fuel 4.8 coal generators per minute and 2 extractors to drain 40 HOR for power, 4 plastic / 2 rubber refineries worth. (and yes i'm bored on business trip and can't play so been busy making plans.)

#

you get to make 360 watts for each of those refineries, and spend 190 watts for the 5 refineries and 2 water extractors, so extra 170 watts

naive quartz
#

Hi Guys, I hope this is the right sub channel. But you seem nerdy enought to have an answer ๐Ÿ™‚ what tool are you using to calculate the production line? I started to use draw.io (MS Visio...) and just create a rectangle for each of my buildings and production lines and then connect them based on how much resources go from one to the other... is there any other way that you feel compfortable? here a quick example:

digital cloud
#

That's good, I just kind of work my way backwards from the final product. I I'll place an assembler (I don't have manufacturers yet), place any other assemblers I need behind it... kind of visualize how many constructors I need behind those, then take it all down and place the assemblers somewhere I think all the needed constructors will fit behind.

clear sedge
#

I use a pencil, quad-ruled paper, and tape

woeful skiff
#

what's the tape for?

boreal cypress
#

for people which are asking what the tape is for

woeful skiff
#

I almost didn't ask I feel like I'm walking into something.

clear sedge
#

its for taping the paper together to give a bigger area to work with

glacial hemlock
#

I use Daniel's calculator

dark badge
#

is that the greeny one

glacial hemlock
#

greeny's WIP for update 3

fierce ruin
#

why would you need a calculator for plotting things out?

long hinge
#

Faster production of end tier items. Turbomotors/Supercomp. etc. More efficient.

glacial hemlock
#

Especially with alts

neat sorrel
#

I have a question about trains
I'm fetching coal at one end of a train station and producing on the other. My factory seems to be consuming coal faster than the train can come back. Is there a way to increase the throughput or do I just have to produce more coal?

boreal cypress
#

is your container full before the train arrives?

woeful skiff
#

Is the coal supply running out at the source, so it's not keeping up because it's hauling tiny loads of coal each time? Or is there plenty of coal in storage at the source?

neat sorrel
#

I use a buffer, but it's a pretty short train line, so it doesn't fill up

boreal cypress
#

so train is never full?

neat sorrel
#

nop

woeful skiff
#

It sounds like you need to produce more coal, rather than building extra cars then.

boreal cypress
#

do u use the buffer like i show?

#

or just one belt input into the freight station?

neat sorrel
#

I have a buffer on the output, might need one on the input too

boreal cypress
#

jeah :D input and output should have the buffer

#

how much coal do you produce and how much do you use?

neat sorrel
#

810 for both

woeful skiff
#

Right, I'd sort that out first. If production < consumption, then the train isn't going to magically fix that.
Ok, well you ruled it out before I managed to finish typing.

boreal cypress
#

than its just the buffer problem ^^ stations dont load/unload their load while train is docking

timber seal
#

Hello

#

who speak russia&

neat sorrel
#

I'll try that first and hopefully it fixes the problem. Thanks guys ๐Ÿ˜„

boreal cypress
#

Sounds strange, but it is true

upper tapir
upbeat granite
#

The setup has the same effect as putting some fluid buffers

#

I'd recommend using gravity overflow

upper tapir
#

buffers are relatively small

#

and here you can also add a shredder

upbeat granite
#

Personally i would add a pipe going up to a packaging refinary. Since lower pipes will fill first, only excess fuel gets packaged and thr sinked

indigo totem
#

yo could someone show me how to get 100% efficiency

boreal cypress
#

do math

indigo totem
#

i am not good at math xD

#

well i am good but i don't know how to in this

boreal cypress
#

if something needs 5 items/min and you have 4 machines, you need 20 items/min

#

thats all xD

indigo totem
#

ok

random island
#

what is the water coal gen ratio now a day ... skipped a few months. ..

boreal cypress
#

3:8

#

3 extractor for 8 coal gens

ashen yarrow
#

could someone share their design for one coal ore

sand garnet
#

1 sec

#

this is the design of 1 coal ore

ornate zodiac
#

I'm trying to understand where 3:8 comes from, or rather, what people are optimising for

woeful skiff
#

It uses an even number of extractors and generators w/o having to underclock one or the other.

#

and miners

#

8:3 consumes up to 120 coal/min (theoretically at 100% consumption)

ornate zodiac
#

there's no point in underclocking coal, sure, but what's the big objection to extractors? the hardest thing to automate is rotors...

shy mason
#

and 120 is a good point regarding miners, as its a mk 1 pure node or mk 2 normal node amount.

#

and extractors can be limited based on the space available in your water source, and you can only have 2.5 extractor's worth of water per pipe, due to the pipe's 300m3/min throughput limit

ornate zodiac
#

most places I've built extractors I've had space for plenty, maybe that's why

#

usually I find my extractor ratio is more guided by my patience to build more extractors

#

if they were a little more compact, I'd happily do them 1:1 with my coal

#

right, so 3:8 is space optimised to minimise extractors without using shards/overclocking, gotcha

woeful skiff
#

It's the natural place I ended up, based on the way I approach setting up any factory really. I looked at how much coal I had available, figured out how many generators that would support, then figured out how many water extractors I needed to support that. It happened to be a nice round number for the 120 coal I was starting with, so I stopped thinking about that and started building. And it's very natural to add coal 120/min at a time. (I'm up to 24 generators)

ornate zodiac
#

1:2 (with the extractor UC to 75%) seems a lot more newbie friendly though, a lot of newbies seem to run into the pipe limit because of the complications of 3:8

woeful skiff
#

I haven't felt that the overhead of extractors is eating into my supply too much, even with pumps, so I haven't been compelled to add more and underclock. It's true I could squeeze more power out of it, but it's also easy to build more.

ornate zodiac
#

depends on your coal supply, really. 20MW per extractor ain't cheap though

woeful skiff
#

Hmm, I don't really struggle with the pipes though, once I figured out headlift (which is a different issue), but I can't deny other people seem to.

#

extractors are very fiddly to place

#

and if I have to get close enough to them to press E and underclock them, I'm likely to fall in the water because I'm clumsy

#

So I have my reasons ๐Ÿ˜„

ornate zodiac
#

yeah, they could use a pass to make them easier. snap to foundations or something

#

but if my mental math is correct I think you lose about 10% of your power to water pumping

#

(120 coal = 600MW/8 plants, 3 extractors = 60MW)

woeful skiff
#

Oh, that kind of water pumping. A water pump is also a thing.

#

4 MW each iirc

ornate zodiac
#

yeah, I never do long-distance fluids if I'm counting my MWs for that reason

woeful skiff
#

Assuming you merge the flows before pumping, that's 68 MW total overhead.

ornate zodiac
#

remember downhill is always free!

#

extractor gives you some free pressure too, I've never had to pump my water

woeful skiff
#

I guess I just accept an 11.3 % overhead and build more of them to meet my power needs.

ornate zodiac
#

the mandatory extra is from the miner, but that's... 5-12MW depending on whether you've got a mk1 pure or mk2 normal

woeful skiff
#

For a while I put my coal generators down on the water so I didn't need the pumps, but I decided to move them to a floor I built above the extractors just because I like it that way better ๐Ÿคท I want to build a nice looking bridge across the water there.

ornate zodiac
#

so if you build an extra extractor (2:1) you gain... 2% ๐Ÿ˜„

woeful skiff
#

I've technically unlocked fuel already so I don't know if I will ever get around to trying to squeeze more MW out of the coal plant or not.

#

I have not actually set up any fuel yet though.

ornate zodiac
#

well.... at some point it's worth your time enriching your coal maybe

woeful skiff
#

I'm still catching up on getting shit automated.

ornate zodiac
#

or you just repurpose it entirely for steel?

#

geothermal is a nice leg up

woeful skiff
#

I've unlocked tech way faster then I can build the factories to produce it, so I've got fuel, but I've only automated up to motors.

ornate zodiac
#

if you're only building 5-10 of them, you can get away with not automating

#

I think that actually allows players to avoid automation for far too long

woeful skiff
#

It's easy to think you only need 5-10 of them... but then you need 5-10 more for the next thing...

ornate zodiac
#

if your buildings needed maintenance and replacement parts occasionally, you'd have an incentive to maintain and automate perhaps

#

but that'd be a pain in the butt with a megafactory

#

probably need logistic bots, ala factorio

woeful skiff
#

If that was the case, that would be incentive to go 2:1 on the extractors. Assuming underclocking produced less wear and tear.

ornate zodiac
#

I'd been doing 5 extractors at 50% because it made a full pipe and saved a decent amount of power

#

but I might go to 2:1 now that I've done the math

#

it's quite easy to adapt too from a 3:8 setup, you just drop to 3:6

#

(no pipe overflow at that ratio either)

woeful skiff
#

because my generators are situated directly above the extractors, I have very few issues with the 300/min flow

inland sleet
#

is there any website to manually graph machine schematics?
satisfactory calculator does it all itself and stuff

serene tartan
#

Is there a guide or chart or graphics that show optimal numbers of things?

#

like smelters per miners etc

#

oh nm i just checked the pins, sorry

ornate zodiac
#

isn't always that simple either, not all ores are created/smelted equal

#

belts are also a constraining factor (so a lot of people will use 60 items/minute, e.g. a mk1 belt as a common point of reference)

fierce ruin
#

remember downhill is always free!
@ornate zodiac Not in my game, it counts negative head as positive head, needing a pump or water just trickles through the pipes.

#

Also doesn't calculate head right at angles. Pipes have to be completely vertical or they all just say they are over the head-lift, when they clearly are not. (Building them top to bottom works for only about seven pumps, then they all say "exceeds max head lift". Had me installing pumps every two wall heights, for no reason.)

#

Now one going down hill, for that last stretch, or all my oil refineries run dry.

glacial hemlock
wind spade
#

nice

#

make "balancer" page and let it redirect here

glacial hemlock
#

just created a stub, need help to elaborate.

wind spade
#

xD

#

https://satisfactory.greeny.dev/machine-fill may be a good resource to link for calculating fill speeds (though I don't really like to share my tools in this way, so it's up to others to decide if they want to link it or not)

dull bolt
#

The balancer page should say... use manifolds instead.

fierce ruin
#

well if people want to waste time and space then there's nothing stopping them

shrewd yacht
#

how much gain is there in converting fuel to turbofuel for power generation?

fierce ruin
#

quite a lot

shrewd yacht
#

even with the assembler and miners used to make compacted coal?

#

you also go from 22.5 to 18.75 fuel

fierce ruin
#

i mean

#

it's almost 4 times as good in terms of power

#

energy

#

whatever

shrewd yacht
#

haha

#

those terms are diffucult at times ๐Ÿ˜‰

wind spade
fierce ruin
#

i personally don't have much of a clue how different fuels can be more efficient but i'm like 90% sure turbofuel is better

shrewd yacht
#

I miss your tool @wind spade ๐Ÿ™‚

wind spade
shrewd yacht
#

hope you're making progress on the next version? ๐Ÿ˜ฎ

fierce ruin
#

i still don't understand how manifolds work with things like concrete

shrewd yacht
#

how so?

#

items in, items out all in a line with splitters/mergers

fierce ruin
#

well

#

it's not too bad with mk3 belts

shrewd yacht
#

they have to be shorter with slower belts of course

fierce ruin
#

but with everything else

#

how do you get 45/min with a 60 or 120 input rate

shrewd yacht
#

ignore the difference or under-/overclock

fierce ruin
#

because mk3 belts are the only ones apart from mk5 that you can get a nice split

#

i thought there'd be a better solution

shrewd yacht
#

if we ever get priority splitters you could overflow the excess at the end and use it elsewhere

fierce ruin
#

smart splitters exist

#

idk if they do that

#

i've never used them

shrewd yacht
#

they don't

woeful skiff
#

smart splitters are just sorters though they don't do what would be needed here.

wind spade
#

manifolds don't care about ratios. They just take the amount they need from the belt ๐Ÿ™‚

shrewd yacht
#

the "smart" splitters are kind of useless curently IMO

wind spade
#

well they are smarter than normal splitters ๐Ÿค”

shrewd yacht
#

not very

wind spade
#

but they are

sand garnet
#

more options so by definition smarter

shrewd yacht
#

mixing items on belts is asking for a gridlock unless you have a higher or equal demand to supply of all items

sand garnet
#

that makes the player usingthem less smart

#

but the splitter itself is still smarter than the regular splitter

shrewd yacht
#

sigh

fierce ruin
#

wouldn't you still need to split them evenly for 100% efficiency though? say if you got a 120 belt and your machines are taking 30/min you wouldn't have 5 machines, or 3

shrewd yacht
#

underclock and you'll be at 100% ๐Ÿ™‚

wind spade
#

@fierce ruin you calculate how many machines do you need, in your case 4. Then you build that many machines and connect them with a manifold

shrewd yacht
#

well overclock the miners of course, but the rest is best to underclock if you want to match input

fierce ruin
#

so say you've got a 120 belt and 45/min machines would you just build two machines and not care about the excess? or would it be worth it to build a third machine and underclock it

wind spade
#

3 machines, all underclocked to take 40/min

shrewd yacht
#

undeclocking is more energy efficient

#

the power to work ratio is not linear

#

the more you underclock the more you save, but the slower it will work so you need more machines

#

IIRC 50% undeclock will save about 33% on power demand with same amount made

fierce ruin
#

damn

#

you'd just need more machines?

shrewd yacht
#

as I refuse to do nuclear I might do 50% on all manufacturers and double them up

fierce ruin
#

so wait

shrewd yacht
#

but as long as I got enough oil and coal to spare I just dont care

fierce ruin
#

what is the rate at which the amount of energy needed changes

glacial hemlock
#

@wind spade great!

wind spade
#

@fierce ruin original power * ([oc % / 100] ^ 1.6)

woeful skiff
#

There's a formula on the wiki for it, and it's a polynomial with I think 1.6 as the exponent, but I just remember that it's about 33% power @50% and 400% power @200% and sort of interpolate in my head from there.

shrewd yacht
#

nice graph there in that picture

fierce ruin
#

i hate it when growth ain't linear

wind spade
#

it makes gameplay not interesting when it's not linear

fierce ruin
#

just makes everything slightly more annoying to calculate

wind spade
#

that's why you have tools to calculate for you ๐Ÿ™‚

woeful skiff
#

if it was linear there'd be no difference between just building more or less and it would be a pointless mechanic, I think.

fierce ruin
#

true

#

but it'd make lazy people such as myself feel right at home

woeful skiff
#

Don't forget that the optimization we all like to do is in reality, largely unnecessary to be successful in the game

#

I cite lgio as evidence.

fierce ruin
#

trains are pretty cool right?

shrewd yacht
#

cool, sure

fierce ruin
#

but how much faster are they than say, a mk5 conveyor

shrewd yacht
#

but only for very long distances I think

wind spade
#

you can't compare speeds

#

you need to compare throughputs

shrewd yacht
#

and they probably save some performance

fierce ruin
#

oop more confusing words

shrewd yacht
#

lots of belts require a lot of calculation

fierce ruin
#

what's a throughput again?

wind spade
#

items/min

fierce ruin
#

ah

wind spade
#

if the train was super fast, but could only carry 1 item, it would be faster than the belt, but won't have bigger throughput

boreal cypress
#

a train cant deliver more than a belt but it can have the same throughput

fierce ruin
#

and i'm guessing throughput is more important?

glacial hemlock
#

the advantage of train line is it is cheap to setup and nothing else.

shrewd yacht
#

problem with trains is they take a long time to accelerate and stop

fierce ruin
#

but that comment made me think otherwise

wind spade
#

train can have bigger throughput than a belt

shrewd yacht
#

train track also act as a power line

wind spade
#

speed is really irrelevant, throughput is important

shrewd yacht
#

well it drops when train spend half its trip trying to slow down

fierce ruin
#

you said they can have a bigger throughput

wind spade
#

well yeah

fierce ruin
#

what changes the throughput of trains, the carts?

wind spade
#

number of carts
length of one lap
stack size of the item

glacial hemlock
#

and whether you have buffer built beside the freight platform or not.

boreal cypress
#

always have a buffer

wind spade
#

well I'm calculating theoretical throughput

#

not real throughput

fierce ruin
#

what do buffers change?

shrewd yacht
#

theoretically that doesn't matter ๐Ÿ˜›

#

what we actually get in game from a train is the important thing

wind spade
#

train stations block input when train is loading (roughly 20 seconds of animation). So if you have a belt going in ISC and then two belts from that to the train station, it allows you to use the full belt

#

@shrewd yacht not really. If you know the theoretical throughput of the line, you know how much can you put there and still get it on the other side

#

it's essentially a cap of how many items the train line can carry

shrewd yacht
#

so how much can you draw from a station per second before it empties to fast?

wind spade
#

it's the same as saying "mk5 belt has a theoretical throughput of 780 items per mintue"

shrewd yacht
#

each station platform has its own "buffer"

boreal cypress
#

train stations block input when train is loading (roughly 20 seconds of animation). So if you have a belt going in ISC and then two belts from that to the train station, it allows you to use the full belt
@wind spade and vice versa

wind spade
#

doesn't matter how fast you pull items. Only matters how fast you put items in (those numbers should be the same)

fierce ruin
#

how could they not be?

shrewd yacht
#

so if you got 2 MK5 belts from each platform it draws out 520 items in 20 seconds

#

so thats over 5 stacks of most items that max at 100

glacial hemlock
#

loading and unloading takes 25 seconds.

shrewd yacht
#

how many slots in the station?

glacial hemlock
#

48?

shrewd yacht
#

key is to now how often a full train has to unload to keep up

#

problem currently is trains have no conditions and go through eachother

wind spade
#

here you go (I'm sharing this for like 100th time ๐Ÿ˜„ )

shrewd yacht
#

so the buffer is empty at just over 2 minutes in my scenario?

boreal cypress
#

here you go (I'm sharing this for like 100th time ๐Ÿ˜„ )
@wind spade maybe a mod should pin this xD

wind spade
#

the numbers don't include the 25 seconds pause

shrewd yacht
#

what what? pause?

wind spade
#

well locked platform when train is loading/unloading

shrewd yacht
#

there is no output during the offload?

boreal cypress
#

the docking

#

no input and output

wind spade
#

so you can't load 2 full mk5 belts into one platform and get full throughput

boreal cypress
#

thats why you need the isc buffer with 1 belt into the isc and 2 into the station (and vice versa)

shrewd yacht
#

hmm

#

guess I'll stick to belts for now

#

will not be able to build large enough to make it worth it anyway

#

like when you make heavy encased frames at 2.8125/minute and use 3

#

seems you have to go up to 45 to make it match ๐Ÿ˜ฎ

glacial hemlock
#

collect all alts before going big on any items. Especially like HMF.

gusty sigil
#

Hi all. i seem to be having an issue with max pipe flow. 3 refineries using 100 water/min each with full large storage (1200 water) or slightly less, before before starting... using 1 water pump at 250%= 300 /min.... i can watch the pipe for 10 min at a time and shows a constant 300m fluid flow and full pipes yet im running out of water with no slow downs? anyone else with this issue?

shrewd yacht
#

probably similar to the MK5 belt if computer can't keep up

#

I've seen gaps in the row of items there at times even though the belt should be full

boreal cypress
#

everytime the game stutter there will be a gap in the belts

shrewd yacht
#

probably going to be even worse if we get MK6 belt

#

my poor i5 3570K already struggle as expected

#

hopefully they can optimize more, but I have no big hopes as UE4 is not very forgiving

boreal cypress
#

did you played in U2 beginning?

shrewd yacht
#

probably

#

never built big really

boreal cypress
#

the fps were more more more bad than now

shrewd yacht
#

and at the start I was using a GTX 970 as well so the framerate was ever worse

#

the GTX 2060 helps... even if its only at like 40-50% load ๐Ÿ™‚

#

my potential upgrade got 20-25% more expensive recently with the oil prices cause the NOK value to drop like a stone

boreal cypress
#

its more CPU than the GPU

shrewd yacht
#

I know...

boreal cypress
#

but even my CPU wont have 100% nor the GPU

shrewd yacht
#

but the 970 could not keep up and I had to pretty much drop shadows which makes the game look terrible

#

and the view distance

#

still bugs me that it messes with vehicles

boreal cypress
#

jeah the 970 with only 3,5GB isnt so good

shrewd yacht
#

3GB really

#

the last 500 is so sloow

boreal cypress
#

because its not DDR5

#

last 500 are DDR3

autumn blade
#

If I have 488 units of Turbo Fluid per minute, how many generators can I run?

boreal cypress
#

488/4,5

autumn blade
#

ty

#

108.4 holy jeez

wind spade
#

or 488/60*2000/150
[amount of fuel] * [fuel energy] / 60 / [generator power]

autumn blade
#

That's the break down, thanks guys

long hinge
#

Anyone have cool compact smelter builds for mk5 belts?

boreal cypress
#

build 26 smelter in a row with manifold, finished

long hinge
#

you missed compact

boreal cypress
#

than 2x13?

long hinge
#

๐Ÿ˜ฆ

boreal cypress
#

you dont get it compacter with a primnumber

long hinge
#

yea i guess

clear citrus
#

If anything the most compact choose is a double sided manifold

shy mason
#

there's some setups where people put splitters and mergers under the smelters and use lifts to feed smelters above them, if you want a smaller foot print but taller ceiling.

wanton glen
#

Does it make more sense to use vehicle outposts or continue with very long conveyor belt delivery systems when you get LOG 3?

boreal cypress
#

Log 3?

wanton glen
#

Logistics 3 (Tier 3 belts)

boreal cypress
#

what log 3

#

ahh mk3 belts

wanton glen
#

I feel like upgrading long conveyor busses is less efficient than adding additional tractors onto a vehicle loop.

boreal cypress
#

use belts for short range, for long range trucks and later trains

wanton glen
#

So the next natural question is "What qualifies for short range?" 2 full belt segments?

shy mason
#

I would use trucks if one of the stops is by coal, and more than 400 meters, or 8 belt segments

boreal cypress
#

short range is for me like up to 1km :D

#

depends on terrain

wanton glen
#

What's the math behind that Nutty?

boreal cypress
#

max belt lenght is 50m

#

so 8x50m belts is 400m

wanton glen
#

I was more interested in the rationale behind 400 meters.

shy mason
#

50 meters is a full belt segment, and often how many stacks of plates I have to carry out to build it

#

Vs stack of mod frames to build tractor and stations

#

So limited by back pack space to carry the 5 stacks of plates, and how many trips back I would make to restock vs just building a truck route and laying power poles

wanton glen
#

Awesome. Thanks for the input guys. I appreciate it. On the same subject, why would you only use trucks for coal instead of aggregate minerals?

boreal cypress
#

coal is infinite

wanton glen
#

Anything that comes out of the ground is infinite.

boreal cypress
#

and what do you mean with aggregate minerals?

arctic silo
#

if you use a biomass burner to power the coal generator and water pump you can disregard the power form the biomass burner and strictly use the water and coal pumping through it

ancient marten
#

1+1 = 2

wind spade
#

Please come up with more original joke if you intend to spam the channel

shrewd yacht
#

can you add vehicles to a route that already exist?

wind spade
#

No

sterile agate
#

how do you calculate how many fuel gen per refinery making turbofuel

shy mason
#

[amount of fuel] * [fuel energy] / 60 / [generator power], with turbo fuel being 2000 watts per unit and fuel gens being 150 Watts.

glacial hemlock
#

Or online calculator. I uses the Daniel's

mystic orchid
#

guys quick question : i have 8 refineries making me 200 rubber per minute and 200 heavy oil residue. If the rubber consumption gets halted because there is no need anymore then the heavy oil residue will get stopped too... meaning the power will stop as i can't convert heavy oil residue in fuel anymore..

#

is there a way to fix this ?

winter ferry
#

Filter extra rubber into the sink?

mystic orchid
#

i'm using right now 100 rubber to make 100 reinforced steel plates

#

meaning my production of heavy oil residue is 100 right ?

#

meaning ... if i place a splitter in the rubber thingy i will make 2 lines of 100 rubber. 1 goes to the plates and get used up, the other to the sink. meaning production is ALWAYS up at 100%

#

correct ? but what about when i will be full of reinforced plates ? mm maybe i could just place another sink at the end of the contructors that is building the plates? so that if the construction stops then everything goes inside the sink ?

#

while instead if the contruction is going only half of the last splitter will go inside the sink

glacial hemlock
#

Search ytube for overflow splitting guide. You need 5 splitter and 5 merger

wind spade
#

or two train stations and one train

mystic orchid
#

wait what ? my actual setup is simply a line of constructors and let's say " each consumes 40 a minute " then with a 480 belt i can feed max 12. the primary belt of 480 get split into all the constructors. My idea was to have the final contructor where the least of the material is to be split again, one inside the last contructor and once inside the sink. Of course this means that with the example above i can't have 12 constructors, otherwise the last one will always operate at half volume. but if i have 1 less at the last splitter i will have something like 80 material, being split into 40 (contructor) and 40( sink ). If for some reason all of the constructors go in standby ( they get filled, no more stuff to produce) then all the surplus material carried by the 480 belt will go straight into the sink, since it can't enter the splittered belt, since they are full. Right ?

#

Question though. This means that all the "main belt "-> splitter-> constructor belt must be fo the same grade right ? meaning both mk4 or so right ? because i usually have the man belt being max grade ( mk4 for me right now ), and the from the splitter to the contructor being rank 1, since anyway the contructor process under 60 parts per minute. This way the resource reaches all of the system faster since it can't overflow directly in the first with half of 480. THAT SAID. If i place a sink at the end of the system then it will hog most of the resources since the sink to contructor belt is way slower. meaning i would have to make it all rank 4 right ?

opal yoke
#

@mystic orchid either use Adjustable Splitters mod or dont have a overflow output at the final splitter.

mystic orchid
#

no mods for now, what do you mean "don't have a overflow output at the final spliutter ?

opal yoke
#

Think i missunderstood the question to begin with, you can safely use 60 belts as no current recipe uses more than 60ppm.

mystic orchid
#

i have a question though. if i have a mk4 belt. and a splitter splits off into a mk1 belt. will the mk1 belt always try to get half of what is passing through the main belt ? Meaning: the first splitter will try to feed 240 to the first belt, which won't be able to accept it, as it's only mk1, so it will take 60. the second splitter will try to split the (480-60) 420 into 2 210 belts, but again, since one of the 2 belts is mk1 only 60 will go in there, leaving (420-60) 360 for the third splitter and so on. In a system where as i described above i have 12 constructors consuming 40 per minute, this will mean that the mk1 belts will ( once it's all full of course ) transport only 40 resource per minute. My question now is this: if i stick a sink at the end of the line, will everything work the same, but all the " remaining " resources, not picked up by the splitters and sent through the mk1 belt to the contructors will go to the sink, OR since the main belt is mk4 it will bypass the mk1 belts, having most of the resources sent directly to the sink ?

#

with this setup i mean: so TLDR: with that setup will the sink hog all resources since it's on the main belt that si fast or the splitters will give the same priority to both of the belts, both mk1 and mk4

woeful skiff
#

Here is my analysis. I'm not entirely confident my understanding is correct though: Once the system is primed, and assuming the constructors are fully producing (not blocked upstream somewhere), that last splitter will only be getting 40/min into it, the rest of it being consumed by the 11 previous constructors. The splitter will then evenly distribute 20/20 to the constructor and the sink.

mystic orchid
#

because the base idea would be to use this for rubber, i use the rubber in the constructors, leaving almost none for the sink ( since oit's at the end of the line ) but when the constructors stop ( because they are full or so ) all the rubber goes into the sink, allowing me to keep on producing heavy oil residue at the refineries

#

yes Byan, that is correct

woeful skiff
#

Yea that isn't really possible with our current technology. It is the most upvoted post on the qa site. Anyway, I don't think that the splitters will weigh their splitting based on the speed of the output belt, based on my observation it appears to evenly split things until the belt is backed up.

mystic orchid
#

ok so it means that my idea would work right ?

woeful skiff
#

You can chain splitters/mergers together such that the amount getting split off gets smaller and smaller to approximate that behavior -- so that when things are flowing a small percentage gets sunk, and when things back up all of it does. You can get that percentage as small as you like by adding more splits/merges. There's some guide on reddit, but honestly I've never really bothered setting it up.

#

It would work, but that last machine will be starved for resources, because half of what it needs will be getting sunk no matter what.

mystic orchid
#

isnt that what i have done there ? i mean, first splitter splits initially 240 and 240, if not for the fact that one side can only accept 60. so the second one has 480-60 and so on

#

ah sure bryan

#

i would remove that machine probably

#

or figure something out, i was just wonering if the idea was sound

woeful skiff
#

You can mitigate that by putting 1 extra splitter at the end, merging some of it back in and some of it to the sink. Then, only a quarter of that last machine's needs are being unfulfilled. (You can repeat to lower that percentage).

#

Removing the last constructor would have a similar effect.

mystic orchid
#

good idea

woeful skiff
#

well, the splitting and merging it backward into the production line is the crux of that

mystic orchid
#

well that is already in the design, this i showed is what splits out of the main bus, on the other side of the constructors of course it would merge back into the bus

woeful skiff
#

If you're feeding 480 into 12 constructors that require 40 each, there shouldn't be any overflow, unless the contructors start to get backed up.

mystic orchid
#

well precisely

#

that would be the idea, if for some reason they start to get backed up the excess goes into the sink, and my heavy fluid residue production continues

woeful skiff
#

But the problem is there's no way to really do that, you can only approximate it, because you will inevitably be sinking some stuff that should've gone into the machines unless / until they add something to the game.

mystic orchid
#

oh sure, yeah i know that

woeful skiff
#

ok yea, I'm probably over explaining something you already understand at this point ๐Ÿ˜„

mystic orchid
#

that's a price i'm willing to pay though to remove the issue of rubber stopping my heavy oil residue production XD

#

thank you for the help ^^

wind spade
#

Fyi there are recipes that use way more than 60 ipm

#

@opal yoke

opal yoke
#

not for constuctors

#

(none overclocked obviously)

wind spade
#

@opal yoke even constructors. Biomass from leaves = 120/min input, biomass from mycelia = 150/min input. Not even talking about output

#

and that's just a few examples

opal yoke
#

well who in their right mind would setup a full line for biomass production

wind spade
#

why not, biofuel is nice to get some extra power (as well as for chainsaw)

#

also - alternate steel screw have output of 260/min

opal yoke
#

1800 biomass ppm sounds a bit much for chainsaw usage ๐Ÿ˜›

#

obviously when you get into alt / overclocking you have to change things up but at that point this is no longer a question.

wind spade
#

you should use alts anyway

#

and I'm just pointing out that given your statement "no constructor recipe uses/produces more than 60 ipm without overclocking" is wrong

glacial hemlock
#

Biofuel is renewable.

opal yoke
#

well i barely did any harddrive up to 200 /hr gameplay

wind spade
#

uhh, your base must be so inefficient ๐Ÿ˜„

glacial hemlock
#

no, he is actually quite good.

#

He obeys the stay-home advice.

opal yoke
#

argue for the sake of argue is a waste of time, its quite obviously that one can also think for one selves.

glacial hemlock
#

True, Hard drives is just an option, they are not compulsory.

wind spade
#

well, I'm trying to help, we're in #math-and-meta anyway, so ๐Ÿคทโ€โ™‚๏ธ sorry if I insulted you or something, I'm just providing my $0.02

glacial hemlock
#

it has a page now๐Ÿ™ƒ

wind spade
#

ThE gAmE sUcKs BeCaUsE iT hAs No PrIoRiTy SpLiTtEr

woeful skiff
#

You could report that, but they already know the game is dogshit, don't you watch the streams?

boreal cypress
#

No you

stark lichen
#

my iorn thing is such a mess

#

1 to make screws

#

1 to make plates

#

1 to make rods

#

all going into a storage thing

glacial hemlock
#

How is that possible?

dark wadi
#

??? 3 iron nodes, plus the alt screw recipe. The description also excluded the smelting of the iron ingot, so there could be many things in the process that were left out of the "iorn thing is such a mess" statement.

limpid scaffold
stark lichen
spare pewter
#

Hello guys! Had few weeks brake from Satisactory. Are there any calculators updated for U3 or not yet? I know that greeny is still working on his project, I'm curious if there are any workarounds available.

sand garnet
deft lichen
#

only Anthor's map is up-to-date (what Tom just linked)

sand garnet
#

I think there's another one though

spare pewter
#

Thank you guys!

cobalt crescent
#

give me bluprint link browser ?

wind spade
#

there are no blueprints in the game

cobalt crescent
#

but changeable

sand garnet
cobalt crescent
#

thanks bro

wind spade
errant garden
#

@cobalt crescent you won't see anything like that, telling you the placement of stuff

The stuff that greeny has made, along with others, is that it'll tell you how much of each machine and where the outputs are going

fierce ruin
#

So is it me or the satisgraphtory gets really laggy after you add like over 6 nodes

#

I having a headache with splitting stuff to get perfect ration

#

ratio

wind spade
#

well, don't split in a perfect ratio then ๐Ÿ™‚

wise obsidian
#

Anyone know the lift generated by a refinery/oil extractor? Is it 10m like Water extractors?

oblique hollow
#

yep

#

all buildings apply 10 m, except for the buffers (variable) and of course pipeline pumps (20 m)

wise obsidian
#

ok, thanks!

#

Should not have decided to put the belts below the row of pipes on the last run of refineries !

quaint ferry
#

any help with burning through excess fuel/oil? ๐Ÿ˜ข

glacial hemlock
#

Build some tanks and flush often ๐Ÿ˜„

quaint ferry
#

I wanted to avoid manual flush'ing xd

wind spade
#

package and sink ๐Ÿ˜›

crisp dagger
#

do the nobelisk give awesome sink points?

wind spade
#

980

crisp dagger
#

thanks

haughty quail
#

@wind spade Hey I just wanted to thank you for your service to the community with your brainpower. Given that brainpower, do you think you could do a little update on your SSS #6 post by adding fluid train times? Not sure if the loading times vary because of the new capacities or not

wind spade
#

hmm, they changed the values recently, I'll have a look at it

haughty quail
#

I'm also still trying to wrap my brain around adding freight cars to expand throughput, and I wanna know the mechanics behind it

wind spade
#

simple, if you split one platform into two, you double the max time for the whole loop

haughty quail
#

I saw an old video Kibitz made a few months ago where he load balanced into more freight stations, but can't you achieve this with a manifold system?

wind spade
#

you can do a platform manifold easily

haughty quail
#

I imagine to get the best throughput you would rarely ever utilize 2 MK5 belt inputs, no?

wind spade
#

well you also can't utilize full 2 mk5 belts due to the 25ish seconds of locked input/output when loading/unloading

haughty quail
#

That's true. Essentially by splitting a belt into 2, based on your time table it should add double the time. I also read on the wiki that adding buffers on both sides can also increase throughput?

#

Though you'd think at some point the buffers would run out b/c the train can't keep up with it

wind spade
#

adding buffers theoretically increases throughput because of the locked input/output. Only sometimes tho

#

essentially if you have 1 full belt coming into a platform, you want to add ISC before the platform and connect both outputs from ISC to the inputs of the platform, so that the train can transport the full belt (same for output)

haughty quail
#

Ah I see. So the more reliable choice is adding more freight cars until you achieve the desired throughput

#

No ISCs needed in theory

wind spade
#

no isc needed if in the 25 seconds the items won't fill your belts up to the constructors and make them stall ๐Ÿ™‚

haughty quail
#

If I do have ISCs on the input end, do I also need one on the output side by having 2 outbound belts going into the ISC, then one coming out?

wind spade
#

if you plan to use full throughput of that belt, yes

#

if you're only using part of the throughput, you're fine with the belts coming out of the platform

haughty quail
#

Sweet, thanks! I think you'll be satisfied with the new numbers and capacities they adjusted on fluid logistics

wind spade
#

I don't really mind, since I don't play the game ๐Ÿ˜‰

glacial hemlock
#

Freight platform locks the flow of items for 25 seconds per load/unload.

glacial hemlock
#
Satisfactory Wiki

Equal Splitter, a.k.a. Balancer refers to a type of building style where Splitters are built in a nested way, such that all downstream buildings receives equal amount of material, regardless if the supply belt is providing sufficient input. Factory built this way tends to star...

#

not sure if the page name is appropriate. How do you call this?

dull bolt
#

Load balancer?

glacial hemlock
#

Hopefully this page will answer all the question regarding 1:5 splitter, and other ratio.

cedar mica
#

1:5, is just 1:6, with of the 6 being merged back to the one

glacial hemlock
#

yes.

#

building the true 1:5 splitter can be a bit tricky.

wind spade
#

See also

  • Manifold
#

more like

Better use

  • Manifold
sand garnet
#

lol

cedar mica
#

Only place I concider balancers, are power plants. Specially early game

woeful skiff
#

Just make that page a redirect to the factorio wiki ๐Ÿ˜†

glacial hemlock
#

Factorio balancers are hell more complex to build than in satisfactory.

woeful skiff
#

I'm just poking fun, thanks for your hard work for the community.
But seriously I don't think you don't need load balancers in this game.

glacial hemlock
#

If you ask me which team I am in, I will stick to the manifold.๐Ÿ™‚

#

I create that page for the sake of answering questions.๐Ÿ˜‚

sand garnet
#

team uninstall !

#

i dont think anyone searches for 'equal splitter' when they want to search for 'balancer'

wind spade
#

Factorio balancers are easier than SF balancers ๐Ÿค”

cedar mica
#

2D is easier then 3D...

wind spade
#

well that's not the point. Factorio has priority and 2:2 balancer as one entity

#

also, balancers can be more than 1:X, wiki just lists those

glacial hemlock
#

yes. I noticed that. I have moved the page from 'balancer' to 'equal splitter' because balancer is another level of topic.

#

they can have more than 1 input.

cedar mica
#

The reason Factorio balancers are easier, is that you dont need to move the belts in the same way we do.

glacial hemlock
#

haha. reading it.

crisp dagger
#

I'm trying to set up efficient farms for the awesome sink. so far it seems like heat sinks are the best. Anyone else found an efficient item to use to farm coupons?

scarlet marsh
#

refine your heat sink into turbomotor

glacial hemlock
#

each end product worth more coupons then its ingredients combined.

spare pewter
#

Anyone remember which recipes for plastic/rubber/fuel were the most efficient in getting the most resources out of the 1 crude oil? And if there was a way of making rubber-plastic to reuse all the byproducts so chain overall have no byproduct?

trim geyser
#

I really miss the 2-2 balancer from factorio. That one would make things a lot easier on sf.

#

A combination of merge-split

spare pewter
#

A combination of merge-split
@trim geyser Customisable mergers/splitters would be cool, where you could set what's an imput and what's output.

cerulean raven
#

@spare pewter try HOR, diluted packaged fuel, recycled rubber, recycled plastic and thereโ€™s a residual rubber in there too. Itโ€™s a good system for plastic and rubber

trim geyser
#

Customisable mergers/splitters would be awesome

spare pewter
#

@spare pewter try HOR, diluted packaged fuel, recycled rubber, recycled plastic and thereโ€™s a residual rubber in there too. Itโ€™s a good system for plastic and rubber
@cerulean raven Thank you, will check it out.

limpid scaffold
#

@silk lintel take a look at Advanced Logistics mod, this does exactly that.

glacial hemlock
#

@spare pewter search HOR in the wiki, there is a diagram, perhaps that is useful to you

silk lintel
#

???????

summer field
#

Which Falk is right falk?

glacial hemlock
#

Lol

ancient marten
#

Not sure if this is math or not but I accepted a harddrive recipe of 5 iron ingots to 20 screws, normally 5 iron bars which is 5 iron ingots gives you 22 screws but this removes assembly is it worth it?

woeful skiff
#

How are you getting 22/min from 5 ingots?

#

Default recipes: ingot to rod is 1:1, rod to screw is 1:4
So 5 ingots would be 20 screws.

summer field
#

5:20? Seems a bit off.

woeful skiff
#

Casted Screws is 12.5 ingot/min to 50 screws/min.
5 ingots worth of that is 5/12.5 * 50 = 20

fathom minnow
#

the benefit to going from ingots to screws is mostly a footprint benefit, when you need a lot of screws it sucks to have to run out a huge line of constructers for iron rods

woeful skiff
#

Well casted screws are definitely worth it. I was just questioning where the number 22 in the original question came from.

glacial hemlock
#

@woeful skiff it is correct, for the current version

ancient marten
#

Wait no @woeful skiff you are correct! So bassicaly its just the same output but easyer! well thats good

obtuse elm
#

@woeful skiff I think that's Steel screws

#

ohh nm my page didnt scroll down.

sand garnet
#

guys, can you think along with my conceptual 600m3 water per min through a pipe for coal gens even though pipes have a max of 300?

#

coal gens require 45 water p/ min meaning we can run 6.67 coal gens on 1 pipe.
Lets round that down to 6
if I have 3 water extractors on 1 side of the pipe, that filles it up to 300 per min from the left side

if I do the same on the other side then the water in the pipe will collide with the water from the other side

glacial hemlock
#

correct.

sand garnet
#

or rather, if I am able to use the water before it hits the right side, then that section is empty

#

so I can also fill the pipe with 300 per min from the right side

#

for a total of 600 per min

glacial hemlock
#

So at the center, there is basically no flow. A pipe segment with zero flow can be safely removed from the setup.

sand garnet
#

sure, but its easy to set up

glacial hemlock
#

but it is not 600/min

sand garnet
#

yes and no, its 2x300 so not 600, but for all intents and purposes, it's a single pipe with 600m3 per min for structures connected to it to use

glacial hemlock
#

kinda.

sand garnet
#

I wonder how viable this is as a sort of expandable setup if we ever get mk2 pipes

glacial hemlock
#

I also wonder if this will work.

sand garnet
#

i dont see why it wouldnt

#

this is what differentiates pipes from belts

glacial hemlock
#

yes, they equalize more easily, and they are non-directional until they are balanced by the supply and demand.

nova steppe
#

anyone got a good blueprint for a motor fac?

buoyant turtle
#

has anyone come up with a system for making uranium pellets were the sulfuric acid doesnt jam when it backs up?

dapper sonnet
#

Feed the pipe of acid coming out of the pellet refineries back into the acid in pipe and put a pump just before the junction .

buoyant turtle
#

But considering the fact that you won't be using 100% of the fuel rods, they will back up. So eventually, the acid will back up. When the system is completely full it won't be able to make more sulfuric acid because it's full, leaving you with no uranium. Your solution doesn't fix this

torpid robin
#

can you sink fuel rods?

split torrent
#

what are we talking about here?

buoyant turtle
#

can you sink fuel rods?
@torpid robin yes

torpid robin
#

so why dont you just sink excess rods. then you can feed the pipe back as corwinmda said

buoyant turtle
#

Pretty sure you can sink anything that's not nuclear waste, items that can't go on belts, and some special thing like Sam ore

#

Well in that case you don't even need the pump right?

#

Btw can you use an unpowered pump as a checkvalve without affecting anything else?

shy mason
#

you can package the sulfuric acid and awesome sink the packaged acid, though adding constant flow of plastic packaging is going to be a pain.

tired barn
#

so what clock speed would i have to set a refinery to to process exactly 3.75 oil residue into fule

slender quiver
#

Pretty sure you can sink anything that's not nuclear waste, items that can't go on belts, and some special thing like Sam ore
@buoyant turtle Can't sink alien parts

lyric pecan
#

since im working with nuclear power and have no real use for fuel anymore... whats the best way to process oil... do i make fuel and then use the polymer for plastic and rubber? (using excess rubber+fuel to make additional plastic if needed)

#

or should i just process all the oil in to plastic and rubber directly, and destroy the excess liquid in the sink?

glacial hemlock
#

liquid loopback can be easily dealt with dedicated refinery only accept input from the loopback.

#

uranium pallet recycles quarter of the fluid, so build refineries in 4, 3 accepts fresh acid, and 1 only accepts the loopback.

#

this way you won't need pumps.

dusky rock
#

Just been thinking about oil stuff since I'm about to unlock it all I'm assuming it's not worth overclocking a pure oil node since I'm only able to still get 300 oil per min from it no matter what?

spare pewter
#

@dusky rock Yup, you won't be able to push more than 300m3/min through a pipe.

peak estuary
#

You can double the pipes from it, cus it can still deliver 600, but only pass thru 300 in one pipe. Double the pipes. From one extractor.

spare pewter
#

@peak estuary It won't do anything. There will always be a small, single pipe before that junction, so he still won't be able to get 600m3.

peak estuary
#

@peak estuary It won't do anything. There will always be a small, single pipe before that junction, so he still won't be able to get 600m3.
@spare pewter fair enough.

dusky rock
#

Ah thats a shame then, would love to have a lot of oil lol

glacial hemlock
#

you can maximize the output product with that limited amount of oil

clear gulch
#

what do u think about nobelisk? in my opinion riffle is useless. because u can use nobelisk!

glacial hemlock
#

they have their own uses. If you can throw nobelisk accurately, they can be more deadlier than rifle.

cold island
#

i found hitting red/green spitters hard with nobelisk and it doesent kill them . But with rifle it is super useful to kill them

glacial hemlock
#

rifie is good against flying crabs and spitters

cold island
#

and you do not need to stay close, so it is easy to evade projectiles

#

super easy to kill*

glacial hemlock
#

I am thinking using equipment workshop as a cover for alpha spitters, but need to experiment it.

#

they have door, windows, roof, all come in 1 click.

spare pewter
#

C'mon, it's not that hard to kill those animals. No reason to overthink it.

fierce ruin
#

whats the meta for spider killing?

wind spade
#

bash/shoot them with a weapon of your choice until they don't move and then a few times more just to me sure

unborn ermine
#

bladerunners, smash and hop

#

pretty much the same as hogs tbf, just spookier.

glacial hemlock
#

For the small one, just bash it. They are meh. The large one: when they use melee attack, make sure to use blade runner, run to the sideways. But there is also a chance that you won't be able to dodge. Their jump attack and charge attack are easier to dodge

woeful skiff
#

Once you get nobelisk and a jetpack it's pretty easy to keep your distance and just bomb the crap out of them.

#

C'mon, it's not that hard to kill those animals. No reason to overthink it.
@spare pewter They are challenging, no reason to belittle people who aren't as good at twitchy video game combat as you are.

spare pewter
#

It just needs some practice, like everything.

glacial hemlock
#

And there are some players who don't like the combats at all until they want to ditch the game

woeful skiff
#

It's not nearly enough to make me want to ditch, I love the game. I'd just say they no more than a minor annoyance most of the time. I definitely want some challenge in the exploration and in particular I like how sections of the map are gated behind teching up to nobelisk to clear out the poison flowers. But I don't play fps shooter or any fast paced combat games like that and just don't enjoy that aspect.

glacial hemlock
#

But there are certain strategy that can be used to kill them very easily, all mentioned in wiki

lyric pecan
#

I think the calculator is broken, or my brain is broken. It's claiming i need 54 smelters to produce 640 caterium ingots.

#

smelters produce 15 caterium ingots per minute. So, 640, divided by 15 = 42.6

#

where did it get the extra 12 smelters from?

unborn ruin
#

when comes satisfactory

lyric pecan
unborn ruin
#

on steam

shrewd yacht
#

can one normal sulfur node supply 166.66 fuel generators via compacted coal?

#

OC to 250% on an MK3 miner that is

#

600/minute -> 40x15/minute=750 turbofuel @ 4.5/minute consumed

glacial hemlock
#

Which calculator you are using? U3 don't have oil pumps anymore

#

But the quantity of constructors is correct๐Ÿ˜„

#

Smelters produce 12 caterium ingots per min as of U3

#

@lyric pecan

lyric pecan
#

the smelter says they produce 15?

#

if they consume 45 caterium per minute, and only produced 12 ingots, that would be a consumption of 3.75 ore per ingot... which i dont think the game would support

#

so if they only produce 12 per minute, then they must likely consume 36 per minute?

#

@glacial hemlock

glacial hemlock
#

Ops my bad. I looked at it wrong

lyric pecan
#

so it is 15 per minute?

glacial hemlock
#

Ok, the calculator is outdated. You are correct

lyric pecan
#

ah right, good to know my brain can still do basic maths lol

#

i lie, my phones calculator actually did it

glacial hemlock
#

it is ok, the world doesn't care how you get the result, as long as you get it right.

shy mason
#

quickwire constructors took 12 cat ingots per minute, must be where you got that number from.

modest elk
#

Hey i don't understand what 1.7 or 2.4 mean

sand garnet
#

amount of machines, probably

#

but greeny's calculator is not up to date yet

shy mason
#

you're good if you round it up to closest whole number, so 2 and 3 in practical terms

tired barn
#

what clock sppeed should i set a fuel gen to so it consumes 12 fuel per minute?

spare pewter
#

It may not be possible to get exactly 12 fuel/minute.

torpid robin
#

Why do you want it only consuming. 12 a min ?

spare pewter
#

You would need 5s burn time to achieve this.

tired barn
#

cause i'm getting in 42 from my acess residue

#

and i like opperating things exactly

#

also damn

fierce ruin
#

lol

spare pewter
#

You will never make thing perfect with power generators.
Fuel consumption depends on load, so you this generator would have to be running on 100% load all the time.

#

If it's load is only 50%, then fuel burns twice as long

#

Do not spam here Levi

fierce ruin
#

@spare pewter what

tired barn
#

so i just pump the excess into one running at 100 and i should be fine?

spare pewter
#

One fuel generator running on 100% load uses the same amount of fuel as 4 generators on 25% load.

fierce ruin
#

uhh...... ok

spare pewter
#

Youwould have to connect it to something. Like bunch of hyperloop enterances to make it working on 100%.

#

Allthe time

fierce ruin
#

@fierce ruin yumm

spare pewter
#

<@&387163995947270144> @fierce ruin is spamming

fierce ruin
#

sorry

spare pewter
#

I asked you not to.

fierce ruin
#

ok

tired barn
#

i'm gonna have three running

#

cause i have 42 fuel coming in

stone orbit
#

@fierce ruin this is your one official warning

#

don't do that

untold linden
#

is there a load balance calculator anywhere? i'm trying to balance a 780 line into 17 Constructors for concrete, they take 45 limestone a minute

spare pewter
#

@untold linden Why would you do that? There is no need to. If you want, yeah, sure, it might be possible, but it may end up very complicated.

untold linden
#

i'm just trying to get used to load balancing, i usually do the overflow method

#

would you suggest to do the overflow?

spare pewter
#

Well... You got yourself very complicated setup to try ๐Ÿ˜… With odd number like that I'd go with overflow. I sometimes balance setups where you can divide amount of machines by 2 or 3. Those are the easiest ones and they are not too complicated to make.

#

With other numbers things start to get tricky.

untold linden
#

i just went with overflow ๐Ÿ˜‚

jagged grail
#

Are trains viable for shipping water to reactors?

spare pewter
#

Are you playing EA or Experimental?

jagged grail
#

Experimental

spare pewter
#

So may be. They increased capacity. However, you will still have to use at lest few trains and propably few train stations (so trains won't collide and pass station when other is unloading). You would have to do the math how long will it take travel by train and how much would you need. Personally I'd just build power plant closer to the water source and just use extractors, even if it would require using a lot of pumps (trains and stations also use alot of power).

errant garden
#

@untold linden splitting a line evenly into 17 is not worth the effort in the slightest, as well as being pretty much impossible, due to 17 being a prime number

You might as well just do a manifold

#

Oh nvm

glacial hemlock
#

@untold linden @check wiki on balancers.

#
Satisfactory Wiki

Equal Splitter, a.k.a. Load Balancer refers to a type of building style where Splitters are built in a nested way, such that all downstream buildings receives equal amount of material, regardless if the supply belt is providing sufficient input. Factory built this way tends to...

haughty quail
#

Is it just me or is my perfectionism inhibiting me from continuing on in the game? I wanna automate reinforced plates, but I wanna use the alt stitched iron plate, but in order for me to do that I have to access another copper node off in the distance. But for that to be viable I need a truck system and automated power that goes with it, yada yada yada. I either spend the time calculating the ratios for a reinforced iron plate stock factory, or run around trying to get a 2nd belt of copper in

#

My 1st copper node is currently used for copper sheets

toxic island
#

100% copper sheets and you've already overclocked it as far as you can?

haughty quail
#

I can still overclock to 120 since I haven't unlocked steel yet

toxic island
#

but yes, perfectionism can make this game a much bigger time sink than otherwise

haughty quail
#

I do have the alt iron wire recipe if that helps. The thing that sucks is that I don't know how I wanna allocate my resources, especially with there being so many alts out there

toxic island
#

Divert some off, shut down some of the sheets, or keep alt-recipe hunting for iron wire.

haughty quail
#

Ideally I wanna get to a point where I can have water in all my alts because it's so abundant

toxic island
#

yeah, iron wire works good for stitched sheets. Iron is a lot more abundant than copper

haughty quail
#

Plus I can make pure iron later on

toxic island
#

I think most of those are for end-game optimization of extracting as much as you can from each node. You can easily climb the tech tree without min-maxing to that degree.

haughty quail
#

That's true

glacial hemlock
#

Your drive hunting can be pushed back until you have unlocked jetback. Before that just spaghetti your starter factory, aim for advancement instead of efficiency

#

If you really want to max your RIP efficiency, you need pure iron ingots, iron wire and stitched plates

fierce ruin
#

You will rarely be producing "everything", 100% of the time. Simply setup overflow systems to lead to whatever needs it next and priority for everything at the bottom of the chain, obviously. (and/or priority for items you take, if you find yourself needing a lot of individual items "first". Otherwise, put your personal stock at the end of the chain.)

Unless you are constantly feeding excess into a ticket-machine... Expect chain-reaction energy spikes as hundreds of, previously stopped machines, suddenly fire-up to replace stocks.

I'm still waiting for smart-power poles that just won't turn on, unless there is enough power to run everything attached to it. That way, everything can just cycle through production, as needed, without tripping breakers.

#

Or more realistic power-levels and some kind of power-zone access panel.

toxic island
#

Definitely needs breakers at least

storm ingot
#

What noesis says is why I run independent powergrids for the production systems, that way stuff on and offlining run independent of eachother.

fierce ruin
#

My memory kills me when I try to do that, near my power-grid. I made a whole elaborate setup to kill zones, but forgot where each connection actually went. (No signs)

#

I got desperate once and just dropped items near the connections... Coal, Iron, Copper, etc... ๐Ÿ™‚

#

What I wouldn't give for a simple system like minecraft "Picture frames" or "Signs", in this game.

#

Or something showing the total load of connections on a line.

#

Instead of the whole system load, which is always the exact same as the supply, and redundant to display.

wind spade
#

Color the stuff :)

frigid orchid
#

anyone know the ratio of how many coal gens, too one water extractor?

dull bolt
#

8:3 (2.666... coal gen/ water extractor) If I recall.

spare pewter
#

@frigid orchid Coal gen needs 45m3 of water, one water extractor pumps 120m3/min on 100%. It's not a perfect system, you would have to downclock extractors or make bigger setups to match it. Keep in mind, that single pipe have max. throughput of 300m3/min.

wind spade
#

I'm so triggered by the foundation clipping in the sand

glacial hemlock
#

lol

#

i actually built the foundation a bit too low, the water level is even higher than the foundations (like, 10 cm?)

fierce ruin
#

whats the meta starting area?

#

overall best
pros/cons

wind spade
#

depends what are you aiming for

fierce ruin
#

aiming to beat the game

wind spade
#

if you're aiming for any bigger build, it doesn't really matter as you would have bases all around the map

#

if you're just aiming to play the game on a small scale, then I'd say northern forest or whatever the name of the location is

fierce ruin
#

yea, forest start has many pure nodes
but i was thinking that in grass lands you can collect hard drives easier early on

#

maybe that would make up for the impure/normal nodes?

wind spade
#

idk, there are a few drop pods pretty close to the forest start

fierce ruin
#

also easier slugs

wind spade
#

and you don't need that many slugs if you have pure nodes

fierce ruin
#

i was thinking of collecting more drops

#

and if you want to get like 20+ drops, the biomes near forest kinda suck

wind spade
#

you still need to get a lot of them if you are aiming for efficient factory, you still need to go through almost the whole map

#

@fierce ruin that doesn't belong here

#

<@&387163995947270144> it's in a lot of channels

lethal fable
#

ugh

fierce ruin
lethal fable
#

ty

glacial hemlock
#

it really doesn't matter where you start, it only takes 15~20mins to walk across the diagonal of the map.

spare steeple
#

I need to ask

#

What is the best setup to use to make 10 modular frames/min

#

as the maths for it gets really grusome

#

For reference, I can only use Mk1 miners and Mk2 belts

#

Wait hold on

#

Unless I wanted to use a lot of ore nodes, that isn't great.

#

Hm

glacial hemlock
#

You rarely need so much modular frame before tier 4, and once you get tier 4 you have better miners and belts

spare steeple
#

So how many modular frames/min should I be aiming for

glacial hemlock
#

5 at most. Or 4

#

Online calculators are your best friends when it comes to building ratio

spare steeple
#

Thing is online calculators end up producing a messy visual look on how it should be done

glacial hemlock
#

Then it depends on your instinct

warm elk
#

@spare steeple 3 constructors, 3 assemblers. required bolted plate, bolted frame, and steel screw alts. very compact. gets you 10/min

spare pewter
#

I prefer to build a bit overkill factory so later I won't have to expand/build another factory when I will start HMF production. I will be able to use what I produce already. In worst case, it won't be running 100% at the beggining, but if you upgrade miners and belts later you will bring it to maximum throughput. And use tractors to bring materials in from nodes that are far away.

warm elk
#

can post a screeny for u if u want

spare steeple
#

@warm elk Thanks my dude.

warm elk
#

can i post imgs here?

#

nvm. ill just DM u

glossy isle
#

Does anyone knows how many coupons we need to unlock everything in the coupon shop?

#

I ask because I did some math here and created a function that shows how much each coupon will cost, wanted to see how much sink points we need to get everything

#

For 500 Coupons for example, the cost will be 13.779.000 points

sand garnet
#

maybe the wiki has a list of available shop items

glossy isle
#

1691 coupons if my math is right

upbeat tide
#

I think I am overdoing things a little ๐Ÿ™‚

Building a crystal ocilator setup and I just finished setting up a pure iron ingot setup that will make 1430 iron ingots a min at max capacity... off one pure node

#

If I did my math right, just half that supply can support 20 crystal ocilator lines

glossy isle
#

so if you want the Golden Nut Statue:
1691 Coupons cost: 158.485.500

Without the Golden Nut Statue: (691 coupons only) the cost will be 26.451.000
And to unlock everything except the statues you will need 116 coupons, that will cost 723.000 points.
Or approximately:
7 Hazmat Suit
or 8 Supercomputer...

remote dragon
#

this is very usefull

#

ddo u know the time to make all this

#

a good way to do this is using the quick wire

#

no is fast

#

but if u dont want to expend super computers or your important ressources into this, its a good way to make your 116 coupons

#

so u need 12 hours of 60 quick wire per min into the machine

#

if u use 1 slug or find a pure node

#

can double it

#

so in 6 hours u can do it

#

that time its enough to upgrade you factory enough to speed up this with high tiers itens

lunar pivot
#

Is it possible to play with my kids on multi-player from one computer to another on the same account?

upbeat tide
#

Sadly no

#

One computer yes but would need VMโ€™s

#

And multiple epic accounts with the game purchased

empty hemlock
#

actually don't, just need to install it with one account and then you can switch to another one

upbeat tide
#

Playing simultaniouslly though would require more than one account tho right?

empty hemlock
#

yes, you can't connect to yourself through the API

shadow mortar
#

Hey Ficsit Employees of the month, one short question. I build 1 Water Pump and 4 coal factories. The Pipes are allways full , even though it shouldn't be possible right? Or is my math wrong?

sand garnet
#

if it's working for you, that means your power is below the requirement of 4 generators running at 100%

#

1 water extractor can only supply 2.66 repeating generators at 100% production

shadow mortar
#

ah ok, thats why. Ty very much

sand garnet
#

a coal gen at 100% requires 45 water

#

a water extractor at 100% provides 120 water

high saddle
#

Hey, I haven't touched the game since the Alpha release. I'm aware a lot of changed. I'm curious if there are any commonly available diagrams of the basic layouts for maximum efficiency?

woeful skiff
#
--S--S--S--S--S--S
  |  |  |  |  |  |
  X  X  X  X  X  X
sand garnet
#

you dont need more than that ^^^

woeful skiff
#

Except mergers on the other side. Those are implied.

lyric pecan
#

If i don't need fuel for power, then the most simple way to process oil, is directly in to plastic and rubber right?

#

i'm not missing anything am i?

#

fuel is pointless if not for power.... and the only other reason to process oil, is plastic and rubber?

woeful skiff
#

How do you jetpack without fuel, fishface?

lyric pecan
#

i've covered most of the challenging content without mods, so, now i just fly

upbeat tide
#

Fuel isnt pointless, your trucks guzzle it!

#

Also turbofuel is some of the best energy stuff in the game IMO

#

I have a setup that turns 450m3 fuel into enough turbo for 55 gens

#

As byproducts go, petroleum coke is very useful. It is required for alumenium (without the right alts), and can be used with certain alts like Coke Steel to make tons, and tons of steel

#

Petro resin isnt that useful IMO, I just dump it

lyric pecan
#

not relying on trucks, just trains and belts

#

petroleum coke also comes from plastic and rubber production, not fuel

upbeat tide
#

Yes

lyric pecan
#

without jetpacks or trucks/tractors, or fuel power stations... I dont need to process oil in to fuel?

upbeat tide
#

My oil refinement system is kinda nutty tho, think 100+ refineries

lyric pecan
#

I can keep my refineries much simpler, and just process plastic and rubber?

upbeat tide
#

No without those no

lyric pecan
#

then process the residue in to coke, and burn off the excess in to an awesome sink?

upbeat tide
#

Unless you want to use the coke yes you need to sink it

lyric pecan
#

cool, the way im planning this factory, there's no do-overs

#

So, if i process these 6 pipes in to plastic and rubber... i'm gonna be really annoyed if i find out i made a mistake

upbeat tide
#

I always plan on changes, for ecample I decided to increase my iron ingot supply from 910 to 1430 because I wasnt leveraging a mk3 pure fully

lyric pecan
#

right now, i've setup 1320 iron, 2160 steel, 3000 copper, 720 caterium and 720 concrete

upbeat tide
#

Majority of that is destined for crystal ocilators, but that capacity is dependent on how much crystals I can make

lyric pecan
#

i think the iron production is a little low, and that factory isn't using the full potential of the 2x 780 iron belts they're being fed

upbeat tide
#

I built semi-de centealized

lyric pecan
#

but it has a little wiggle room

upbeat tide
#

Techniclly have 4 main factory locations

#

First is home base, second does HMF, third is my first steel foundary, and fourth is my oil refinery. Which ironiclly is my largest instellation

#

And I am tapping 3 pure, 2 norm, and 1 impure oil nodes

#

2 pipes - rubber
2 pipes - plastic
1.5 pipes - fuel

Fuel to tirbo > 55 gens

Coke - make 1800 last I checked used for coke steel alt mostly, rest burned off

Resin burned off

And im building my crystal ocilator setup right next door

willow igloo
#

one day I'll have a permanent base... for now I'm continuing to expand my early to mid-game bus, which I acknowledge won't be a good long term factory

#

I call it my "factory factory"

#

it feeds enough to build factory lines, but eventually I want to have 3 main factories, 60/min of Heavy Modular Frames, 60/min Super Computers, and 60/min Turbo Motors, or maybe I'll make it all in one

upbeat tide
#

Good luck with that...especially turbo

pine wedge
#

Thats a lot of turbo motors

upbeat tide
#

Dunno if there even enough nodes for all that tbh

willow igloo
#

I've looked at the max possible resources on the map. You need to work with all the best alt recipes to make it work

#

working under the assumption that pure nodes can only output 780 since it is belt limited by mk 5 belts

#

it's tight, but the biggest bottleneck is actually in oil

#

if we ever get mk 6 belts that can handle at least 1,200/min, we can finally fully utilize pure nodes to their max

lunar pivot
#

Or those cursed 3 letters. M then O then D. Then you can have your mk6.

remote dragon
#

i feel my entire body having goosebumps

fierce ruin
#

is my statistics good ?

#

not sure if thats the way to play the game

glacial hemlock
#

quite modest. What stage you are in now?

#

you are doing good, as nothing is underproduced.

fierce ruin
#

im at 6

#

i wanted to do a 100% optimized production line, meaning nothing stops and nothing over produces

#

machine produces something it is immediatly used by the next machine when it finishs its production etc

#

around 100 cons and 100 assemblers all working in sync

vernal iris
#

1 MK1 Miner on a normal node should supply 4 Coal Power Generators, right? It easily supports 5, maybe 6, am I reading the math wrong?

fierce ruin
#

no it's good for 4 coal power generators but i'm not sure that it can supply 5 or 6 generators

sand garnet
#

15 coal per generator

glacial hemlock
#
Satisfactory Wiki

The Coal Generator is a building that generates Power by using Coal and Water. It is the first fully automate-able power source the player has access to and also the first power source to use a mined resource.
See Tutorial:Setting up Coal power for a step-by-step tutorial on...

wind spade
#

@fierce ruin it can't supply more than 4 coal gens (if it's 60 coal/min)

fierce ruin
#

i said i'm not sure but thanks for the information

glacial hemlock
#

you will unlock better miners and belts later on, and there are many potentials to expand the coal power setup.

#

Overclocking, sulfur for Compacted Coal, etc.

glacial hemlock
#

any other commonly-used acronyms in the community?

sand garnet
#

oil extractor is a mighty acronym lol

glacial hemlock
#

Lol

wind spade
#

TM, MF, HSC, ACU, ECR

sand garnet
#

never heard the last 2

wind spade
#

electromagnetic control rod

#

and adaptive control unit

glacial hemlock
#

Ok, i will add hsc

orchid iris
#

Which one is better out of these three: Quickwire Stator, Electrode Circuit Board or Heavy Oil Residue?

woeful skiff
#

You are going to be shocked to hear this, but many of us have not memorized all 70 alternate recipes by name.

orchid iris
#

Im kinda new

woeful skiff
#

People post screenshots of their options sometimes and then people will usually chime in with opinions.

orchid iris
#

i'm kinda away from my base rn searching for hard drives but i quickly asked to find out which one is best pre oil

wind spade