#math-and-meta
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Check this out π¦ sorry for link
u can send links they just have to know what they are going to
Im planning on doing a pure caterium refinery here soon
yea i need around 9k-ish quickwire π¦
Then use fine quickwire
I'm confused tho how many constructors would I need and spliters/mergers?
Uses a LOT of copper for that alt but worth it imo
120 ore turns to 40 ingots in 3 smelters 2.66 to be exact 2 on 100% 1 on 66%
40 ingots turns to 200 quickwire in 4 constructors 3 - 100% 1 - 33%
On the splitters mergers question I do this setup for most things
S -> machine -> M
Splitter feeds the input, and merger takes the output
In a manifold yes as long as your belt tech can handle the total output/input
Allows for easy expandability too
It currently can't but I will be able to cause this isn't meant to be a main storage of quickwire it's meant to be thing for my sync right now till I need it
It can handle the ingots but not the quick wire itseld
Itself*
i dont bring exact resources i just bring lots of everything useful, eg coveyor stuff, wire, cable, etc
Well I never plan ahead I just bring what I think I may need and usually go back if needed
Cause rn I'm auto making stuff but I want tickets to make the factory easier to set up with the attachments and such
This is an advanced example of what I mean by a manifold
The advanced part is its double sided and endgame belts π
the best thing to do with spare quickwire is to make ai limiters and sink them
Don't have ai limiters unlocked
@upbeat tide oh thats what a manifold is, i call that overflow
not sure why, i heard it somewhere
Personally I'm trying avoid overflow rn
Its not overflowing. Making exact amount of screws for a 75 RIP array
Manifolds are not the cause of your power outages.
Ooh and thats an organizational trick. Power poles can be put on top of splitters and mergers.
Pipes too
I'll also need help with something else sooner than later
I'm actually only using spare material for one thing tho I could be using it better so it would only take what it needs but oh well
Be ready to rebuild your factory 3 times π
Oh this is already the 2nd time on this save
Yeah that's low
well yea space elevator progress
On my friend and I save we have re done it only once so far
But we are being very organized
You can rebuild 0 times easily
If you know what your doing...
Or are being very patient
Or if you want a paradoxical way you could slightly re do parts slowly swapping out parts for new versions of them it's still the same factory possibly? Or is it a new one?
That's how i've been operating
though i'm planning to move to an expandable centralized factory architecture soonβ’οΈ
Onny do you know the math so I can have all the constructors evened out with their clocking
that's a lot of oil my dude
@leaden belfry what alts do you have related to fuel?
Turbofuel?
Heavy oil residue?
Diluted packaged fuel?
did you mean 180 per minute?
Basic fuel?
Basic fuel is 60 oil to 40 fuel/ 20 resin
So with 180 oil you will need 3 refineries.
Will make 120 fuel which can power 8 fuel gens
60 resin a min wont get you much from residual plastic.
Only one refinery and you will need water for it, and it will make 20 plastic/min
15
Whats the node rarities?
If you have power shards you can OC a normal oil node to fill a pipe. 300m3/min
Do you have spare awesome coupons? If so buy a stack or two
Its an option if you want
Quickwire isnt hard to make at least
Ur gonna want quickwire anyway. Mk2 power poles and such
I see you are talking about low power but still want to fully utilize a caterium node. Isn't it there is something more important you can do about that. π
just wait till pure mk3 250% OC
another "let us attach splitters to miner" thread on reddit
hopefully
splitters for belts only
if you want vertical splitting, wait if devs implement new mechanism
and for producing machines just wait for better belts and pipes
Connect a lift to a splitter
pls no
Its already possible
ik but it's buggy
Well yes thry need to fix the snap point
But if you put splitter first and THEN belt the spacing is fine
Nah the idea is fine they just need to change the snap point
I need to make a proper post about it on the qa site
Works:
- place splitter
- Connect lift
Does not work:
- Place lift
- Connect splitter
doesn't work doesn't put things in splitter or doesn't allow belts to attach due to clearance?
i asked what kind of not working this cause, not how to use properly tho
If you snap a splitter to a lift, it kinda intersects with it and both sideways connector are encroached
But if you do the other way it is just fine
yeah thats what i meant when i referred to the snapping point being wrong right now
and that is an easy fix
this is the current issue, black = splitter, green is output, red is lift
when you place the lift first and the splitter second, the splitter snaps to the lift
and the lift clips inside the splitter halfway to the outputs on the side
causing the 'encroaching clearance' issue when you want to connect a belt to that output
https://www.reddit.com/r/SatisfactoryGame/comments/btexf7/satisfactory_saturdays_2_balancers_vs_manifolds/ can someone just pin this in here, or maybe in #old-questions-and-help? π I'm fed up with finding it to link to people, hah π
106 votes and 75 comments so far on Reddit
Since we're on the topic though. I have a "friend" that needs to transport 12,366 iron ingots per minute to his/her steel factory by train. Trip time is roughly 5 minutes. Which means every train car would transport about 640 iron ingots per minute which equals 20 train cars. My iron ingot factory produces the 12,366 iron ingots in 8 lines. Wouldn't this call for a balancer? If so, how do you split 8 into 20 evenly?
it is in wiki page. and google works too
You're an idiot
I am answering to @tawny chasm lol
oh lol
@hasty flame for 8:20, perhaps you can just add 4 additional cars so it become 8:24, then just merge 3:1 at the unload station.
oh you need to split 1:3 at load station too.
Thanks, I guess that and the ratio splitters mod are my only options in dealing with the train bottle necking
@glacial hemlock what's simpler than saying 'check pins' though, they're already here π
i'd rather point them to the link then point them to somewhere else that contains that link
not that it really matters
well, that's true.
@tawny chasm why would you have 4 screws and 3 assemblers requiring screws ?
Wouldn't you just have 1 screw to 1 assembler???
Wouldn't it just be smarter to combine 4 screws into two mergers and those two mergers into 1 merger? then put it into a splitter and divide 360 / 3 = 120.
are both of the pinned production chain calculators broken?
my computer assembly needs way more screws than it calls for
I use the interactive map production calc and then use my own math to verify
@fierce ruin did you ping the wrong person?
any one have a link to the power produced by a coal generator when over clocked? I'm overclocking to 150 % target is listed as 112.5MW but the actual output is 102.5 MW.
Dont OC generators, just build more of em
The OC curve isnt efficient, your using 1.5x the resources for less than that gained
For generators it is different formula: the more you overclock, the less you get in retun.
x percentage ^ (1/1.3)
Anyone make use of the hydraulic head lift as pipe overflow system?
Ive theorised that you can use vertical piping for overflow because my assumption is the bottom pipe will be filled before the top pipe
Great!
keep in mind it's all theoretical
could be easily tested though by just building a setup
yeah it works, thank you so much!
now ima do a mr beast inpreashin
Hay guys welcom back today we are gonna be dooing a last to leave chanange for 100k
morgs be like
HAY!!! GUYS!!! TODAY!!!! WE!!! ARE!!! GONNA!!! BE!!! DOOING!!! A!!! LAST!!! TO!!! LEAVE CHALANGE FOR 100k
impression noun (COPY)
[ C ]
an attempt at copying another person's manner and speech, etc., especially in order to make people laugh:
i didnt get it
not sure why you're talking about this in a #math-and-meta channel
Which matter are you referring to? Are you trying to advertise?
noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
im saying lets go tell morgs to go back the place he came from
<@&387163995947270144> seems like spam
what
Than what is a ''leave chalange for 100k' and who is 'morgs'
im not spaming im talking
Not in the correct channel
omg yall do not meme at all do you
this is not #math-and-meme
but this channel is not for memes
idk
well now you know
The only meme channel is for satisfactory related memes, if you want memes go to another discord server... simple.
or go to #off-topic-general
so funny
I see... mr beast and morgz. Yeah discuss it at off topic channel
grrr
Why the heck did discord ping me when Tom pinged the Moderators.
are we allowed to pretend to be mods?
you got temp banned for doing that last time, didnt you ?
muted for a week
then you know the answer
you have a good memory
Tom knows everything
true
except maths
is there a formula to calculate fuel burn time in generator and fuel efficiency?
need overflow spliter in main game asap π not worrying about 0,06666666... overflo
@nocturne jay burn time differs based on how much power you need
but yeah, you need to know fuel's energy value and then it's simple
what is the formula
well
generator outputs some max power
e.g. coal gen 75 MW
and e.g. coal has 300 MJ
so 300 / 75 = 4 seconds on max load
so the formula is= [(fuelPotential.FuelQuantity).FuelPotentialPower]/generatorMaxOutput
*FuelPotentialBase
is tehere an ionput output table/overview/spreadsheet arounf in an excel or smth? any suggestions?
Hey, Real quick I work in electrical a bit in the US. Isnt the game using the wrong Units for power?
MegaWatt hour (MWh) is volume of power over time, like how you're billed for kWh on residential. Where MW is instant draw.
Power plants & Equipment are often described in terms of MW capacity irl.
it is. Lol, the power poles did displays wrong unit. But the unit display at buildings are fine though
when you unload from train freight station and attach conveyers on both outputs do they drain it twice as fast as apossed to only having 1 conveyor?
@glacial hemlock power pole units can be considered fine, just need a different unit, use MWs instead of MWh and it is fine. Or use MW, that works as well
theoretically a lot if they all run at 1% lol
at 100%, 15
yes
third one can only run at 10/15
so 2/3rd, so 66.6666%
I got a different result when I divide 40 / 15
I got the same result Tom did.
I always round up, except when consuming fuel then I round down. It doesn't make too much difference though since you can't run it that close to 100% unless you have a very flat power consumption curve.
Rounding down is a little safer, it will show your total capacity in the UI as very slightly less instead of very slightly more than what you could really safely do.
yeah I'd say 66%
I am a bit of mixed opinion. As factories seldom run at constant power, I would actually round it up, this tiny extra power can handle the spikes, but most of the time, it should be well below the actual capacity.
but indeed round down is safer
or.. just increase your fuel production π
While on the topic of fuel, i have been playing round with diluted fuel -> turbo fuel, very fun process one of the most fun i have been playing with
i always round up with assumption that it's better to sligtly overproduce and then stop for a while rather than having lack of something
diluted fuel is the game changer once you get it. It is almost like advanced oil in factorio.
Basiclly it can take 300 crude and make 800 fuel
If possible, I will build extra machines and math out the right combination of clock speeds in order to get rid of the irrational percentage.
94 fuel gens from 300 crude is what i came up with
when you go through the whole process of diluted to turbo
hmm, is it? I thought it can be more, as 666.666 / 4.5 = 148
In order to get that you will need 11 refineries using the heavy oil residue alt tho.
7.5 make 300
2.5 make 100
Still uses the 300 crude limit
Thats how I have mine setup anyway. Id honestly love to use the resin these 22 refineries make, but as its idle 70% of the time (not using enough power), its pointless atm
an advanced technique is to split your power grid into 2 systems: one for powering the power facility itself, another one for factory and main buildings.
all oil and water extractors, fuel refineries, assembler crafting compacted coal, etc, should linked to the first.
That will take a lot less rewiring than you would think. I think there is only one master power connection if I recall right
But that wont stop the fact the main fuel gen facility will back itself up and not need to produce at capacity to keep up.
sink the extra
tbh i wish there was backward regulation: if your fuel starts backing up you can divert the refinery's input somewhere else until it no longer backs up. saves material, time AND power
with the new overflow setting on the smart splitter in EX, maybe i can build a circuit.....
you can. Sink the extra fuel, and you got a nice amount of points
Mby cuz it makes a ton of resin but none comes out, well trickles
yea but now i wanna see if you can build a controlled system with self regulation using splitter and merger and Smart S. and Prog. S logic
just for the sake of it
With the HOR alt as the starting point dont think its useful
For the compacted coal tho...
I wouldnt use overflow on the empty container loop personally
empty canister should be in a closed loop, so manual input for the start up works for me.
but if you worry about jamming, putting a small container in the loop should be safe enough
Yea I do that in all 3 loops extra 1k per loop
2400, 3000, and another 3000 needed to just fill the machineβs internal 100 storage
that looks so ugly.
?
just hide them behind a few walls if you think they're ugly
or build them more OCD-compliant
what looks ugly?
the overflow pipe?
it looks a lot better if you use stackable conveyor supports instead of stackable pipe supports underneath
probably is what they ment
what does it do?
if you got too much fluid stuff it goes over the top
simple as that
example usage: your refineries are in danger of stalling because your fuel generators arent chugging enough fuel.
so that would overflow into a storage ?
nah, probably to a refinery for packaging then into a sink
that's how i'm set up
all my oil product are sunk automatically when storage is full so one line can't back up the others
i just have storage mountain.. lol project for tonight..
honestly, i've never seen the need to store more than a container's worth of anything in this game
if i have too much, it's off to the sink
i mean if you have endless storages full of stuff, they are basically being wasted
you wasted power and time for.... nothing
do u guys use belt even splitter aswell?
splitting beyond 2 or 3 is pretty much useless. wasted effort. Manifolds otherwise
no i mean for example a 50% and a 100% input distributed to 3 belts with 75% without merging due to beltoverflow
what
for what purpose
also, those numbers don't work
you would be getting 50% at the outputs with an even split of the inputs
yea it should be 50% each output
but the 100% belt is max capacity and you cant have a 150% belt
if you don't care about balancing when things back up, you can just split the 100% and now you have three 50%
just need some suggestions for my noodles
it was just an example
say u got 100 and 72% or some odd number
i generally find these constructs unnecessary in this game
for what purposes are you using them?
nuclear power the most the uranium part
because i want as little radiation as possible in the facility
what does that have to do with balancing
because if u overflow uranium it backs up on the belt
it's going to back up on the belt anyways
your power plants are never going to run at 100% all the time
build your uranium near your power plants, and build the rest of the base elsewhere
Question regarding pure quartz alt recipe compared to the original quartz recipe. Which uses less quartz ore to produce more quartz crystals?
At the cost of water and a refinery, the output of quartz crystal increase, but the input needed of quartz ore is also higher
you should be looking at the ratio of ore to crystal
okay, thanks
Im beginning to plan a alclad sheet system.
-
Is the alu ingot alt worth it? Removal of silica cost me anything?
-
Alu scrap alt any useful?
Im thinking of using the water output and putting it towards pure copper ingots.
And if the usual alu ingot recipe is better than the alt, is cheap silica any good?
don't use pure alu, and alt alu scrap is good
and cheap silica is good
any recipes that consumes common resources in place of the rarer resources are good
Then why not pure alu? Removes silica beed
but then you get hell less aluminum!
Yea did the numbers
Normal is 3 scrap per ingot and alt is 4
Im gonna stick with normal alu scrap tho. I have a supply of 960 petro coke im not even using. It gets sunk.
my alclad setup plan
222/min alclad
am I off in my thoughts?
chose 222 a min based on bauxite, one pure node worth
I need 11.1 alu solution refineries, but sunce I am gonna make 222 water I decided to increase the refineries.
78% and 22% split into two refineries. The output water feeds two + the 22%
Rest of it should be fairly straight forward
Each scrap refinery needs 240 solution, so thats 3 refineries each. The split 78/22, 10% and 1 more will feed the final 70% refinery
Yea looked at that after I thought coke would be easier. Im sitting on a unused supply of 960/min anyway
and if you have extra cokes from the oil production, that means your oil production setup is yet to be optimized.
oh, i see
Its optimized, just unused. Aka sunk
no, i mean an optimized oil production should not be producing any coke at all.
While im not disagreeing with ya, it has come in handy. Have a good sized HMF solution that uses coke steel. Consumes 1/4 of my total supply right there
And total is 1920.
i see.
I see?
Yeah coke steel ingot
Quick Question: When you start a new game and get closer to a higher tier belt, do you design your factorys with the soon to be faster belt speed in mind or stick to your already aviable slower belts?
I usually am thinking about the higher tier belts in terms of leaving empty space that I can expand into when I get the faster belts. If I know for sure I'm going to upgrade something sometimes I go ahead and build the full thing with the slower belts and underclock the machines. I might skip the underclocking if the unlock is real close and I'm flush with power.
I think underclocking is the way to go for me then. Rn it's quite unsatisfying, knowing that I have a bottelneck in my factory causing delays everywhere
Well underclocking will still have a bottleneck if your design really needs more production but you're limited by belts.
It'll just be a more power efficient bottleneck.
But, if you can plan ahead and pull it off, it is preferable in my opinion to avoid ending up with something obsolete that you have to rebuild from scratch.
I really did not worry about real optimixation until at least mk3 belts. They open up alot of options. Mk4 really allows youto get it done tho.
Yea that's why I plan ahead. I take some time designing my factorys, beside the pure production line. So destroying it is quite annoying ^^
Yea I will unlock MK4 belts soon
Stock up on enhanced indy beams. They become as important as concrete π
And get the steel pipe EIB alt too if you can. Its a slower recipe, but you can make alot more steel pipes than beams, so in the end you make more.
Will do
enhanced indy beams production line is next, so I will plan with MK4 belts there as well. Even though I only have MK3 rn
after some troubles figured it out
it's quite important but never mentioned in tips that fluid buffers don't provide headlift, plus headlift before buffer is apparently not working, so if you need to elevate pipes even sligtly above same level as buffer output you need first to place pump on same (or below duh) level and only then create incline pipe
otherwise liquid just won't flow unless buffer is super full
I think that's what people mean when they say buffers "reset the headlift" (took me a while to figure that out too).
re: providing headlift, I think that it's just the powered buildings that provide the built-in 10m headlift (or 20m for the pumps, obviously)
yeah, buildings before buffers doesn't work after buffer so i had to place pump
now works as charm
having something weird happening was hoping this group could check my math.....
Early access main build (released on steam) no mods
8 refineries 4 plastic 4 rubber... default recipe default rate.... output should be 120 cubic meters of waste.
sorry (liquid waste default recipe)
piping all that waste to single fluid buffer then to 2 refineries producing fuel first refinery is overclocked to 50 cubic meters of fuel a minute taking 75 cubic meters of waste... second refinery is default recipe and production (40 fuel, 60 waste per minute) according to my math .. this should leave my system short 15 cubic meters of waste a minute.... however.... my 8 product refineries are filling up with waste.... my fluid buffer is full.... and my two fuel refineries say 100% and are cranking and my 8 fuel generators are consuming 90 fuel a minute default rate.... yet my fuel system is filling up too....
Almost like refineries are bugged and their outputs are just filling up regardless....
Heavy oil residue isn't waste.
Also there's nothing been released on steam but that's not really relevant to your question.
sorry bi-product not waste
oh yeah sorry... to many game platforms
epic main stream early access release
Generators only consume the resources required to produce the power you actually use. So those gens will only burn 90/min when you are using 100% of the power they are capable of generating. You probably aren't so that is why the fuel would back up.
And you are generating hor at 120/min but you are only converting 90/min of that to fuel so of course the hor is backing up.
hor = heavy oil residue
wait I misread your numbers on the hor consumption I think
ah that is what I was missing I didn't realize gens don't consume when power isn't being used.... that would mean the fuel refineries aren't producing because of backup and instead of consuming 135hor /minute (75 overclocked and 60 default) they are sitting idle causing rubber and plastic to backup.... Thank you.
I think it's just that you are not consuming the 90/min of fuel, so that back up is causing the hor β fuel refineries to back up.
yep thanks @woeful skiff
you could add a vertical pipe to siphon off extra overflow heavy oil residue and another refinery to convert the HOR into coke to then sink it if you need it to keep going.
@shy mason thank you...
wish we could prioritize which power plants get used first π
only power plant that gets priority at the moment is the geothermal generators that produce 200MW each before any other generators enter the equation.
ah good to know... thank you
It seems like it also ranks biofuel gens lower than everything else -- although that might just be coincidence I haven't tested it with any rigor it just seemed that way when I had both coal and biofuel running for a while.
How do I do this cleanly?
10 alu solution refineries making 800 total solution
8.88 electrode alu scrap refineries needing 799 solution (rounded up to 800)
Solution makes at 80/min and scrap needs 90 / min
How do I do this cleanly?
or that the biofuel (solid i assume) has stacks of 200 and each piece has a higher 50% more energy.
Found my answer , its underclocking
5 solution refineries underclocked to 23% will make 90 total
To make it look clean(ish) 80 and 90 have 1 common number and that's 720 so 9 ref of alumina solution and 8 ref of scrap with 3 pipes connecting the 2 groups. then the last 1 or 2 down clock to make work.
Personally go with the default aluminum scrap recipe if you want a clean look it is a 3:1 refinery ratio and can feed water back so only need 2 water extractors. With a 9:3 refinery set up use the pure aluminum ingot recipe with MK5 belts 144 x 5 = 720. Sure it needs oil but IMO the simplicity out weights the oil and you don't even need that much oil.
We are talkin fluids here
Not belt
70% UC x5 refineries will make 280 solution. Very close to supplying 3 electrode scrap refineries
Little over anyway
68% x5 is 272, not bad
So to feed all 8.88
Divide the scrap into thirds, 3/3/2.88.
Solution 5x at 68% will satisfy the needs for 3 scrap refineries
Solution 5x at 65% will satisfy the need for the final 2.88
10:10 split is a lot easier than 8.8 : 10 split
10:10 is 1:1, isn't it?
thats the chart im currently working on
but since I still have roughly 80 bauxite left unused, wondering how much more I could expand
So max I can do is 247 alclad a min and ill use a bit over 779 bauxite a min
Time to reformat for the third time π
uses a full 780 belt of bauxite now
but what worries is the solution. 75/272/272/272 process lines
I need to transfer 2m3 from each 272 line into the 75 line to get it running fully. How do? Attach the transfer pipe verticlly?
actually this graphic is quite difficult to read. how about using Daniel's
and when planning factories, you don't have to show every single building, just like 10.8x assemblers, n / min, is enough information.
Quick question, how much coal/min does a coal generator require? π€
@glacial hemlock its as much of a layout plan as a logical one.
I developed it as a logical + physical topology
Yea coal is 15/min
So a normal coal node + mk 1 drill at 60 / minute could satisfy 4 coal generators on mk 1 belts
This page is actualy extremely helpful.
biggest annoyance with aluminum is water byproduct
if you strive to use it in a loop, it can get so irritating... until you just give up and set up an overflow with some of the HOR polymer resin.
do you have to fill the system once and use a tanks at various spots?
Im not using my water byproduct as a loop. Its feeding a pure copper ingot system
@faint flax no, a lot of water is still required in addition to the output from scrap production. My problem was that everything would be balanced perfectly but, once the factory filled up on scrap, the water extractors would "overfill" the pipes and cause a fluid backup. Which would then cause an alumina solution shortage. Which would further decrease demand for water. Fluids w/out control systems are fun.
How would overfilled water cause the alu solution to seeze up?
no place for the alumina solution to scrap metal excess water to go, so production is halted. I'm partial to the using the excess water to a 4th refinery for my set up.
Aah thats why my plan is to pump 100% of the excess water into a giant pure copper areay. This it never backs up
Im estimated to make over 900m3 water as byproduct alone.
Planning a system that uses 2580 bauxite as the input
Also found a way to make compact individual segments. 3.75 solution refineries will make 300m3 solution. Plan then is to feed 3.33 electrode scrap which uses 299.7m3 solution
And build that out as far as I need.
Each little module so to speak will spit out 75 silica and 99.9m3 water
Needs 262.5 bauxite per module and 375 water
With my bauxite supply I can make 9 of these modules
my bauxite processing station is 2280
though it's set up for 2100 I want to say, going off memory
Im still planning π
But this module approach seems promising
I dont like the 299 and 99 numbers but it works
should be relatively straight forward if you separate the water components like that.
Yea thats the plan
Looped, there's issues when you run short on bauxite... or overfill on scrap.
Exactly. 100 water isnt much, but stacked with 3 modules it will fill a water pipe
I just wish the pure alu ingot recipe wasnt trash
Electrode + cheap silica + pure copper ingot is a great combo tho
I hate pure copper
copper alloy all day
Anything to get the hell away from turning an ordinary factory into yet another oversized Refinery monstrosity.
WIll still use Pure Caterium though... since that + fused quickwire is so powerful w/ a rare resource.
Looks at you, 184 refinery system that makes me 1333 turbofuel
40 refinery array making iron ingots
20 making quartz crystal
Yea I agree there needs to be another machine but βshrugsβ
I'll use them if there's no other choice
But if I have enough materials on hand to be less efficient or if there is no other choice as in the case of TurboFuel, Refineries are poison to me.
Copper Alloy is probably up there for most OP recipe in my book
All that in such a minor footprint...
Just make an assembler with an optional fluid input problem solved
And there are some ||mods|| working on stuff like that
copper ore + water = 2.5x copper!
Yup its insane. 15 copper, 10 water, 37.5 copper ingots
450 copper ore and 300 water in 30 refineries can turn out 1125 copper ingots
I'm stuck and confused! I've got 16 floors of a building on a vertical manifold with a Mk5 belt, each floor comsumes 46 ingots/minute, but the top floor is getting starved... can anyone help me understand why?
In a manifold the machines at the end will get starved initially until buffers fill and the input flows properly, but it will happen eventually. You can speed that up if you have the materials to manually fill up some of those buffers.
I feel like you just told me to turn my router off and on again, and I feel a strong urge to ask to talk to your manager. This isolation does strange things to a mind.
No, I let everything fully saturate, and I've reconnected the sinks and back to having the top machine drop to around about 53% as we speak
Oh, it's an open manifold.
I don't think that last one will ever get the resources it needs. If you are on exp (or wait a little bit for the overflow splitter to reach ea), then I think that would solve the problem.
Check out this slick calculator: https://satisfactory.greeny.dev/machine-fill
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
You can see if you close the manifold (i.e. don't sink from that last splitter), it will fill up eventually, but as soon as you click the open checkbox, the last one never becomes efficient, because 50% of the split is going to the sink and the remaining 50% is not sufficient to keep up.
Sorry for the remedial comment on how manifolds work, I didn't know if you understood it.
no, it's fair, it's the right first answer 90% of the time lol, I failed to show my credentials.
I forgot to put credentials... the problem is now obvious lol.
it's the right answer 99% of the time π€ π
hey greeny, is your calculator updated yet?! Ive gotten to the point where I don't even check anymore π¦
sorry π¦ life is hard and there's a lot of work. You can be sure I'll announce it in my discord/here/on reddit when it's done
definitely understand, just can't find another one that works quite as well for my uses!
I think I gotta start getting more familiar with your manifold fill tool though... I think I've already got an edge case for it... I've got a manifold for a building with 3 machines each floor, so it alternates between a single and a double manifold. The fill time should just be somewhere between the two values ya?
Well, once I fix my GD tower I'll try to find out the answer
or at least, one answer
manifold fill tool shouldn't depend on update, so it should work (same as radiation tool)
other stuff is outdated π¦
unless you use the item browser on update3 website.
which recipe should i use for HMF the one where it produces 3 at the time but it requires more and it replaces screws with concrete
I like this presentation more than the wiki. Cleaner IMO
Heavy Encased Frame IMO is the best alt. Its all steel, iron, and crete stuff. If you have the pipe indy beam alt too it really simplifies your production line.
ok ty
Just because of simplicity. You only need 3 raw materials. Iron, coal, and limestone.
The flexible is nice and I would say go for it IF you have extra rubber but thats the only reason to do so.
Yea any alt that adds unnecessary complexity isnt good in my book
Even some that simplify too much like pure aluminum are not good too. Its one of those alts that actually produces less than standard even though its much simpler
I think they missed the mark on the pure aluminum one. Seems to be the only one that isn't consistent with the other recipe rebalances
Not by much, but just enough to be useless
actually is quite useful for those who don't want to deal with silica loop.
I am supposed to go to bath, but I guess i should watch the twitch first.
Ye it can be handy if you don't have access to quartz. But for a recipe that's supposed to "simplify" the recipe it's making you build a ton more buildings than the original recipe.
yes its trade-off is too severe.
https://satisfactory.gamepedia.com/Aluminum_Ingot but hey, it actually saves power, even losing the ore efficiency.
6.6 instead of 12MJ
I personally find bauxite much harder to deal with logistically than quartz, so removing the easier resource to manage doesn't really make sense
I don't think that wiki pages takes into account the entire chain, does it?
Ye it doesn't, it's just the per-machine power usage on the final product. I'm pretty sure the alternative takes up a lot more power (60% more?)
true, it require more upstream material to produce the same amount of product.
Also dont forget that pure alu uses more scrap than normal recipe
3 scrap per alu ingot for normal
4 scrap per alu ingot for pure.
May not seem like a big jump but it adds up fast
Like for example my planned alu mega project will make 4497.3 scrap exactly.
That is 1499.1 alu ingots in normal recipe.
That is 1124.325 alu ingots in pure recipe.
Instead of making 749.5 alclad, id make 562 with pure
TLDR: the tradeoff isnt worth it
33% is not insigificant
Exactly
Larger station footprint (needs 1 extra platform for another locomotive)
@wind spade maybe not required anymore? the backward facing locomotive doesn't need the empty platform
no idea but afaik nothing needs empty platform, it's just a spacer element
as long as the empty platform is not in between 2 functioning platform / station, then the empty platform can be omitted.
Empty platform is pretty much only necessary if you're running multiple locomotives or only loading/unloading part of the train
what if thirt plus 40
So I'm just getting into unlocking oil and stuff, it looks like there's a billion different ways of making plastic and rubber idk what recipes to use
Alright
you can do alot with oil, but alternates become quite useful. Recycled plastic, rubber, and more for example
Hey, i have a quick question.
I have a line of 120 coal per minute feeding 8 coal burners.
In theory those 120 coal /m should be exactly what the burners want, but for some reason the last 2 burners slowly consume coal faster than they get filled.
All burners are set to 100% productivity but actually run at about 80%.
Also, the burners are not being fed by a nice load balanced system. I have a single 120/m line coming in and 4 splitters in series feeding two burners each
Is it seriously because i don't have a load balanced input that this happens ?
no, manifold systems work with the same efficiency as balancers
but only after all the machines are full
not necesarily
well, all but the last few machines at least
are you certain you have 120 coal/min? maybe you have some mk1 belt part leftover?
it's the one key disadvantage of a manifold and why i don't recommend manifolds for distributing small quantities of items
but 120/minute is plenty for a manifold :P
well, yeah in theory and in practice that does happen up until the last two burners.
My 120/m line is feeding the first two burners faster than they consume so overflow goes to the next and so on...
1 burner says it consumes a coal piece in 4 seconds so over 8 burners that is supposedly 120 coal/minute, thus my confusion about the last two being under-fed
i'll double check greeny
if you're using exactly the resources you're putting in on a manifold, the last two machines won't actually fill
maybe you just connected it and ned to wait a bit for it to fill?
however, generators never actually run at 100%, so that shouldn't be what's happening here
this is why i usually let a new power plant prefill/pressurize before i hook the generators to the grid, ensures stable power capacity
can confirm mk3 belts at the start of the run ( in red ) then mk 2 all the way fully compressed to my generators
The system has been running for over 30 hours but up untill now i've only been using about 200-300mw of my 600mw capacity and now that i'm hitting consistent 80-85% power usage i've stumbled on this problem
hmm
The solution is easy, that's for sure, but i'm mainly interested in understanding why this is happening
are the generators actually starving, or is the fuel count just dropping a little?
last time it happened i was afk, so my the 2 generators cutoff, breaker flipped and that let time for the coal to fill the generators back untill i came back.
Actually it's starting to starve again right now
took about 20 minutes to get to this
yeah, that's not good
and... breaker flipped
yeah just ran back from the spot i took the first screenshot from and double made sure i don't have a mk1 in there but i have a suspicion now
maybe during placement of the splitters for the coal line i could have messed up something bu placing splitter on an existing old mk1 belt and even though i then upgraded parts of the belts that are between the splitters there could be a mk1 inside leftover ?
hmm
i don't think that's how it works, but you could try redoing the splitters anyways
yep gonna try right now i'll report back asap
@manic storm that's actually a known bug that sometimes a small mk1 belt part will remain inside the splitter
well, found the culprit... lol i feel dumb now
hah yeah i'm gonna definitely be more wary of that in the future :p
if they fixed that bug and made it so you could snap the splitter to be aligned with adjacent machines, i would use that feature, but as of now it's honestly pretty useless
thanks for the help guys π
no problem:P
I usually snap my splitters in place first, then connect belts after
I can't line up anything right if I can't snap it
same
What I'd love is a priority merger though
Similar niche to the overflow that the smart splitter now has (experimental version).
I've heard other people want that too. ... or maybe that was you π I'm with pocketpc though I can't think of how I'd ever use it.
I dont think overflow is niche at all
overflow splitting isn't niche
if there is a niche for overflow merging, though, i'm not aware of it
overflow in a single unit is a huge gamechanger, the old splitter merger manifold is really cool looking but not at all practical to use at scale, with a overflow line you can feed pretty much any machine with a single belt, yeah some recipe when you fully overclock might be tricky and would require some trickery at the feeding side to get the different material feed rates correct.
I don't think anyone really questions the splitter. It's the priority merger that I don't see a use case for so I'm vaguely curious what the people who want it would do with it.
How would that even function? I assume its a merger that takes multiple materials which lets you decide the "input" rate of each input individually?
nah, lets you decide which input to pull from first
assuming multiple inputs have an item available
i just don't think i would ever use it
Infinite nodes make it sound unnecessary
yeah had the nodes been finite it would make perfect sense
Now, with fluids maybe (burn this fuel before that fuel), but I think you can accomplish that already by manipulating headlift to your advantage
yup
i suppose optimizing petrochemicals could be the one place where that mechanic could be used
but i prefer to "optimize" petrochemicals by just sinking all excess and keeping my oil pipelines flowing at 100%
yeah if you burn coke before coal i guess, but thats mainly just for a short period if at all
mixing fuels in a generator setup is a recipe for power trips
the new overflow mode really helps with that. Like I make almost 1920 coke a min
since the generator can't load one fuel until it burns off the other
coke makes horrible fuel. I actually use mine mostly in coke steel recipe
that's my plan as well
I dont need it for alu either
better off turning coke into steel and burning coal than turning coal into steel and burning coke
the electrode aluminum scrap alt is insane anyway
I only need 900 coal a min for my alclad mega project, which isnt bad at all
Screenshots of that insanity in #screenshots
Speaking of that is there a clean way to split 600 into 450/150?
Im gonna ise 2 normal coal nodes for this and only need 450 per node, the rest can be used for smth else
split into two you then have two lines of 300
split those in two again and your left with 4 lines of 150
Aah true and re merge 3 of the lines, split off the excess
Real fun will be managing bauxite. Each module , 9 total takes 262.5 bauxite to work
Thats 787.3 per 3 modules
3.75 aluminum solution per group making 300m3 each
if anyone has ideas let me know π
Without any margin of error getting those feed rates is going to be a lot more work than its worth imo, feeding with 780 belt and 270belts you are around 1%~ off at the feeding side.
80 alclad / min, yeah it is a rookie number.
hmm this may work
270 belt feeds 3.75 machinnes. At the end put a overflow splitter that merges into the next 270?
@upbeat tide salute for building in Swamp.
black water.
oh, extractors in the ocean, then bring back via pipes
I am planning for aluminum production too, but it is lesser than 750 / minπ
oh why 749
you sure there is no rounding errors?
it probably will round up to 750, but yea im sure
ok...
using electrode scrap
cheap silica
pure copper ingots
other fun things
time to do a math test!
ok, come on
waiting...
A sphere and a right cylinder have the same radius and volume. The cylinder has a height of 9 inches. Find the radius.
hey, it says math...
6.75?
so do you guys think pull systems are always better? when you unlock new items to produce, do you just start a completely new factory/module for each thing? admittedly i've been doing mostly guesswork push systems so far but I want to change that
yeah, it's usually better to have items separated
you can easily calculate the separated factories, easily expand it and you won't run into issues where you don't have enough materials in one factory because other one is eating all the materials
thanks for the explanation! so do you typically use a main bus or keep everything totally separate?
When going up the tiers I like to setup lines for everything, and give them alot of room to expand with better belts, alternates, etc
All the high tier items require the lower ones anyway
separate usually. Produce stuff where nodes are, ship only final products to storage
No bus
I feed a production line what it needs, outputs to storage, and the next line takes what it needs and so on
storage has sink overflow
my lines are totally separate right now, but i'm planning to move to a hybrid setup for my next base
low-tier items are produced on site at factories and used to make mid-tier items, mid-tier items are shipped to a central base and put on a bus to produce high-tier items
1288.25 @upbeat crown ?
Busbad
ok thanks guys, spread-out modules sound like the way to go. so now... what's the best way to tear down large factories without leaving boxes everywhere?...
thanks both of you!
oh i did volume my bad
yeah it's 6.75. since volumes are equal, just set equation for sphere equal to equation for right cylinder and solve for the only remaining variable r
4/3 pi r^3 = pi r^2 * 9, solve for r
Exactly π
So this may sound a bit weird but lets see what you fellas think
I am feeding 3.33 alumina solution refineries, takes 262.5 bauxite. This is repeated 9 total times.
So, I decided to only use mk3 belts for the bauxite input and each set of refineries has a dedicated belt.
All the miners that will make the bauxite will be divided up and feed a large storage areay, at least 18 interlinked industrial storage. The 9 mk3 belts will begin from this storage array and hopefully spread the load evenly.
Now, since I will not use the max throughput of a mk3 belt, I am thinking of using a overflowsplitter at the end of each line and merge the remainder into a single mk2 belt. That mk2 belt then feeds right back into the storage array
typing speed 100
Real professionals type in a separate widow/discord 
H8ers π
thanks for the math help guys!
A bale of hay in the shape of a rectangular prism has a length of 4 feet, a width of 2 feet, and a height of 2 feet. A cylindrical bale of hay, has a diameter of 6 feet and a height of 6 feet. How many rectangular bales contain the same amount of hay as one cylindrical bale? Round your answer to the nearest tenth.
You guys don't have to help, but it would be helpful. (pun intended)
@upbeat crown Ping me if you answer it!
Its best to take that to #off-topic-general , keep things in the right channels π
@upbeat crown 10.6!
Thanks @hollow harness! and i'll take it to off topic.
keep helping me or are you busy?
Is this hw? haha
yeah... XD
let's talk in off topic now.
or not...
brb
@hollow harness back, are you still going to help or no?
@upbeat crown I can probably help here in 30 min or so
that's fine, I got all the time in the world, out of curiosity, what are you busy with?
(don't have to tell me if you don't want or it's personal.)
I'm eating some dinner
amazing, maybe you can help me in DM?
@cobalt meadow to mass dismantle, first cut off the resource input, then drain all the buffers with sink. Now you leaved with empty factory just mass dismantle it.
1 X 1
Out of curiosity, what calculator / planners are most used here ?
update3.satisfactory.greeny.dev
satisfactory-calculator.com
allright yeah i was also leaning more on greeny's calc for the ease of reading because satisfactory-calculator's tree graph gets very much out of hand very quick
you can try to search google results, there are a lot of different styles, you gonna try each of them and find the most suitable. And one easy way to distinguish latest calculator or old calculator: if there is water, then it is the latest
greeny's calc isnt updated for update 3 yet
oh yeah didnt even think about making sure if they were up to date lol
he's working on it, but no release date or expectations about one mentioned yet
Daniel one is awesome, idk why it isn't pinned here
@storm nacelle I was lookin at the pins and found your site with the blueprints, are these updated for update 3?
if not, do you intend to update them?
@sand garnet Website's been dead since the blueprint generators were made, sorry
good to know for referring people π
also, blueprint generators? you mean stuff like draw.io? if not, do you have a link?
@sand garnet I believe what replaced mine at the time is greeny's one that's also pinned
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
That style stuff
oh the calculators that just show the layout based on calculations
got it
I feel like regular blueprints like yours definitely fill a need though for people who dont like the math stuff and just want a general idea of what to build lol
I may pick up the project again, but I'm currently occupied with another side project ^^
well it's manifold calc, how is it blueprint? π€
@heady smelt sorry I just grabbed the first link that came up in my search bar for greenys site
oh, ok then hah
hello guys
i'm find a great spot of petrol (4 pure)
but in 1 of them how many fuel generator can I put on it ? (just normal receipe)
in my calcul I can put 13 in 1 pump with 3 charge to 250% prod => 300mΒ³/min
300mΒ³ petrol into 200mΒ³ fuel
generator use 15mΒ³/min so 200/15=13.3
I'm right ?
Yes your right
Dont forget to either use the petroleum resin or sink it
And its easier to use 5 refineries per 300m3 petrol
yeah i'll use the resine to produce plastic and rubber
Ooh nvm misread the 250% line
On a pure node you do not need all 3 power shards. Think you can get away with just one
A normal petrol node does need all 3 shards though for 300m3 production
And make sure the residual plastic/rubber never, never stops. You do not want resin to backup.
Are you on EXP pr EA?
exp
Then add a smart or programmable splitted at the end of the resin machines. Put in overflow mode and connect a sink
So that way the resin gets to its destination and excess is sunk
oh shit ^^
I made a misstake ^^
i' got 1 normal and thinking it was a pure XD so I based my calcul for shards on it XD
Thats fine normal can do 300m3 just as easy
Its only impure that cannot. Impure with 250% will max at 150m3
yah i'll return to verify all my nodes ^^
can we go over 300mΒ³/min in piepes ? ?
no
ok π
Not yet anyway
I do something funny with my coal plants to have 24+ run on one pipe. Every 2-3 pipe junctions for a generator, I input a water extractor. I don't have to worry about balancing since I have so many points of water input. As long as I have 3 for 8 generators it works out nicely
Fluids balance so nicely
that is genius...
finally
but you are correct, if you analyze each pipe segment, there is no segment with flow more than 300 as the flow are mostly between the extractors and the generators, and not across the length of the pipe.
^
2 generators, extractor, 2 gens, extractor, 2 gens, extractor, 2 gens
rinse and repeat
you just need that total amount is 3 to 8 that's it
well, that and no pipe segment moving more than 300 per minute
Pretty much, and since I typically like to stack my coal generators over my extractors I just position the extractors every few generators
i put them all on the same plane over a huge lake
but bruh how about some water balancing? it's not efFiCienT if they don't start at the same timE
i'll take a screenshot later, busy with this factory rn :P
lol, why water need balancing, they balance automatically.
it's sarcasm my dude
You don't have to be 100% flowing water on a power plant
It'll only go 100% if you are using 100% of the power
you want to be capable of flowing 100% though so you don't have an unexpected power trip
i just tend to watch some people play satisfactory and amount of time they waste on load and fluid balancing kills me
Well yeah, you build it for 100% peak
yes, but you don't need balancing for 100% efficiency
But don't freak out if it doesn't flow all the time
I just wish bio burners had a belt input
i lost the overview. what is the topic
yeah, i do see a lot of people come in here and freak out because they don't understand that power generation scales
I like to set up automated crafting for solid biofuel and just have a bid for leaves and a box for wood to draw on
same
If I could input into bio plant with a conveyor belt, that be awesome
you cant even harvest the plants automatically
But I think the early game is meant to be annoying so you feel more satisfied with the automation later
a bit much annoying on the lower tiers, but better than before
you can refine it in biofuel and pump in fuel gen tho
downclock refineries to lose less
and the fuel generators to be like: "nom nom nom..."
vegan fuel gens
now think about that, oils is just plenty of dead bodies.
if i underclock a building it uses less power but becomes slower. if a generator doesnt have as much load, it consumes less and has fuel for longer.
The question is: will the underclocked building still use the same ammount of Energy? Like, over time
you don't need to care about generator clock
well, for fuel
water consumption gets worse with OC and better with UC, but for fuel it's absolutely same so you can 250% it
energy/fuel remains same
underclocked buildings use way less energy. 2 x 50% buildings is more efficient than 1 x 100% building
ik
but power generators don't work this way. You can't cheat on power generation.
yes
you can cheat on water if you want tho
is the Energy really less? im not talking power, but energy
no energy/fuel is same
energy per fuel in a generator is always the same
energy per operation in a production machine depends on clock speed
it's graph for production buildings
an underclocked machine uses less energy per operation, an overclocked machine uses more energy per operation
because the relationship between power and speed is exponential
polynomial not exponential
whatever
it's still nonlinear
in a fashion that means overclocking production machines is a bad idea
i wonder why we discuss production overclocking when question was about power generators
it was about both sides
ok then
i already said earlier that energy/unit fuel is fixed :P
tldr: underclock everything except fuel/biomass
well, if you want to save power as much as possible :P
10*10% buildings produce 10 items in same time as 1 at 100% but uses 2.5 units instead of 10 of energy
space in this game is... big
but slower machines means more machines, which means more space and more time building
100% is usually a good sweet spot
+-
i tend to get more refineries
i want fuel to be at least a bit more efficient
but as with all things engineering, it's a tradeoff
resources (and power) are limited, but your time and space theoretically isn't
well, theoretically, my time is limited
akshually, the map does have finite borders
though they're so large space is effectively unlimited
@manic storm but you can't use all the space
you can't downclock below 1% so you don't need all the space)
the real hard limitation with power optimization is lag and the uobject limit
you can only build so many machines before UE4 just says "nope" and crashes
i am surprised it works this well tbh
especially after one experimental patch got like 30 fps even more
same honestly
CoffeeStain Magic β’οΈ
i mean, they are using a somewhat customized version of UE4
so there's definitely some magic happening over there
coffee * time = magic
what is a programmer but a machine for turning coffee into code
if we overclock CSS, do we just need to give them exponantially more coffee
like optimization is not what i want from satisfactory
that's rare
i wish for qol changes etc, and new stuff
fps? good, but not top 1 priority
(or, polynomially)
well we need overclocking because in coding 100 people don't do 100 amount of work
sadly
who said more people im talking crunch time overclocking
Did anyone notice that the mk.3 miner doesn't start backing up until about 165%? Which means the mk.5 belts are actually doing 790-ish/min
nah, it just takes a very long time to start backing up with a 1% capacity difference
I've been staring at it for the last 10 minutes and it's stable at 792
When such a fast miner mines, it actually momentary pauses once its cargo hit 100 and then only resumes once the cargo is below 94
It's sitting at 70
does the UI of the miner said it is running 100% or 99%?
100
wow, thats great
I'm not fond of spiders, but there's one thing I hate more than seeing spiders in the game. Is that I saw a spider, but now I can't find where it is...
uh oh
They burrowed into underground. Use object scanner to find it then 
If you leave their spawn far enough, all spiders will be teleported back to their spawn point
hey does anyone have some good ratios for first fuel refineries?
You will have to test if you can place the extractors on every lake or river you see.
well... you'll see a water lake/river/ocean
Unless you look up the map online, you will have to explore a bit to find large bodies of water.
That seems like a question better suited for #old-questions-and-help , though.
I finished my original factory, with one assembler / one manufacturer making each item. Now I'm working on my big factory, and I think I'm not really sure if I'm making too many machines. The shorter version, is that I have 24 constructors total, feeding 10 assemblers. Looking at the parts per minute though, it seems like I should really only have 3 or 4 assemblers per item?
assemblers per item depends on the item
this whole paragraph was way too general for me to give you any kind of help
and mostly on how much do you want to produce
Well, my plan is to just stack a new mini factory, each time I want to double production.
most people i see doing stackable factories only have one manufacturer/assembler per stack
π€ I think I'll scale back then. I'm definitely overcomplicating it. π
one assembler per stack gives a lot more flexibility when scaling production, that would be my recommendation
i just plan on having manifolds that i can add machines to as needed
I prefer large floors over tiny ones
Like my crystal ocilator factory has 15 manufacturers per floor
I was looking at a factory in a save I downloaded, it seemed like it sort of averaged out to cut the machines in half, each step. 20 smelters, 10 constructors, 4(~oc) assemblers then 2 - 4 manufacturers. etc
If you don't mind looking things up and spoiling the surprise, check how of item A you run a single manufacturer for item B.
Like how many modular frames you would need to run a single heavy modular frame alt recipe manufacturer. Decide if you want to invest more effort than that.
Makes sense.
Or see how much of an item your can make by dedicating a single node of a rare resource to it. For example, how many computers you can make using 300 oil?
Ohh yea, good idea.
Don't forget to check the power requirements.
Ohh, I have like 80k power atm. Not super worried about that part.
I personally prefer heavy encased frame over heavy flexible.
Oh, I need to do more hard drives, as well.
It replaces screws with crete
Combine with
- wet concrete
- pure iron alloy
- solid steel ingot OR coke steel ingot
- encased industrial pipe
- steeled frame
- stitched iron plate
- iron wire
Its a LOT of alts but a great combo
Limestone, iron ore, and coal/petro coke is all the raw ingredients
Ohhhhhh you know what? I see what's giving me a ton of problems with the math π€¦ββοΈ The screws stack to 500. That's why I'm hitting the wall on throughput. OK. I need to run a seperate configuration to handle the belt limit / 500 stack.
ohhh, I'll write that recipe down, as well.
If you go through that website and follow what I mean you will see what I mean. Steeled frames allows you to make mod frames from steel pipes and RIP
Zero screws at all in that config
Nice
mmmmm no screws
You will need alot of pipes tho
I'm making so many screws I'm trying to find Bolted Mod Frame Recipe so I don't need Iron Rod
Bolted frame uses alot of screws
In terms of conversion from Rod to Screws to Mod Frame, the Bolted Frame from my very loose math uses very marginally more "rods" than the standard recipe and using casted screws recipe the margin becomes negligible
I've been using casted screws, yea. OK, thanks. I see how to better plan it out. I'll get a bit more creative with alts. :)
@obtuse jetty
@empty vault about scales, anything below 3-digits are rookie numbers (jk)
ty sir
having a brain derp moment... doing some out of game research on what HDD Alts to target.
for the life of me I'm having a bit of trouble with the wiki's visual.. (it's been a rough day with my ptsd so I'm factoring in reduced brain mojo)
for example.. the image attached shows the Alts for Modular frames..
2x modular frame 2/min is the base... is that 2 modular frames or two stacks of two frames.. thus 4 Mod-frames?
meaning Bolted would be 5 stacks of 2.. and Steeled would be 3 stacks of 3?
tl;dr I'm having brain derp trying to understand which gives me more (I suspect it's the Steeled) but I'm wanting to get the fundamdnetal of how it's layed out on the wiki down so I can do this with other Alts as well, not just this one.
For example, each time the standard recipe is iterated through an Assembler it produces 2 Modular frame at once. So when the Steeled Frame is iterated through the Assembler it will create 3 Modular Frames per iteration of the recipe
So it is producing esentially a "stack" as listed by the Nx next to the output image.. and the overall "output" based on "iteration" is the lower number under it..
so.. I'd get "more" Modular Frames with Bolted Frames.. but I'd use less materials to make them with Steeled Frames..
Have i got the jist?
Pretty much
just take the number of items per batch, multiply it by 60 and divide it by the time it takes to make it to get the number in bold
Thank you all. appreciate the assist. π
@timber iris the figure at the right is the actual number of item produced. So it will be 2/min or 3/min, not 4 or 9
ye I got that part after the explnation :3
π
top row is items + items = items
bottom row is same but /min
as in the actual output is the bolded per/min number.. but they are still made in "stacks" .. I just got the realationship between the two sets of information wrong :3
ie the Bolted Frames pump out 2 frames, per 24seconds..(the time it takes the machine to cycle one run of the product) and within 60 seconds they make a total of 5 ish
There is a time under the machine, that is the time taken for the progress bar to fill up, or we say 'one crafting cycle, or 1 batch'
https://daniel2013.github.io/satisfactory/calculator
just throw there what you want to do
add alt recipes you want to use
discard recipes you specifically don't want to use if any
and let it do math for you
so default all is 24 ore/min for one mod frame/min
best is 9 iron 1.33 copper 1 caterium and 1.5 coal
Lol, copper still ok, but caterium and coal no no
just an example
we can always discard steel from that
then it's 13.5 iron + 5 copper
If use iron wire and pure iron ingot, you can remove copper
duh, if that's goal, sure
Dont you dtill need copper plates
copper plate for modular frame? Not sure if there exist such recipe.
? what problem you are facing.
my modular test setup for modular aluminum production 120/min, from the map it can be seen some elements still can be moved / rotated to achieve more pleasing appearance. All alternates are used except pure aluminum ingot.
gonna make this module 6 times to complete the setup.
hmmm, if I use the mirror for the adjacent modules, I can save some splitters and even refinery and extractor.
the elements marked in black can be shared among n modules as indicated by the number.
I'm trying to work out my 100% efficiency Turbo Fuel production, while still allowing for a bit of Pet. Coke to be made off to the side for Aluminium.
If I'm using the Blue Crater (I know, blasphemy) 3P + 2N + 1 I = 1020m3/min, which if my math is correct on the 2 recipes for Plastic and Rubber + HOR means I can feed 34 Refineries at 100% efficiency. If I split them evenly, doing 17 refineries each on Plastic and Rubber, I get 510 HOR/min.
Turbo Heavy Fuel uses 37.5 HOR/min and Pet. Coke uses 40 HOR/min. If I were to set up 14 Refineries, 12 on Turbo Heavy Fuel, and 2 on Pet. Coke with one clocked to 50% I think I do everything at pretty well 100% efficiency with no overflow/backflow.
Can someone confirm or deny my math, or let me know if I've made a mistake somewhere?
I'm also uncertain at what number of refineries doing Plastic:Rubber, Plastic and Rubber output becomes the same, since Plastic is 10/min and Rubber is 20/min
I got my head around the wrong way on the plastic:rubber issue. Both give 20 units per minute..
This app is confusing me even more
okay, I had to delete a couple of recipes I didn't want to be used
Oh wow. This worked out better than I thought it would
I end up with 360 Turbo Fuel per minute, which is enough to supply 80 Generators o.O
great!
Speaking of alclad, my system will use the following in raw resources
- 2430 bauxite
- 3400 water
- 900 water exported
- 900 coal
- 675 silica exported
- 1125 raw quartz
- 1785 limestone
- 2625 silica
- 450 copper ore
silica and water exported... well....
My cheap silica array is gonna be 100 assemblers...have mercy on me!
i prefer self-isolated system
Well, 300 of the water will be used for copper ingots...forgot to add that
And the rest of the exported water will make more copper, and copper sheets, and exported silica will make circuit boards
Here's the flow chart that got made by the app. I think for the location I'm in, it's a pretty good outcome. 12,000mWh total capacity possible
I don't have the HOR+Polymer Resin Alt
I've had it as one of the choices, but I never even really thought about it. My last Hard Drive was for Turbo Heavy Fuel and before that I never even thought about needing the HOR alt
Aah that one is insane in a fuel making chain
Yea its a sleeper alt. You dont think about it til you do the math
oh geez. I just removed the plastic and rubber from the chain after adding the HOR alt, and it dropped the amount of Crude needed for the amount of end product Turbo + Coke by nearly half
over half. From 1020m3/min to 382.5m3/min to get 360 Turbofuel and 180 Coke
I don't even have the space for all of this π₯΄
Using the resin though is hard tho in a fuel system. Unless your using 80% plus capacity, the resin wont flow as fast as it normally would
My 1333m3 turbofuel setup uses something like 184 refineries in total
Time to go Hard Drive hunting again
You need all the hard drives you can get at tier 6
Any hard drive involving tier 7 and 8 you can ignore them
Some of the nuclear ones Id disagree with but thats about it for tier 7.
I'm at tier 7. I just haven't got the facilities or power capacity to unlock Nuclear reasonably
Based off uranium ore, without alts the best you can make is around 18 nuclear rods a min. With alts though you can easily triple that and still not hit the uranium cap. Which is 1800 a min
Thats still 90 reactors, nothin to scuff at too
Just add one alt, the encased uranium cell one you drasticlly cut down in uranium usage. That same 18/min fuel rods goes from 1800 uranium consumed to 514.3
Does the radiation cloud eventually cover everything or does it have a max range?
It has a range
Its kinda big tho, thats why nuclear waste needs to be way out of the way.
idk about max range but
1536000 Nuclear Waste (64 Industrial Storage Containers) 363 meters
so even if it doesn't, time until full coverage is quite big: 24000 waste (one container industrial) per 80 planthours
Deep in the big swamp cave or way out to sea for example
If your goijg huge nuclear id 4x that to 256 storage containers personally
The rad range is based on the item. For example uranium ore doenst have a big diamater compared to waste.
i hope they add mechanic to compensate for finite amount of time by making waste have decay. it's most radioactive for some time because of short half-lived isotopes, after that in year-two it gets easier
|| there are mods that will recycle waste||
Who knows what will happen, they may add a way to recycle the waste and reuse
what amazes me is that you have building-poping technology but you can't manufacture radiation shielding π
those radioactive things, it is better if you concentrate them in a small place instead of scattering them everywhere around the map.
you need this much of waste at the center of the map to cover the entire map with radiation.
this equivalent to 4636 quadrillion years.
Itβs almost like the easiest thing for it would be if you could throw it all into the void and let it fall for eternity
so, what if you just ive a lizard doggo a stack then shoot him?
Too bad we cant turn the waste into depleted uranium ammo or somethin
e
so, what if you just ive a lizard doggo a stack then shoot him?
@twilit lake That's what the game needs - a lizard doggo with a conveyor attachment into his butt
umm? maybe just a container that is does not have a solid foundation, such as a tractor, filled with nuclear waste and driven off the edge of the world?
The teactor is still there and never despawns. You will eventually have soo many tractors down there the game will lag
hmm, so just lizard doggos then, or a destruction barrier along with the death barrier, so anything down their automatically gets destroyed.
ideally a method of recycling in tier 8
It feels half done right now. But this has likely been discussed ad nauseum already π
I don't expect that will ever happen. Not being able to get rid of it is the point.
Oh that conversation was 4 hours ago. Sorry, groggy.
I feel like part of how to recycle nuclear waste or safely dispose of it would be researching what our nuclear waste actually is
whats tier 8?
Nothing since it is not used yet
FICSIT Black Site has not been publiclly un-redacted yet.
Naw it unlocks the final statue
A statue of a Ficsit coupon
real talk though, a golden coupon as the final sink reward would be pretty hilarious
1,000,000 cupons for the golden cupon statue
hmm
maybe have it be granted automatically after earning a certain number of points
like 100 million or something
i mean, once you have everything else bought you might as well
a few people have built ridiculous turbomotor factories to farm points, but i'm just going to buy them with the points i get sinking the excess off my regular production lines
i guess its kind of an end goal for now
get all the statues as you watch all your turbomotors go into the sink
once you have a nuclear plant online, that's the only goal the game has left right now
i imagine we'll have a more interesting endgame eventually (like infinite Project Assembly shipments or something), but for now the Golden Nut is the ultimate prize
u do know that sounds rly weird right
( Ν‘Β° ΝΚ Ν‘Β°)
at least there's something of an endgame now
i remember when the game launched and the only endgame was bragging about how many supercomputers you could make per minute
or filling up giant warehouses with items
capatalizing every node is the only way to actually beat the game, and making as much producton as possible
The game isn't complete until you have covered every inch of ground with monstrous amounts of concrete and killed every living thing on the planet all so you can have 472.5 Nuclear Power Plants irradiating it permanently
lol
The game is complete if you covered every inch of the ground with at least a barrel of radioactive waste and have all other things absolutely destroyed including your own factory.
@novel canyon then nobody can complete the game π
game not complete until your cpu melts
Which of the two aluminum recipes is better, also, are the "steamed copper" recipes worth the trouble?
steamed copper is not worth the trouble lol
Doesn't seem like it would be.
refinery and water pumps instead of just a constructor to save a little copper, which you should have plenty of anyways?
not worth it in the slightest
I have water pipes left over, near my main base, since I dismantled my coal generators.
That's why I was asking.
there are more useful things to do with water
pure iron, aluminum production, diluted fuel, all sorts of things
I have diluted/turbo already set up, in a different area. I'm going to be deleting the 60 fuel generators in this area, to change these 3 nodes, to strait item production.
I am using pure copper ingot now, and i will add steamed copper very soon.
It worths
what on earth are you doing with all that copper lol
I'm setting up a big factory. To start having 100 or so of each machine/item, running.
I am at tier 7 now, so when building something, i need them to be the final version, and not going to rebuild them in the future.