#math-and-meta
1 messages Β· Page 447 of 1
@woeful skiff we do.
Anyone fancy doing a little ratio maths? :P
I need to setup this adjustable splitter to give both belts 540 ingots each
1 left 3 right?
the belt on the left has 360, it has a deficit of 180 ingots from 540
720 / 180 = 4
so, sooooo 3 units of 720 should be 540? and 1 unit of 720, should be 180?
right?
Or just put normal splitter and let it balance itself π
true lol
use 2 splitters and 2 mergers if you really wish to build a balancer.
@lyric pecan Yes, you want to send 1 unit left for every 3 units right.
thanks
pro tip, if ever you want to lower a belt's throughput by 60 at a time, have it go through a normal splitter, a mk 1 belt output (which in the case of 720 going through) will only split off 60, lowering it gradually down to your desired 540
so going from 720 to 540 is 180. Go through one vanilla splitter, 1 exit with a mk 1 60/min belt and 2nd exit with a mk 2 120/min belt. 3rd belt will have 540
then you just merge those smaller output belts into the 360 to make your 2nd 540
well, I tried just using a vanilla splitter and letting the belts balance themselves out... but what's actually happened it that clogging on one of the belts has ever so slightly slowed down throughput of ingots.... seems like the total 1080 that should be running in to these machines, is more like 960-1000. I have 4 machines that aren't processing anything 70% of the time.
clogged belts do not balance themselves out, they slow down overall throughput. i'm gonna put an adjustable splitter in there.
@lyric pecan if you don't have more than 780 items per minute on one belt, then clogged belts do balance out. It's called a manifold and works mostly based on "clogged belts"
the clogging on the belt is creating delays of a fraction of a second
which is not an issue since mergers/splitters have internal 9 items inventory
well the uptime on those 4 machines has increased since using an adjustable splitter
the machines ive setup require exactly 540 x 2 ingots
and supplying exactly 1080 ingots
i can't afford to have a tiny delay
for machines stop running
i gave it a good 15/20 minutes
there was a noticeable stuttering from the 720 belt
this way makes me feel happier anyway π every belt is moving at full speed and every machine is processing
also "I can't afford to have a tiny delay" is a bit exaggerated imo π
I am thinking about stacking my design on top of itself, as many people suggest. My question is: How do the upper floors get any resources, since the pathway is already used by the first floor?
@viral girder I create aisles. 1 sec I'll throw something together in MS paint
@pine wedge much appreciated as this is stumping me atm.
I'm such a bad artist
my view
OK - so first floor you have a bunch of machines making rods and plates
... The Giraphant just used my stairs to now mindlessly wander on the main floor of my factory. smh.
Before we get conveyor lifts, there are spiral conveyors.
3 water extractors and 8 coal generators w/ a mk 1 miner on a pure node is 100% efficiency right?
yes.
yep. got mk 2 belts
also this way your pipes are only transporting 180 fluid, so that not 100% efficient
lol
I went 3 full pipes to 20 coal gens. Then just repeated it 10 times . The belts donβt work out as neat as the water . But thatβs easy to deal with
I'd even say belts work better, why do you think they don't? π
Cause a 270 belt only can supply 18 not the 20 the water does is what I mean
I do not have the 450 as of yet
well, if you can do it, then you are pleased to do so.
none is good, but 3 is the best among them.
I'd probably take 3 but then never get around to using it. I don't know what beacons ever really need to be optimized for and there's only so many space elevator deliveries.
Well, I wouldn't not use it, I just don't know when I'll be making any more rip's and I have no intention of rebuilding the existing rip's I'm producing.
I feel like you need to pick up the alts pretty early for the space elevator alts to be helpful.
I do hope they find a way to make the space elevator and the parts it requires relevant in the end game.
if the next delivery is released, then you will have a new goal for it.
I would say each delivery is 5 to 10 times more difficult as the previous
True
lol, i see you are typing a lot. It is just one word π
That is still finite, compared to other products in the game which have no time in the future that I anticipate never needing them again. So in my brain I'm comparing finite to infinite and the one I'll use forever always seems to come out ahead π€£
Yes, sometimes I struggle with written communication.
if you want infinite challenge, then buy all Golden nuts you can afford. Yea that would be infinite
If you pay attention you'll probably notice that over 50% of the "Bryan is typing..." never even result in a message being sent.
k so 3 sounds good
you skip a step and saving some power, then you lose 0.666 screws for each RIP.
it is good though
I have casted screws so it's pretty good tbh
How do i dump water when making aluminium?
click on the pipe, pull the "flush" level and flush the water.
If you asking how you can use up the "excess" automatically, there are options. Find a recipe that you don't care about that uses water as an input "wet concrete for example" and then just sink all the product.
Or you can create and elaborate feedback system that feeds the water produced as waste back into the system as input.
i did the elaborate loop.. it went horribly wrong... I guess concrete makes sense
I do believe that is one of the big challenges for making "aluminum". I saw one post in reddit where someone had reduced their production down so that it worked. I will see if I can find his image and post it in screenshots.
it works as long as I pull on alu, but when alu starts to back up... the pump floods the system
I guess I could dump alu but that feels so wrong
Send some of your alu to the sink. so that you constantly make it.
excess water β pure alts?
I want my pure alt to run tho π not run out of water when alu is producing lol... wtb a if gate on pipes.
I could train it... hmmm
You would ultimately I think need to be sinking something since you'd then have tied together alum and the pure alt production.
I posted what someone else's solution was in screenshots.
yea I am using coal
You can always put a water pump on the pipe and NOT power it to create a backflow preventer if that is what you are trying to do.
100 water then 30 from alu
also janky because alu makes 80 and need 90
so I made 8x9 π
i was wondering if the overflow trick worked on trains
pump water into a station then use the output
if it backs up the train runs off with it to dump
i did the elaborate loop.. it went horribly wrong... I guess concrete makes sense
@left flame I use a train station for water delivery there and the waste water just flows down from my platform into the upper inputs of the train station that is connected to the pumps. Like that I donβt have that problem ^^
That actually sounds like a great solution to fix the 'water' problem. lol
I am using height to prevent "backflow"
Now I'm thinking of the costs of pumps vs loading it all into a train to bring water to heights, or do you just have a train unload water at top of a cliff for free water potential energy. Might be easier to just use a belt lift and two refineries to packageπ
Does quartz crystal get used in anything other than crystal ocilators?
I dont need silicon anymore for alu, got that alt recipe that removes that need.
alternate recipe for radio control units, otherwise nothing else
you do need silicon for alternate uranium cells that will eat a bunch as well
True, im only tapping two normal crystal nodes so far anyway
Eventually you will have to tap all nodes in the game
True
Currently setting up to max out crystal ocilators from two normal raw quarts nodes and one iron pure
Using mk5 belts and mk3 miners
- Pure iron ingot
- Pure quartz crystal
- Casted screws
- Iron wire
Each manufacturer is at 200% tho in my plan
just build 2 manufacturers at 100%, you're losing power othwise π
Was thinking of space, im using a vertical solution
idk I feel like space is pretty much limitless
True just make em skyscrapers then
or just have more buildings per floor?
Was planning on 5 towera anyway so only 6 stacks each
Yea pretty much
Inspired by u/oldshavingfoam
In style
@wind spade the towers to the right will house the manufacturers, constructors, and assemblers. The two buildings more to the right are all pure iron. Pure crystal isng visible in this angle
Anyone has an efficient rotor build design ? I'm trying to find one by my own, hard...
just build 2 manufacturers at 100%, you're losing power othwise
or 100 at 1%, max energysavings
not to u π
Rotors break down pretty easily into 8 rotor per minute manufacturing units running off 90 ore/ingots/rods per minute
Rotors break down pretty easily into 8 rotor per minute manufacturing units running off 90 ore/ingots/rods per minute
@manic storm 2 assmebler at 100% at the end of the line ?
yee
plus five screw constructors, and possibly smelters and rod constructors depending on how your factory is set up
yep 5 screw constr which means 50 rod/min and I don't know how to get them, because I also need 40 rod/min for the 20 rod/min x2 (for the 2 assembler)
so 90rod/min in total
how to split them correctly?
ah yeah splitting up the rods can get dicey
i have my rotors integrated with my reinforced plates and modular frames rn so all the rod stuff happens together
oh
lemme see if i can do some quick maths
that's less complicated than my current setup :P
or maybe i dont care if at some place it get stuck a bit
so simplest way to do just rotors assuming you've already got a 90 rod/minute input belt (which can be made with a splitter, a merger, and two fully saturated Mk.1 belts) is to split from 90 to 30x3 with one three-way splitter, then from 30x3 to 10x9 with three more three-way splitters, then merge to 20x2 and 10x5 with two two-way mergers
oh yeahh
screws are a little harder to deal with using only Mk.2 belts, since you can't just merge to 200 and then split to 100x2 (which is what i'm doing)
thanks you i didn't think about this way
for the screws you'll have to merge from 5x40 to 2x80 and 1x40, then split the 40 into 2x20 and merge those into the 80 belts
easy
logistics
I'm not used to :p need practice
you can also use less complicated setups and rely on full machine inventories to meter materials, but that greatly increases the ramp-up time of the factory
generally better for later game when that doesn't matter as much and being able to scale out a ton is more important
you can split not evenly tho
if you have enough input and connect everything it will just balance itself based on how much each needs because this way oversaturated belts will not take rods and let them move to undersaturated ones
that's what i was just saying:P
i was thinking and didn't read my bad
but then you have to wait for the belts and inventories to fill up, which can take a while (especially with screws stacking to 500)
i like to target perfect flow early-game to get things moving, then move to simpler setups that rely on full belts later in the game when i have more production to fill those belts and rapid horizontal scaling becomes the name of the game
do you have Mk.2 or Mk.3 belt? because that will make things a lot simpler
how efficient is the frame part of this
- replace the 120% iron rod with 2 x 60%
- overclock your miners to 200% and double the output.
it is pretty good imo
- overclock your miners to 200% and double the output.
@glacial hemlock or just a 120 ore output
maybe he is using normal nodes, thats why 60
2nd space elevator? means tier 5?
oh, no, you probably need to quadruple your production.
how long then?
and before i can do that i need to put batteries in my coal generators but i have no slugs
?!? how is it possible to get manufacturer while you are still preparing for versatile
i meant assembler π
does anyone wanna help me maximize my factory
now you have 2 iron nodes producing the above parts right? just find another 6 then build the sameπ
not hard tho
i had 4 nodes on start location, two nearby and two more 300 meters away
any glaring errors?
infrastructure is
28 manufacturers
28 assemblers
112 constructors
42 refineries
actually refactoring instead of going vertical, considering a more efficient way, not using 5 machines per manufacturer I mean
Let me chk with Daniel's calculator
28 manufacturers, 27 refineries, 13 assemblers, 82 constructor
revisions comin in a sec
Why screw is involvedπ
i need to split a belt into 2 belts. I need it 70% on one, 30% on the other. How could i do that using only splitters and mergers?
Search wiki for 1:10 balancer.
screws cuz stitched plates isnt that much more efficient in comparison
Ha. (MC villager noise)
?
Am I the only one that was stoked to get coal power because that meant I could leave my factory running overnight?
8 hours of feeding smart plates to the AWESOME sink and I have all the tickets I need
where's the fun in that π€
The fun part is building the factory
Guys real quick, if I have 8 machines but I want them all to be producing as much as 6.8 machines would, what level do I underclock the 8 machines to?
85%
Underclock 6 machines 20%, would also work
yes but preferably I would like them all underclocked, or 4 of them underclocked
If the math comes to 6.8 its easier to just build 7 machines, keep 6 at 100% and the final one at 80%
so 85%? is that exact, or slightly more/less?
What is this for anyway?
You need to lower the overall % from 800 to 680.
I know but here's the situation: I have 4 sets of 2 refineries making aluminum scrap, I want a nice ratio of foundaries to refineries making aluminum ingots, so instead of doing 7 foundaries I wanna do 8, 2 for each set of refineries
680/800=0.85 so yea 85% each will do it
I do similar things just for symmetry. Just take the number you need divided by the number you have and that's the percent
oh okay, thanks
Percentage math is easy in this game
There are extea coefficients in the math for power draw tho when overclocking
I don't really bother to do math with power
I don't calculate power consumption really I just keep an eye on it as I build and when it gets over like 70% usage I go build more power generators.
I tend to just check my grid every so often and when I'm averaging 60-80% usage I get ready to expand power
yeah same
Well, I mean that if you OC a machine by 200% the input and output increase linearlly, but the power cost is curved
as far as trains go tho I believe one engine can handle 5 freight cars?
I dunno the train limit tbh
Yeah I know about the power when overclocking
I have seen 6+ long trains tho so it may not matter
I test the trains by taking it to the steepest incline on my network, which I'm pretty sure is darn close to the steepest you can build rails anyways, then bring it to a dead stop and activate autopilot going up the incline. If the train can accellerate up the hill from a dead stop, it will never not make the hill
it doesn't matter on flat ground, but going uphill you can overwork the engine
I tested that with my 10 freight 2 engine setup and it could make the hill from a dead stop, but only barely. It slid down the hill a ways first since engines take a moment to spool up and during that time it slid down and had to work to stop and go forward, but it worked. Just very very slowly. So I switched to 9 freight 3 engines to be safe.
iv heard to get up the steepest and longer of hills. your best best is 1 loco per 3 carts
You shouldnt use 4m inclines for trains anyway
2m or 1m inclines only
you cant even place a track on a 4m incline
Anyone got a 4 to 6 balancer (and a 6 to 4 balancer)
@gleaming patio usually you don't need to balance stuff, you can just use manifolds
Yes but in this scenario, I know what I'm doing. I usually use manifolds but this very specific situation calls for a balancer
what's the situation if I may ask?
I mention "balancer" and people treat me like I have never played before :/
sorry, it's just that 95% people coming here asking for a balancer actually don't need it
4 480/min belts into 6 freight platforms, and back to 2 780 belts at dropoff
I don;t want to extend the train station because then my OCD would force me to extend every station on the line to match
you can manifold platforms as well π€
yes but even T5 belts couldn't achieve the throughput
well not with one manifold ofc
the train isn't fast enough to just do 4 belts to 4 freights
anyway, depending on your usage, you can just go with two 2 : 3 like this
| | |
M--S--M
| |
no need to balance everything
"need"? I suppose not. "want"? yes.
assuming the incoming 4 belts are all full, therefore all balanced, the contraption above would yield same results as proper balancer
That may be true, but is a man not allowed to want to use a balancer once? I don't normally use them. But I'd prefer to load/unload each station evenly
I'm not forbidding you to use balancers
I just gave you a contraption that does load each station evenly
sorry if I seem hostile
it's just not a balancer
S = splitter, M = merger
if M is merger and S is splitter how is it splitting 2 to 3? the splitter has 2 inputs and 1 output, that looks like a merger
picture is 3:2, for 2:3, just swap splitters with mergers
ah
maybe
part of me wants to use a balancer anyways just to say I did. I've done a few things in my current playthrough using "the path less travelled by" as it were. Like making a packaged water route instead of just using pipes.
sure, go for it
but I can't help you with that. I don't use balancers (and don't play the game)
I already got a solution to that
maybe I'll do yours at the loading and a balancer at unloading? I dunno
idk, if you're merging it to two 780 belts, you're losing 360ipm throughput anyway, so balancer would be useless there
how so?
I mean, if the freights are being loaded at the same IPM and balanced to the same IPM and the 2 780's are full, aren't I gettin all the items?
4*480 = 1920
2*780 = 1560
those two 780 belts can't carry the full 4 480 belts
also beware of the 25ish seconds of locked platform when loading/unloading, can mess with your throughput if you don't have buffers in place
wait...
oh... OH.... I totally forgot that T5 belts aren't exactly 2x T4!
You're right! and I need like 1568/minute but thought I would have to settle for 1560!
also unless I understand balancers wrong, what you gave me is a balancer
balancer:
a contraption, that given X inputs and Y outputs, makes all the Y output rate the same, no matter what the input for any of the X inputs is
ah I suppose balancers are for inputs of different speeds
so e.g. if only one belt is incoming, all 3 should have the same output, which can't happen obviously
(also, it's not a balancer anyway, even if you'd consider all inputs the same)
25% 50% 25%
| | |
S---M---S
| |
50% 50%
(input at bottom, output at top)
Ah
So it is a semi-balancer?
I might use a balancer at loading then
idk what's the definition of a semi-balancer
I need each freight platform to be loaded at the same items/minute to accurately gauge if the train can deliver fast enough
but in any case, it'll eventually balance itself, since that's how the game works
think of it this way:
let's say that over the time it takes to travel, one train can deliver 480/minute with 2 freight platforms. of course this means nothing if the loading stations aren't getting 480/minute. if I use a semi-balancer, and the system hasn't balanced itself by the time the train returns, then each station is getting loaded disproportionately
if they're getting unloaded into the same buffer, does it really matter if they're loaded evenly?
true
but there are two options:
- the train returns fast enough so that it can carry all the items from the middle platform, which is getting loaded twice as fast (because of the 25/50/25 split). In this case, there's no issue, since you're still getting the full throughput, only the platforms aren't loaded evenly
- the train doesn't return fast enough, therefore the middle platform is filling up (can't empty it fast enough). At some point, the platform will be full and block the belt coming to it, making more items coming to the direction of the other two platforms. After a few cycles, the train is able to carry the full throughput again. So again, no issue (just have to wait a little)
again, not pushing you away from balancers, just pointing out this π
it's the same principe as in manifolds π
true; manifolds can take a while to get up to speed but once they fill up they work
I am dum dum
ok, the above balancer works only assuming the input belts have equal input rate. if you want a true balancer, you have to split each x input into x/y, the 2nd part being combine x/y to y.
yes but my inputs do have the same rate
don't worry about it π the mechanics of the game are quite complex and not always obvious π you still can use balancers, I'm just pointing out that in 99% of cases they are not required and it can work without them π
Yeah I get it
when designing a balancer, no single segment of the belt should carry more than its belt capacity, or it will be throughput limited.
@glacial hemlock you mean this?
25% 50% 25%
| | |
S---M---S
| |
50% 50%
that's not a balancer, see the 25/50/25 split? π
hold on Greeny, is 50% in your diagram 50% of a 480 belt?
50% of the total items coming through the thing
ah
A AB B
| | |
S---M---S
| |
2A 2B
So I noticed that when your jetpack uses fuel, you don't get the plastic container back. Is that normal?
Do you get it back when you use it in a vehicle?
I haven't tried yet. I just managed to get the packaged fuel recipe....and I saw there was an
unpackage version. So my thought was, oh cool, you get the containers back.
I had grandiose plans of dropping off empty canisters and picking up full ones LOL
balancers overrated manifolds ftw
if one find building the balancer is troublesome, they will eventually switch to manifold.
let them do 6-6 balancer
they will def switch π
hold my belt.
I think it can be made simpler
interesting.
after first set of splitters (having 12 belts), you can merge them back to 6, e.g. 1 with 3, 2 with 4, etc. and then split each into 3
without losing throughput
but what if each input belt have different item rate?
then I'd ditch the whole balancer and use the item rate that's on the belt π€
tbh contraption like this is totally useless
yes. they are for fun only.
yes they are useless cause manifolds
let machines balance themselves
FICSIT approves cause of less space, material and engineer time wasted. And FICSIT do not waste
whats the point of 6 to 6?????????????????????????????????????????????????
just conveyor belt that bitch from 1 to the other
different ouput/input rates?
I might be bad with math, but you want to balance all input and output rates so you dont have 1 input tha toverproduces and one output that would need more but those are not connected together
to fix it you can just manifold it. but if output is > max belt then we need to split to at least 2 halves equally
if 1 oil extractor produces 240Mcubed of oil per min, and each refinery used 10Mcubed of oil per min. Shouldn't i be able to have 24 refineries
if it uses 10 then you should π
do you really need that much plastic
lol
and wow thats alot of power
im struggling with 3
didn't know plastic takes 10. for me it takes 30
me too
lol your icon is just discord rotated -90 deg
ikr
I don't know how I didn't see that the discord logo is a gamepad until I saw it sideways.
1+1=2
Hi
I tried the 1:10 balancer yesterday but I wasn't entirely sure how I was supposed to follow it to set it up how I want it. I can only use splitters and mergers.
How would I split 1 conveyor into 2 so the conveyors are split so 70% of the input goes to 1, and 30% goes to the other?
30% 70%
| |
?
|
|
Input ```
Thanks π
'test'
are code blocks disabled? why can't i use them?
Use this thing: `
One of them does it inline
Three of them does a block
So another way to think about it is to just use a normal splitter, and on one side of it put something that consumes exactly 30% of what you are feeding into the splitter.
The other side will then be 70%.
Until the thing that's supposed to use 30% of the resources gets backed up at least.
But, it will never consume more than 30% if you build it that way.
Note: the thing that should consume 30% will consume 50% of everything, due to how splitters work, but only until the internal buffer(s) of the machines in that branch fill up, then it stabilizes to 30% / 70%. That's fine.
I need to use both conveyors
Yes you do, if you don't then it'd just be 100% down one conveyor...
so further along i have 2 smelters on both conveyors, and then after that i have 2 constructors which are making iron rods and plates
What I'm suggesting is an alternative to what you actually asked how to do, which is to think about it backwards from how you are approaching it.
In other words: Build the relative number of plate and rod constructors so that one of them is consuming 30% of the total iron input, and it will balance out and the other will get the remaining 70%.
So, if your total iron input is 120/min. 30% of that is 36. Build enough smelters / constructors so that one half is consuming as close to 36 iron/minute as you can. I tend to use numbers that divide evenly into my belts / whatever recipes I'm making if possible.
thanks
how about just split connect it and let it balance itself? manifolds ftw
you can of cource do some trickery with feedback loops and a lot of splitters but why?
just split for two, add stack for each machine and let belts be saturated
If you have refineries, wet concrete is a must
It is the most efficient limestone > concrete recipe in the game
how much does one need concrete tho?
i have wagons of it
When you start building big factory floors and walls, you will go through crete like candy
As well as iron plates too
two impure nodes give me enough so far
well i play slowly and don't build walls
it's not efficient to build a lot of walls and FICSIT wants me to be efficient
oh man. i placed 25 thousand walls the other day. not fun. much not recommend
was it fun? no. was it needed? also no. why you did it? ocd?
i have made massive floating bases with no walls before. it doesnt look cool. so this time i have a base on teh ground 65x65 all walled in. and ima make sit look pretty lol
so OCD lol
i would just add columns then
https://questions.satisfactorygame.com/post/5e6e82a7559bfff82343a55a hey guys, is this still a thing?
has it even been confirmed by the devs?
so far it seems it's very minor
@still grove tagging you cos the folks in here really know their numbers π if it is a confirmed bug they'll know about it
i dunno if it is still a thing. i was monitoring my set ups before. my belts are full i dont use all outputs. yet all my machines are running at 100%
Actually after doing some math
Crete efficiency limestone per crete
Standard 3:1
Rubber 1.111:1
Wet 1.5:1
Fine 1.2:1
Hope that makes sense
what matters is not limestone/crete but crete/min imo
cause like what's it easier to get more limestone or add water?
what's crete?
concrete
Yeti exactly, if you dont use the full output its okay according to the reports
Limestone per crete is kinda more important because it determines how efficient your node extraction is
That said, rubber is the closest to a 1:1 ratio, but the rubber...that part sux
why you care about efficiency of limestone if your goal is to get more limestone faster?
time > limestone
limestone is essentially useless apart from concrete. Any added material would probably be more important (maybe not water)
apprently its caused the clog by having more than 780/s input, less than 780s comes out, which shouldnt be the case, cause 780 belt in -> Split or Merge -> 780 belt out, 1000 items in -> S/M -> 780 out, which only leads to conclusion that the merger or splitter has a throughput limit
if you put 1000 you get 780 out only it's sensible
because, duh, belt can't carry more
so a mk2 pure coal node can power 32 coal generators
780 lime in standard will only net 260 crete a min
In wet that doubles to 520
Big difference for needing an extra thtee water extractors to make it work
i thought they tried to solve throughput with splitters and mergers by adding an internal buffer
HellMachine, yes thats how it should be, but the issue persisting apprently gives you less than that
Ill test it the next days, need to setup a new save for that
not three, 520 crete is 130 items/min and it's 650 m3 water/min
5.4 extractors is meh
Wet is 120 lime 100 water, 80 crete
just trying to find out the best one for the factory
depends on your factory
what are you trying to produce, which alts do you have, which are you aiming for, which resources are available and what's your target goal of production
the first one is useless currently i need both of the others
you can't really say "this one is best" without context π
i would take 2
if you have a lot of pipes like i do
ive got iron screws but otherwise everything else is mainly default and i do have a full storage of pipes and of iron and plastic
casted screws*
sorry doing some xbox ambassador stuff at the same time
kinda feel like I wasted a hour of my life, but decided to compare the concrete recipies.
Did not go as far as power efficiency, space, or alternate resource input needs ( eg. how much stuff you need to make the alt recipe extras)
@ripe lava 16, unless you overclock it.
overclocked to 200%
then yes, it is 32. your belt? mk4?
mk3
then it is 18, until you have mk4 belt, then become 32
looks to me like wet concrete is pretty good then
i'd rather use rubber and quartz for other things
water is almost free π
nice w ork @upbeat tide
post it to the main subreddit if you haven't already!
Help
Do you guys have a setup for heavy modular frame i'm new and struggling to properly automate this item
https://daniel2013.github.io/satisfactory/calculator I recommend an online calculator.
oh nice
somehow i have not used that particular calculator
been waiting on greeny to update his tool cos i really like his too, i think it's the most user friendly so far and has nice features
but this one isn't bad
It is just that you can't drag it around
How many coal generators can a single water extractor support at a time? Say with optimal pressure and they are right beside the extractor, etc
Was seeing my 10 coal generators are using 91 m3/min each and the 4 water extractors say they pump 120M3/min... which sounds like I'd need a lot more than 4 water extractors to me
1 extractor @ 100% can power 2.66 generators
Each coal gen needs 45m3/min of water
Interesting. All 10 of my generators are at 250% (which I remember reading before it would be better to add more instead so I may do that in teh near future) and are maxed at 50m3
But you are not using the full 250% (actually, 202%) of your power
Does anyone have a sheet for a factory that produces everything?
But not really on topic math. But wait, you have to add up 4 numbers for the second row, and the 4 smallest numbers available 1+2+3+4 = 10. And you have to have a single number in the third row, the largest number you can put there is 9, which is less then 10. So how is that even possible?
i added all things in big system and first discovery was that 2x (where x = number to which each row should be added total) is equal to 15
so this and the fact that smallest sum of 4 is 10 and max single dot is 9 i call this bullshit
31 + 41 + 42 = 15
31 = x
41 + 42 = x
2x = 15
Intranet portal for FICSIT employees (an unofficial Satisfactory fansite)
This produces everything
Dont build nuclear with everything though. Only comment I have there
Radiation is a killa
Numbers from Top to bottom.... not in order of triangles but by circles... so the first row has two.. next row of 4 circles.. next row of 1 ..last of two... numbers are... 4, 2, 3, 8, 6, 7, 1, 9, 5
so triangle one has 4+3+8, triangle 2 has 2+6+7, triangle 3 has 1+9+5, middle triangle has 8+6+1
obviously the key is 8, 6, 1
wait, each row adds to the same total?
@glacial hemlock thanks
How many foundations can pipe transfer liquid before starting to drop (I have 300m^3 at the source)? I want to keep 300m^3 the whole way so I want to know how often I need to put a pump
Vertically it is 20m, which is 20/4 = 5 8x4 foundations tall.
this is all horizontal, no vertical lift involved
Horizontally I think it's indefinite? Or at least, I've never ran anything long enough to require any pumping horizontally.
I have some prettt long pipes with no pumps and no problems
Yeh - although there is some weird behaviour if you go down then back up over long distance. I normally stick one pump at the beginning to make sure
After 450m, fluid flow reduces?
Smth like that yea
water extractor have base presure 10, can i increase it?
yes with pumps
do that work on oil extractor?
if the presure increase so the liquid transportation speed increase too right?
as far as i know... there is no way to get over 300m3 per second
so you just build and extra pipline which isn't actually that hard with the stacking pipline things
the pumps are really just for headlift...
otherwise like i said... build a second or third pipeline
im using 3 to get my 900 m3 of oil to my bae
base
if the pipe can only transver 300 m3/sec and my oil extractor extract rate is 480m3/sec and i split the liquiid into two direction the first pipe get 150m3/sec and the second pipe get 150m3/sec too
hmm sounds buggy... just take out that extra boost item and accept that 300 is the max
for now
who knows they may add new pipes to increase throughput
so just decrease the overclock ratio so i just get 300m3/min?
yes
and i hate nuclear power plant it generate 300 waste and i cant delete that waste
hmmm honestly i have not actually built a functioning power plant... but i guess just build a ton of storage containers and let it go there
damn now i need to go play... thanks....
your welcome
Yes, there is no way to push the flow rate in a pipe over 300, in any pipe segment. This includes the very short pipe between the oil extractor and the pipe junction.
Oil can be overclocked to 600, but only 300/min will flow out
It's a shame we cant overclock oil at the moment for what its truely worth
You have plenty of oil anyway
You can never have enough oil lol
yes it is a shame. To overcome it, use your best combination of alts to squeeze the most out of it.
200 plastic from 300 oil can be boosted to 900 plastic per 300 oil
Been playing with the idea of 3-lane-bus
idea is to have left lane priority lane for output
unfortunately it does not work all to well, as splitters see belt output as full unless i make this hell of a contraption a lot larger with more belt distance between splitters and mergers
double the area needed for the splitters and mergers to get an idea of space requirement.
Vertical bus did the trick and A LOT easier to expand with additional capacity.
I would suggest just use an overflow splitter.
Yea its meant as a main bus through a huge factory that way i can just addhook to the bus where ever i need material at the end it will all go to a sink.
so basically its just a multi level overflow splitter
I would suggest not using bus π
But taxis are more expensive greeny
π¬ πͺ πΉ π΄ πΊ πΉ
yeah i know i should avoid it but making things overly complicated is just so fun tho π
i hope those lifts don't directly attach to splitters/mergers cause it's cursed
teh more complicated the more fun
now to handcraft this for 30+ different materials with multiple outputs π
Seems like satisfactory to me, nothing different XD
how many constructors for 1 pure node of concrete overclocked to 200%
How I make my production line waste gates (Orange cells are Elevators that connect over the top of the splitters / mergers.
you can just use train with two stops to have 100% overflow splitter
I use trains where I can... and mods with actual smart splitters where that doesnt work π
BUt the Splitter/merger lins works nicley if you dont/cant use eaither
every additional splitter / merger reduces the leak by 2/3 of the previous
can you have 16 smelters for 480 iron ore/M
once you get mk 4 belts in teir 6 if you're relying on a single miner.
Alclad questions
I want to make at least 100/min
I already have all the alts, are any in this chain worth using? The alu alt? Alu scrap alt? Etc?
Quick Question, could someone post an up close pic of a bus system for me? I'm new to complicated Satisfactory.
Hello?
Oh. Someone is probably setting it up and screenshotting it. I'll be patient.
A bus system isnt that complex
but also not very efficient, you may consider doing build without a bus
I use busses to bring in close range (less than 1km) resource nodes to my production centers.
Other bus use for me is moving products from one facility to another.
Both of these are not βmainβ busses tho
I want a stationary bike that links to a generator in the game so i dont have to farm biomass early game lol
WIth the creature respawning in my base, I'm just using their carapaces to fuel my early game burners if you skip tier 0 and use Mam immediatly
True but they tend to look like busses after a bit π
Buses on computer boards are the multi use cables between components on the mother boards, with cpu controlling which components send / receive the signals needed to transfer necessary databits / addresses between various memory / network/ processing components. So in Satisfactory terms they are often where you coordinate the mixing of items on the belt upstream and the separation downstream before they enter the machine, or it becomes jammed and unusable.
That explanation is Nuts
Actually circuit board design is the one place in computers where when people say bus they really are just referring to a group of wires* run together. (pcb traces on the board, actually). Other than that very lowest level what I think of as the distinguishing factor is that a bus that more than one component is communicating over it -- versus a straight connection where it is one thing connected to one other thing and those only those two things.
A simple bus can accomplish that through timing, a higher level bus (requiring smarter components) can have a protocol.
Bus is a group of spaghetti pulled straight.
So, to people above saying no bus, What do you use?
dedicated factories built near nodes and shipping final products to storage
@rose ferry
Ok, That makes some sense.
less lag too
Little point in amassing 5000 ore at one location and being unable to move as soon as you start building
What do you fellas think of this plan?
-
390 alclad alu sheets / min
1A. Use the alu ingot alt
1B. Thats 780/min alu ingots -
Use the plastic and silica for computers, silicon circuit boards n such
Not understand your plan. Try to be more specific about your goal, like '10 turbomotors /min'
is 15 the speed of mk1 belts and then 30 mk2 60mk3 or wut
Plan is simple
Make 390/min alclad
And use the byproducts for computers
And my byproducts here are plastic, water, and silica
Really as simple as that
@fierce ruin 60/120/270/480/780 for belt speeds
ok ty
That's pretty much exactly what me and my friend who played factorio together built the weekend the he and I played satisfactory for the first time.
Before I learned how to play satisfactory
started playing like 5 days ago with a friend, we got to mk2 belts and are starting a new one to get a better start since we know things better xd
For a starter base, that'll get the job done, so in that respect there's nothing wrong with it. You'll discover its pitfalls though. It will be hard to upgrade -- in fact I wouldn't try to. I'd leave it, and build bigger elsewhere. It also takes up a ton of space, but meh, there's a ton of space to work with.
epic
do the speed of the belts in that matter or can i just go with the fastest i got
There's no harm in using too fast a belt.
mkay
I'm trying to think if what I just said is 100% true.
The only consideration for belt speed is if you are producing more than the belt can handle
If you have mk4 belts but you are only producing 10 reinforced iron plates for example, no harm with using lower or faster belts.
BUT if you need lets say 240 screws for something you cant do that with a mk2 belt.
ty
The βitems moved a minuteβ is the only thing you should care about. In the end
Do you prefer to see slow moving densely packed belts flowing through your factory, or do you want things zooming by quickly even if it's more sparse. π€·
z o o m
I like to see densely packed belts zooming quickly if possible π
that too
If your building enough of the materials for the belt u want then no harm in the end
I personally use a mix of mk4βs and 5βs these days
I don't have mk5 and I pretty much use exclusively mk4. Simplifies inventory management.
You need mk5 to get the max out of a pure node
Or a normal at 250%
But making alclad is an intensive process
Upon reaching trains I have stalled r&d efforts and am focusing on expansion.
I don't even have a space elevator set up at the moment, let alone started working on the last delivery.
Next delivery is alot of stuff
I should probably get it going so it can chug along while I expand.
Store up alot of versitile frames, modular engines and adaptive control units
i mostly use mk5 and mk1 π
not automated mk5 belts yet
not since update 3. But fortunately i stockpiled quite a lot of them before update 3 dropped so, so far I'm ok. But i am starting to run low π
Im planning a 390/min alclad system...not simple
Was in similar position, stocked up 10k EIB and alclad before update 3
splitters don't delay things
Its not splitting to anything else tho
s0 its purpose is pointless
There's really no reason to put storage containers between every step like that diagram does.
I think that splitter is a mistake.
Unless you want to store stuff for later use
I do something like that
Soutce β S β storage M β exit
Splitter and merger are connected to form a bypass
so i can get rid of the ugh iron ore and iron ingot storages ye
between every single one though?
aight ill only store the main parts like rods plates etc
oh duh of course π
Iron plates, rods, wire, cable, etc are still very valuable even in late game
I didn't say no storage, I was commenting on the picture from earlier.
I can go through 5k iron plates just in building walls without even a blunk of the eye
ty for all the help :> good community
@woeful skiff I like to err on the side of caution when it comes to belt speed by working under the assumption that greater belt speed = more updates per second for your cpu
As far as I know, it's the opposite. Higher belt speed = less parts on your belts
not sure on whether that would be more a gpu thing than cpu though
depends on how it's coded
Adding numbers is the same operations so it does not take extra time... the only time it would take longer if you have overflows. And barely then it's noticable.
The game is ultimately cpu-bound, so I'm suspicious of anything involving larger numbers on the label ποΈ
Cpu bounded- quickly see linux tech video to learn how to setup a supercomputer at home
don't or you're bound to drop things
Lol
My fuel generators are using less than 15m3 normal fuel per minute. Is this a known thing or am I missing something?
I am currently running four refineries that are supposed to be putting out 40m3 each and if fuel generators use 15m3 then I should be able to run ~10.33 fuel generators but I am running 14 generators and one of the refineries are backed up
~10.66*
Either I am completely off after checking several times or fuel gens just don't use 15m3 of normal fuel per minute
but do you use this much energy tho?
they produce % of you consumption
unless you fully use energy capacity they will underwork
Oh ffs. Right
well i don't really care i just connect and see my capacity grow and be happy
I'm sorry, I'm a dufus. Getting liquids going and preparing for aluminum is making my head spin. Thanks for the help
np
in real life, power plants are monitored and are underclocked in realtime to match the power consumption. (not referring to frequency though)
@glacial hemlock actually frequency is one way they measure supply vs demand. At least any place using turbines.
If oversupply, the frequency will go up
True, so the frequency shall be maintained
yup, and under it goes down. it's actually one of the problems with many green energy sources. One of the major thing that keeps the frequency stable is the many many many tonnes of spinning metal in turbines, due to inertia it takes a lot to change their speed, and hence the frequency. Giving the system a time to adjust to the new demand. Most renewable don't use turbines and don't have that inertia.
yea I was going to say earlier, solar is really the only thing that doesn't use turbines, except hydrogen fuel cells I guess, but I decided not go down the off topic rabbit hole π
Hydro yes, Wind no. They are the big vanes are called turbines, but are a different style. They are also not synchronous to the grid, there is electronics in-between the generator and the grid that adjust the frequency. Main reason being we can't control how fast the wind blows, so we can't control how fast the turbine spins.
still a turbine
yes, but doesn't add to the system inertia. so if you have a grid just powered by wind, you would need additional measures to balance the instantaneous demand.
Battery buffers?
Alright, I defer to your expertise. But circumstances that prevent the inertia of the turbine playing a role in balancing production to consumption is a wholly different statement than "doesn't use turbines"
well it's a problem
what would happen if we don't lower production to match demand? what will be overload of this outcome?
There are entire power plants in the us that run for a fraction of a day per year just to satisfy peak demand but are not needed 99% of the time. Once batteries are good enough and cheap enough power companies will pay to put a battery in every customers house. It will eliminate insane amounts of overhead and turn large scale power distribution completely upside down.
Just my prediction.
what would happen if we don't lower production to match demand? what will be overload of this outcome?
That electricity has to go somewhere and will find naturally find the path of least resistance to the lower potential, aka ground, and probably cause a fair amount of damage on the way there.
well no, actually probably transmission wires would just start to get hotter and hotter until they structurally failed
then the arcing
And the screaming and the burning and the oy vey...
And battery buffers are one option they are looking at, also fly wheels, pumped storage, compressed gas storage. And the answer in the long run will probably be a bit of all of them.
Decided to see how much I can get out of diluted residual fuel -> turbofuel system
Ran these numbers
-
600m3/min oil -> 20 rubber refineries -> 400/min rubber, 400m3/min HOR
-
900m3/min water -> 13.3333333 packaged water refineries -> 800/min packaged water out
-
water is in line with the DRF refinery it feeds
-
Diluted -> 13.3333333 refineries -> 800/min packaged fuel
-
unpack fuel -> 13.3333333 refineries -> 800m3/min fuel
-
Turbofuel -> 35.6 refineries -> 800m3/min fuel + 533.3/min compacted coal -> 666.6m3/min Turbofuel
-
148 fuel generators -> 22,200MW power generated
Seem right?
@upbeat tide Looks about right. I went with a oil->heavy->diluted fuel-Turbo for my power system I just made (screen in screenshots) and uses the following:
270 Oil - 480 Sulfur/Coal - 720 Water Transformed Into 600 Turbo Fuel for 128 FuelGens at 19,200W of power. (I can put a few more Gens i n there, but the numbers are more 'even' this way) π
Yea im considering scaling down to 600 turbo too
You have to be very sure about the rubber belt will never backup.
Indeed. When it comes to power especially I leave no room for error when it comes to things getting backed up (anything 'excess gets sinked' - my current one has some residue that I sink)
Yea 400 a min rubber can be very useful, but indeed, sacrafices I suppose
Actually decided to cut out rubber/plastic
Replace that stage entirely with the HOR alt
Crude -> HOR/resin
Why did you just say math twice?
?
XD
With the HOR alt I can get 800m3/min HOR instead of 400 with rubber. Same number of refineries and 600m3/min oll
Thats insane for this need, and ill just be sinking resin, which I still feel isnt that valuable of a byproduct
Question what is the max flow rate of pipes?
And is there a way to get expanded flow rates
300m3 per min
input for a pipe cannot exceed it
in that sense they're just like belts
just that they can go backwards if the flow directs it
Snutt hates us π¦
what we need.... is mk 2 pipes
maybe make them bigger or just have a different animation.
They'd have to make mk2 wall pipe holes and stuff if they were to be bigger
im guessing theyre just going to go with different materials rather than size inreases
and it'll have to be pretty exotic material indeed
as iron, steel, copper, plastic - it doesn't matter what your material is in the real world - flow rate = inner diamer x speed
and you think liquids don't have friction?
I'm a physicist. I know they dont
1+1?
yes they do have friction
Ah wait I forgot the Darcy formula
@fierce ruin hahaha you're so funny. Seriously. Stop this stupid joke
Doesn't look significant tho
aggressive
well it matters a bit. The numbers may not be significant, but they are there π
also, material matters, since better pipe material means you can have higher pressure in the pipe and therefore more speed -> more throughput
I need to play satisfactory more so I can make use of the mathematical perfection that is possible
@fierce ruin well you're the one that posts spam / meaningless messages
greeny your wasting your time
I guess I have nothing better to do π
oh well
1 + 1 = 3
ffs
And here I was thinking my sense of humor was bottom of the barrell
what is 10 -56? im dumb xD
What is the fluid capacity on freight cars/stations in Experimental? The desert is throwing a wrench in my factory plans.
1600
You guys want to figure out the Quantum Stability Of The Existential Life On Satisfactory?
perhaps.
so as long as your hard drive is powered does your game world persist, otherwise it just poofs out of existence.
@primal blade 42 obviously dumb question
Just realized my insane turbofuel production is gonna make 1000m3/min when its all said and done.
4 pipes with 250m3/min each
clearly you haven't seen imkibitz
I have but im only worjin with 600m3 oil
oh ok
only watch kibitz if you want to feel small and insignifigant with your builds... lol
And it can feed 220fuel gens
Each turbo pipe can do 55
600 crude
To
600 HOR (could do 800 but chose to UC to 75%)
To
1200 fuel
To
1000 turbo
Soo did some comparisons
600m3/min crude is the baseline
Standard turbofuel path
Crude -> fuel -> turbo
333.333333 turbo a min
Heavy turbo fuel
Crude -> rubber(HOR byproduct) β> turbofuel
320 turbo a min
Crude -> HOR ALT -> turbo
640 turbo a min
Diluted fuel
Crude -> HOR ALT -> diluted -> turbo
1000 turbo a min
Gah, that formatting
Interesting comparison between the main methods of fuel production
Formatting? What formatting? π
omg doing math on my own for 60 tubro motors... let me take a break π
I can't seem to get the right balance in my oil line. On the fuel side, producing fuel and using the byproduct to make plastic and rubber, I eventually top out fuel and it stops the process. On the Heavy Oil side, producing fuel and petroleum coal out of the heavy oil, the petroleum coal usage drops sharply and the whole process also stops. It seems to step from not using enough fuel...but..my power is already to a point where I'm only using 50% capacity.
been doin good like im almost done than i looked last thing up... radio units still need some more calculations... π
You got to keep things flowing 100%
Either sink it or use it all in a product.
That end product also needs to never stop.
I keep having to manually empty out my fuel...but that's not very automated.
Like if your using the residual plastic recipe, and the plastic for something you gotta keep that chain constantly moving too
That's the problem...I keep running out of plastic because the oil process stops due to too much fuel or heavy oil
Thats why I sink resin instead of using it.
I use coke for steel tho
But I use a sink balancer to make sure the coke never stops
Source β S β S β M - process
Connect first splitter and merger. Second splitter goes to a sink
ok, I'll give that a try. The coke must flow.
It creates a bypass. So the process your using the resin or coke for can always get its resources, and excess gets tossed.
??
ok, @upbeat tide so that basically means at any time you lose 25% of your coke, but in case of overflow, there's a sink for it.
Explain your inquiery
Yea that its point, its a bypass for overflow. If your steel making, alu or whatever the coke is used in backs up, storage gets maxed, etc then that bypass will save your butt
Hmm. Seems like we need a 'really' smart splitter. Go right all the time, unless you can't , then go left.
Think a mod out there does that but yea would be nice
There is one, it just requires a small building to house it.
I'll keep an eye on it for a few hours and see how it holds out, but I think you just solved all my problems.
LOL @woeful skiff
I try to avoid merger/splitter contraptions the size of buildings as much as I can.
you can just use trains for overflow
They aren't actually that big, compared to how much space everything takes up in this game.
explain the idea with trains please
Using trains for overflow is good til you forget to check the storage of what your making, or forget to sink that stuff too so it doesnt stop
From my exp anyway
two stations. First station: belts go in and out (through the platforms) to storage. Second station: everything is sinked
train takes out any excess after storage is full
You'd need two trains there, right? One to deliver, the other to haul away the excess?
Right I don't know what I'm thinking a station can't do both.
Train overflow is nice. I have an "Awesome Sink" station that most of my trains go to after they have 'dropped' off at their normal stops. Majority of my factories are always running π
--> Station 1 --> Storage
|
|
|
V
Station 2 --> Sink
yeah, that's other option, you have 3 stops
Pick up --> Drop Off --> Sink Station
oooh...that way you can mass 'sink' through your bus line!
It basiclly does the same thing my solution does, but that has alot of storage. Mine is in-line so to speak.
Dofferent solutions for different uses
I get it
it puts everything in storage unless storage is full
But I use that for 'end products' Anything that needs to be sinked mid production gets a 'priority' spilter/merger system (usually 5 splitters / mergers stacked) to get lik 99% to the priority until it backs up
Nice! I like it.
takes a bit of room, but super useful π
Wish sink had a fluid port. Would make life a little easier
Stick at the end of a fuel system, never back up π
So far I've just been going with the splitter/merger elevator with 5, which only wastes 0.4% before the priority output backs up.
Not the prettiest of draw.io jobs
But for an inline sink that isnt complex I like this personally
Would be nice if the smart splitters were.. smarter, lol
But luckily.. there are mods that have actual smart splitters which reduce all of those into a singular splitter π (most of my overflow still goes out via train though)
Perhaps, but this seems to be a fundamental need, no? If not a 'really' smart splitter/merger combo, then perhaps some logic machines that will allow us to work in simple decision making branches to our process lines.
Granted, I'm sure this has been rehashed many times.
I'm relatively new to the game, so the thoughts start to come to me.
It does get talked about a lot. They even talked about it on a stream a few weeks back.
I'm afraid of misquoting them, but the message I got was basically the devs agree at least with the premise that there's something missing along those lines that they'd like to be there in the final game, but are still working it how they want to do it.
The thing with logics like that is its not simple to develop. Even less simpler to perfect. Its something you would expect alot of glitchiness and bugs for a while
Also their priority right now is cross save, steam release, and working out the kinks with the multi hotbar experimental release
I understand...priorities.
If only we had logic like factorio logic system... ok.. it doesnt need to be that complex.. but one can dream, lol
We dont need little bots IMO
But that said logistic based storage transfers would be very useful.
I already have factorio though I can play it whenever I want.
Out building your next facility far away from your usual storage and need more crete or something? Drop down a shared storage, power it, and let the magic happen π
We can dream
I meant logic as in beaing able to turn on/off productions lines with T-Flip Flop types gates and such.. we dont need no robo-factories, lol
Or a signal / alarm type thing where if storage goes under XX amount - trigger an alert on the UI (like if you backup fuel storages went under 50%, play an alert type deal)
Again.. all pipe dreams.. for now π
I don't like to speculate too much, I'm really enjoying what we've got and would rather just wait and see what they do next. I'm also really anticipating a lot of great mods to fill in all these other great ideas people have that won't be in the game.
Indeed, already a good amount of mods filling the 'gaps' π
I'm probably going to go all in on mods someday but so far still play vanilla.
Most mods are cheats, and dont add much to the game. Except one of the overflow splitters I wouldnt use any of the mods.
I would disagree with mods like MoarFactory that are cosmetic in nature tho
probl;em with mods. every time there is a decent update anything you have modded now wont work
^ that too
True, but I was expecting to need to restart when update 3 happened, and instead of redesigning my already massive base I just restarted.
Easier that way imo
Take a look at factorio, which has many mods just to make the game harder. I'm eager for those
@dim thicket "Nuts and berries don't respawn" mod for me, please.
Has anyone ever done the math on the maximum number of nuclear reactors that can run off of all 3 of the uranium nodes assuming they run at 100% constantly?
more than two
Atleast five?
Such bold assumptions
So I did the math a while ago and apparently using the base recipes you can get 117 of them. Sadly limited by the mk4 conveyer belts. 180 if you could use the full potential of the overclocked Mk3 Miners.
We have mk5 belts
With alts it used to be somewhere around 144 i think
Actually with the alts it's 614.25 Reactors
With the Mk5Belts.
Mk6 Belts and you could go up to 945 Reactors
That's 2.36 TeraWatts of power.
If you would actually use that much power that's nearly 5000 barrels of nuclear waste per minute.
That's enough to fill an industrial storage every 5 minutes.
use a for
Can someone tell me the balance of nuclear waste and recycled uranium cell? (using PUREX Fuel Reprocessing)
I mean how many recycled fuel units are made from (for example) 100 nuclear waste.
this looks like modded content, which doesn't belong here
Yea I send this post to 5 different channels and I'm waiting for respond
The process looks very complex, so much fun...
Soeaking of complex im loving this recipe
Turn
- 600m3/min crude oil
- 1200m3/min water
- 800/min sulfur
- 800/min coal
Ends in 1000m3/min turbofuel, 220 fuel gens sustained
1000m3 from 600 oil? Are you sure....?
im considering expanding that way but not sure how to psin off the excess 200 HOR without compromising the other pipes
that are already at 300
if you can build 2, you can build 3.
this may work
attach a buffer to both pipes, attach another buffer to those, and make a 200 HOR line from that should work and not interrupt anything major
btw, polymer resins can be converted to fabric. But if you want to sink it, sink the resin instead of fabric.
yea its sinked in this case
Another 2 water extractors squeezed in (space getting tight) and will work on the final 200/min HOR conversion tomorrow
Gonna make another 400 fuel/min which equals another 333 ish/min turbo and 74 more gens π
And im glad I chose to over supply coal and sulfur. Expanding that was simple
@glacial hemlock what is that software again (been out for it for awhile)
You mean the calculator? It is daniel Satisfactory calculator... try search it
Yeah found it, thank you :3
anyone tried overflow function on smart splitter yet?
scroll up #satisfactory-experimental, we've messed around a little
yes works well @glacial hemlock
w00t overflow
How can I load balance a 240/m Iron ingot line into 12.5/m Cased screw constructors?
manifold?
if you're moving 240 ingots per minute, just use a manifold lol
whats a manifold?
a row of splitters
just chain splitters into each other
wont that back up?
where each splitter feeds the next splitter and a machine to the side
if there's space, it fills,
i mean yeah, it relies on each machine backing up so materials feed to the next
it balances out over time
once all the machines are full, you'll have perfect flow assuming your input and output ratios are correct
you'll just have full buffers and belts
I see. I will try this method
its just an awkward ratio. i'd need 19.2 constructors
overclock or underclock one
Oh right, I forgot I can do that
turn 1 constructor into 1.2 :P
I hate the % underclocking sometimes
Trying to use my last 200/min HOR in my diluted oil system. Got everything setup, but im gonna only make 199.2 turbo (times 2 lines) sadface
Imperfect numbers thanks to needing to underclock one refinery line to 33%
Thank you
yeah, not being able to clock perfect thirds is annoying
error is usually on the order of one extra part in every hundred or so though, so not a huge issue overall
Well, im using the complex diluted fuel > turbo path
33% of 60 is 19.2, which doesnt help
33% of 60 is 19.8 according to my computer
200 HOR > 400 fuel > 333turbo theoreticlly
Yea 19.8 I got myself mixed up with a diff calculation
Even with the slight irregularity, the end result is the same, 333 turbo
Im dividing this 200 HOR setment into two sets of 4 refineries, 3 and the 4th at 33% to make the process as evenly distributed as possible
Still, impressive im making 1333turbo from 600m3 crude, 1800m3 water, and the compacted coal need
And its 1066 compacted coal total as well
or just leave everything run at 100%
if you need to change the clock speed, remember to ceil up to the nearest percent
Dont produce enoguh for 100%
Math is 3.33 refineries needed for the diluted fuel stage
i mean, let it run, it doesn't hurt...
Anyway its all built now. Next up the absurd number of fuel gens
Also I think flow rate is still kinda weird. My final two turbo lines are supposed to make 166m3/min but pipe flow rates into my buffer array say 200+
178 refineries
44 assemblers
2 oil extractors
6 water pumps
296 fuel gens
44,400MW of power
My biggest project yet
gusy, since it's mostly math and some calculations in here, i would like to post my tool (hopefully more than few in soon) that allows you to plan almost entire factory, with realtime calculations out of the box
https://toolbox.satisfactory.lucek.io/
For now i would recommend to stick with "Factory planner" which i focus on mostly right now.
I'm trying to perform at least few updates/day with smaller and larger features, bugfixes and so on
Thank you for checking, testing and eventual feedback
hey @rugged scarab i'm testing out the tool and was wondering if there's a way to see the "net" production for a given item?
like if i wanted to know how many extra steel pipes i'm making
production/consumption, and there's alro 3rd colum which is consumption to production rate
nothing else than that, however it may be added anytime (just noone before asked for, and wasn't that necesary for me :D)
ah ok, just thought it'd be nice so i know how many extra i can send to stock pile or just to the item sink
so in this case, for Steel Beam you produce 360/min while consume is 0
yeah, for this case i more seeing if i was producing enough steel pipes to stock pile it somewhere
other than that though it works great so far
i'm not an frontdev, nor any of UI/UX related, so usability migh be pretty poor π
it works relatively well, the only 2 UI features i think it may be missing so far is being able to drag/drop groups
and setting # of buildings/overclock values manually in the text input
maybe have the "Details" collapsible bar be a slightly different color too so it stands out more
yeah, groups drag&drop are planned for this wekend
and also were thinking about pointing details with different color tho
@weak hollow i've added NET into stats, simply refresh the page
oh wow that was fast, thanks!
yw, thanks for testing this out
np
coal or compacted coal best?
For what use?
for power
Coal is 15 a min
Compacted is 7.14 a min
nice
Also compacted is a pre req for turbofuel... which is more insane
Fuel is also 15m3 a min
Turbofuel is 4.5 a min
If sulfur abundant, then go on with compacted
sulfur is also needed for nobilisks, rifle ammo, etc soo gotta decide
those aren't usually produced in large quantities and not 100% of time
so you usually have just a little bit of sulfur going there (or overflow from power)
Can someone help with quickwire setup maths
ok
I know I'ma be underclockong stuff and that's what I wanna do
how much input of ore do u have?
120
Catherium+water = ingots +copper ingots = 90/min
120/45 = 3 smelters
Well I was gonna say how can I just underclock cause I'm currently low on power I can set that setup later
ok
so set the last smelter to 30ppm and then just hook them all up to 10 constructors
pretty sure it does
30 would require over clocking
no
Or are you talking taking 30?
30 parts per min on the smelters
you dont have to use 10 constructors with 120 input
Hold on I'll need to build factory expansion hold up
45 ingots = 4constructors
they each take 12/min
He sed that he have 120 ore?
oh nvm than
so
Miner
|
Split
|
3 smelters
|
Split
|
10 constructors
|
Merge
|
Storage or whatever
sorry about the terrible diagram
120 ore turns to 45 ingots in 3 smelters 2.66 to be exact 2 on 100% 1 on 66%
45 ingots turns to 225quickwire in 4 constructors 3 - 100% 1 - 75%
how much quickwire/min does your calculation make?
225
oh ignore all my stuff then
Oh
sorry
Im on the base game not experimental so...
You sed that you are mining 120 ore
sure but the constructor thing is wrong that i said
Okay I haven't built all the smelters yet anyway as I don't have all the stuff needed with me