#math-and-meta
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but you CAN run out of space to place objects, technically speaking.
could you imagine, finite resource nodes
you can run out of coal or uranium actually
game over
and before you run out of space, you'll run out of entity limit, so space is not a conern
power is though, as you're limited in how much per minute you can extract
hopefully the entity limit isn't too low
I wholly intend to max out the game map with production
that's pretty low, all things considered
it's low if you pave the whole world with foundations
if items on conveyors are entities that count towards that limit, it's easy to exceed
one layer of foundations across the entire map would be about 1.7 million entities
unacceptable, limit needs to be increased 20fold
actually it's about 890k, horrific miscalculation
so we could fit 2 layers of platforms across the entire map
sounds like a challenge
you can't even fill the map with one layer
foundations don't count as 1 entity
...wot
several people tried to lay them down and got to the limit
they are a static, unmoving object
though I guess textures, collision meshes, etc might be considered separate
there's probably some technojanky way to override the limit in Unreal but that might be hyper-unstable
snap points count towards the entity limit iirc
oh god there's so many of those
...i wonder if kibitz is going to hit the limit in his series and be mega sad
though they've done some optimizations about the UE limit so who knows
could probably do some lazy loading stuff, though that would cause distant structures to be invisible
and half the fun of this game is standing on a plateau somewhere and seeing your giant facility pierce the fog
hmm... i wonder if there's a copy/paste mod
i find myself building the same thing over and over, would be nice to just vomit it into existence
I dont understand area action when I want to fill out an area with a layer of foundations...
wait static ores in the ground have a limit
nodes don't have a limit on how many ore you can mine
o alright (replied in the wrong channel)
Anyone have tips for moving resources to a mall without having a train with 50 cars and a bunch of huge train stations loading individual components? Cause that's the best thing I've came up with
Or know of a good resource, I haven't really been able to find much
smaller trains and multiple train stations
And just share a few dropoff stations and dump excess to sink or something?
if you really want to, but I'd recommend separate platform for each item
Just never mix item for each freight platform and each freight car.
I tried to figure out all items that are used for building stuff and I counted 26, does that seem right?
depends on what stuff is ๐
Any item that is the "best" of itself, so no mk1 belts or anything, but constructors and storage etc
oh yeah I meant like player built "stuff" lol
You should have at least 31 items in the mall, 24 of them are Construction material
What do you keep other than construction material?
Ammunition
quick question y'all, is it better to use the iron ore water alt recipe for iron ingots with refinery or to use the normal recipe? it obviously makes more but just wondering if its worth the effort of having the piping and pumps down for producing the stuff
I only do it if water is nearby and not inconvenient to pipe, personally.
My definition of nearby is about 400m away
If you're doing it all in one central facility it should be worth piping the water in, if that's what you do
ah okay, well the dune desert does have water not too too far away but id have to set up some piping the water from the place over the big hill and stuff
ill probably end up doing that then now im thinking about it saying ill probably be using the base as a location for oil stuff when i get to it too
Refinery recipes are necessary for end game megabase
You can just build on the sea for simplicity
i mean i got the room im gonna put it in my base then make as many water extractors as i can to bring stuff back in, ill probably need it for other stuff anyway so its worth the effort
They use huge amount of water though..
not like water is limited or something ๐ค
So a system where you transport the ore to the water (instead of the other way around) may be ideal.
Yeah, i see you put some arbitrary figure for the water limit at your site. Just wonder how is it calculated
it's maximal possible number in javascript that can be safely calculated with
basically just a random really high number
so it is just worth bringing my ore back to water?
I'm going to replace this with "infinity" checkbox
@eager geyser use trains can be easy. Tens of belts of ores
because the recipe only calls for 20water min no? to me that doesnt seem like much water right now but to be honest outside of coal right now ive not used it
Btw, only build those when you are tier 7 ++
yeah probably, im going to need trains anyway to pick up ingots and stuff made across the map so
why so?
The cost of power and even the construction material can be quite straining for a tier5 base.
ah
i mean other than computer production im not starved for power or resources rn
but still
for 8 coal generators with 3 water extractors, and 2 pumps, is 28.2MW consumption sound about right?
oh now i'm down to 8.3 MW... hm
ah nm we're good! coal power woohoo no more biofuel!
If you consume less power, the coal generator consumes less resources. Which in turn, also lowers its own power consumption for coal miners and water extractors
Anyone have a setup that is as efficient as possible for modular frames?
If so dming me a picture would be great!
Feedback on my mining tower?
This is on one node by the way, with conveyor lifts on alternating glass sides on the main building
(right side isn't finished)
Not sure what is the purpose of the tower, as you only need 1 single building for mining a node.
Yeah, it's supposed to be fancy looking
The left is stairs, because when I try to build a stairwell on the right building, it encroaches with the miner
Looks pretty slick. Does it have the beltwork and power done up yet/
I can see the belt lift, can't see the cable though...
ok
what is that, that looks nothing like what i have on my screen
what do you have?
oooh i must clicked the wrong ling i was taken to https://satisfactory-calculator.com/ your link i have never seen before ๐ฎ
Satisfactory helper to calculate your production needs.
it's pretty new (like a week or so), but I've been working on it for a long time and there was also older version for update 2
wow that worked really well thanks
np ๐
Is there a way to input items like plastic, so it don't show me the production chain for plastic or other chains? @wind spade
not yet, working on it
@wind spade could you maybe add an option for the planner to target a given number of assemblers instead of a unit/min? Like I wanna run one manufacturer at 100% eff making the alt version of oscillators.
I know I could just input the specific 1.36546753 or w/e per minute but would be a nice convenience option
@dawn lark I can't, since there's multiple recipes and each recipe can have different output
Thanks ๐
Hmm true, but at the time of generating the map don't you have to select one of the valid recipes? Whichever one that is could be the target, but yeah I understand the ambiguity.
Better question, could you give us more feedback when it says it can't generate a solution?
Recipe incompatibility or a lack of a given resource on that second tab
you don't select one recipe tho. You select recipes that are available for you and the tool picks the best one
I wish I could give more feedback, but the algorithm behind it doesn't really allow me to do more feedback without some big code changes and even then it would be kinda limited. I'll think about something tho
Some optimization will involve a mixture of recipe to produce a type of item, mostly due to the map limit.
Yeah it was weird like I have cases where I target 30 turbo motors per min and it fails. But works fine at 24 per min with no other changes to recipes
Currently embetterer is one of the example
@dawn lark turbo motor is 155, default rate im sure is much lower
usually you can figure out the max amount possible easily by switching to "maximize"
@glacial hemlock 156
I see, 156 o.o
Yeah I know the map can easily support 30, but the tool failed to generate still
And it suddenly worked after lowering the number
you can always share the production using the blue share button
and I'll take a look at it
Okay I'll keep that in mind next time I break it xD
ummmm so i have 6 foundries making a total of 240 steel ingots per min, and i need to slpit that into 8 constructers how?
l
???????
1 splitter going in to 2 splitters going into 4 going into 8
F F F F F F
| | | | | |
M--M--M--M--M--M
|
S--S--S--S--S--S--S--S
| | | | | | | |
C C C C C C C C
@grand moon like this
whats m?
merger
oh cool
S = splitter, C = constructor, F = foundry
thanks so much ! ๐
Thats for boring ppl, do an under-over fed system, put the spliters above the mergers, run a lift from the merger line up and feed the constructors with lifts
My only thought about those is don't you need a belt that can handle the total output of the foundries?
Or over the long term does that not matter
You do but you can just divide it in 2
And thats just mk2
Which you get early
Or divide it more and use undeclock for better ratios
yeah if you only have mk2, just do two sets of 3->4
I assume if they have foundries, they have mk3
It was more of just a general question, not specific to 6 foundries
sure, you always need a belt to handle the items ๐ but you can also split it in multiple manifolds ๐
@safe hawk foundries have width 9 but constructors have width 8, you will face issue.
But yeah, with smart spacing you can get around it.
rod sounds good
you cant make rods in steel plants
although you wont need any rods near steel plants...
Either rod or sheet
Id take sheet since late game rods become kinda odsolete
Since screws dont use them anymore and modular frames have better recipes
I think rotors can still use em but you still have copper rottors and i belive steel rotors as well
F F F F F F | | | | | | M--M--M--M--M--M | S--S--S--S--S--S--S--S | | | | | | | | C C C C C C C C
@wind spade does Splitters like this splits equal or first one gets 1/2 2nd one 1/4 3rd one 1/8 etc
Yeah, but the first one will fill up and overflow
I've been using containers to capture production from constructors/assemblers, and then I run around to each container (my RIP container, steel pipes container, quickwire container, etc.) and grab whatever I need to build. Is there a better/more sane way to think about setting up production lines like this?
I guess this is more of a production philosophy question. Is there an alternative to having a buffet of containers full of end products?
not really. as you progress you tend to still need items from earlier tiers. but by that point you organize things for mass production, and send a dedicated portion of each needed product to a central hub for easy access.
If you need buffers to check your production lines (other than item storage) then you may be building inefficiently.
Mine are at the end of the lines, not in them. The lines themselves are balanced for 100% efficiency
I could probably move more toward a central hub model, though
I have production bases focusing on different types of production throughout the map, depending on what the resource mix is
I do what you do @atomic drum but with the knowledge that if the production was 100% efficient, the container wouldn't have anything in it. I always have to produce a couple percent more than is needed on the other side to see any stock build up in that container.
72 coal plants - how much water do i need and whats the best layout
3240 water per minute, or 27 water extractors per minute at 100% clock speed
2.5 extractors at 100% can fill a pipe
so you'll have 10 full pipes and a pipe at 80% capacity
(assuming full draw)
@safe hawk https://pastebin.com/ULXeWyC3
Again, this is the method that only consumes 300 heavy oil residue per minute rather than the full 400, as it makes ratios easier to work with - the excess 100 HOR/min goes to making petroleum coke, which is dumped in the sink to prevent backlogging
I guess if you really wanted to, you could clock up one of the generators to 112% to take on the excess fuel
That would raise you up to 16679.8 MW of output, before counting for consumption of the plant itself
The math is right, also you could get more efficiency multiplying the setup another 2 times
So you basically get another full array of fuel gens from excess heavy
And you also won't care about power for the foreseeable future
If you have 900 crude/min coming in, then you can make use of an entire extra 300/min HOR processing and all of the steps that follow
but that's a lot of coal and sulfur...
@safe hawk https://pastebin.com/JDmEzCPD
This takes 900 crude/min coming in, has three sets of the portion of the plant processing crude into HOR and polymer resin, and then skips the petroleum coke step and contains four sets of everything after that point, i.e. starting with diluted packaged fuel and moving onward
Does my math still check out?
oh I forgot to take into account resource sink power consumption before
using t4 belts you can still handle all of the resin and coke in the original, so it'll just be +30 MW of consumption for the facility
wait no you can't
oop, so that'd two sinks needed
(idea is to keep this at t4 belts since they're the easiest to mass produce at my current state of the game
So I'm pretty new and just got tier 4- if I have 120 steel ingots produces, how many should go in to steel beams and steel pipes, respectively
it's going to depend on what you need
Idk what I need dawg, I'm not good
well, if you are going to be making a bunch of mk3 belts, I would suggest starting half and half, particularly since you're going to need a bunch of encased industrial beams before you can make them out of pipes
So what's the ratio, or are you saying divert 60 ingots to each?
with 120 steel/min, a constructor can consume 60/min for beams and 30/min for pipes
so if you wanted, you could do something like two constructors for beams, one at 100% clock speed and one at 50% clock speed, and then a constructor for pipes at 100% clock speed
in total you'd be producing 22.5 beams/min and 20 pipes/min
If you need more pipes than beams, you can adjust accordingly.... take that constructor at 50% clock speed for beams and turn it into a 100% clock speed for pipes
make 15 beams/min and 40 pipes/min
as Klep said, it depends mainly on what you need
Yeah when I was recently at that tier, beams were more in demand than pipes. I wish I had the game sense to make another constructor at 50%
And beam will continue to be needed in tier 5 and 6 as you build and grow
I'm at the point where I'm producing mostly pipes for my actual factory (steeled frame uses pipes, I'm also using encased industrial pipes recipe) and a few pipes and beams as output for when I set up train infrastructure
My experience has been I've needed a lot of steel beams for mk3 belts. My factory has exploded since getting mk3 and before getting mk4.
Think I'm ready to graduate to tier 5 and 6 now. Its been fun, grasslands, thanks for letting me exploit your resources, time for the next frontier.
Should transition well into making Heavy Modulars and stuff, just gotta get to oil at a decent pace
And set up an actual, not biofuel-fueled coal plant.
After some simple math
Highest efficiency way to make iron products:
Reinforced plate:
Output 10 reinforced plate```
**Rotor**:
```Input 150 iron ore
Output 12 rotor
Byproduct 60 screws```
**Modular frame**:
```Input 270 iron ore
Output 4 modular frame
Byproduct 14 reinforced plate```
@stark bronze correction: (using just iron + water, can be even more if used other resources as well):
120 iron + 68.57 water => 25.6 reinforced plates
150 iron + 85.71 water => 24.76 rotors (no byproduct)
270 iron + 154.29 water => 26.31 modular frames (no byproduct)
i'm convinced water on that planet is actually mana, and refineries are actually run by magic
since water can seemingly be turned into just about anything
Wait
If we feed the iron plate into another modular frame set we only get 4 rein plates as byproduct
Where else
Another 2 frames?
I hate very little byproducts
2 frames also have 3 rods byproduct, i decide to just let them clog
A perfect rein plate ratio gets you 10
And rod comes in 15
Im against underclocking
Maybe i should try it
underclocking for the win
less power usage and more accurate production
or just don't overclock, but supply less materials
I think overclocking is the problem because you usually have to overclock the whole line
you don't overclock, you build more factories
Well i need that extra reinforced plate
yeah, so build another assembler
Maybe ill modify my base factory so it only makes plates
And let the frame factory make rotors
But the frame factory is far away from steel... That means long belts to make motors
I hate the map
it's not really as far away as it feels at first
yeah one has to let go of perfect ratio designs when you aim for best efficiency in this game. all the good recipes tend to use strange ratios that make this effectively impossible (essentially requiring underclocking and increasing the number of buildings per.) that added level of complexity is obliviously on purpose to challenge us when making high performance factories.
I actually like slightly overfeeding each stage of my production, so i can siphon off the excess to storage
that isn't a bad thing. just makes logistics a bit more tricky. since you'd need more belts or more likely, more trains/cars
i just run all the excess and final product on the same belt, and use smart splitters to sort it all at storage time
my oil rig has some excess hor from plastic rubber prodictiion, as well as excess fuel from my turbo power plants... i either have to sink it, or package it for player use (the latter requires me to put it into train to send to the main base)
and yeah for excess that gets sent all to one spot, mixing it into one belt does work.
you just need to make sure you have a sink at the storage to handle overflow
of course
hence why the excess/byproduct method does work. but only if you want/need more of those parts. other wise it's probably better to figure out a design that doesn't create those byproducts and get's you more of what you do need
technically, overfeeding a production line and allow the belts to jam is still okay, if the resource input is done with a smart splitter or similar
to only draw the necessary material and no more
rather, branch the extras somewhere else for use
for example i noticed that 9 foundries feed 35 constructers for steel pipe product, if i use the solid steel ingot recipe. layout wise, 10 foundries and 36 constructors occupy the same width if i stage them in a, 2 rows of F, 3 of C, pattern. and if i under clock the foundries to 90% i can produce the exact amount of ingots and subsequently pipes for that initial ratio (which also ratios well with the numbers 3 coal nodes provide)
so i wind up with a modular design that accurately uses up 1.5 pure mk2 coal nodes per a modual. and spits out pipes for that amount
and luckily 90% divides by 3, so it can underclock to met the amounts for 1 and 0.5 if i don't have 3 nodes worth
does energy use scale linearly with underclocking?
No
I'm wondering if I can save energy by underclocking all of my factory to like 10% but then also making my factory 10x bigg- aw man
power consumption is calculated by the equation [base power consumption] * [clock speed / 100]^1.6
oh wait i misread
extremely energy efficient factory which runs at 1% speed but is 100x bigger
This equation is why a manufacturer uses 1.38 MW at 10% clock speed, 55 MW at 100% clock speed, and 238.3 MW at 250% clock speed.
You could theoretically do that, yes
make everything in batches of 100
You would be using 6.3% of the power of one machine at 100% if you did 100 of the same machine at 1%
it sounds really stupid but being stupid is my MO
"how big of a factory can you run on one biofuel generator"
For something a bit less excessive.. try 10 machines at 10%
Using 25.1% of the power of one machine at 100% if you did 10 of the same machine at 10%
Still a significant power save, at the expense of far more space and far more resources
Imagine a single manufacturer making supercomputers at a rate of approximately 0.02 per minute lmao
Disgusting
Is the longest recipe duration the base recipe for oscillators?
If so, imagine waiting three hours and 20 minutes for two oscillators....
correction, if you build a big enough factory
I'm talking single machine here
you'll be waiting 3 hours 20 minutes for 200 oscillators
which'd all be made at the exact same time
which is an extremely stupid way of doing things but I can dig it
100 manufacturers at 1% would in total be consuming 3.47 MW if I did my math right
Imagine building a factory that worked entirely off of the power provided from the two generators on your HUB
Constantly hand feeding lol
New challenge time, ez
Gg
The longest recipe is nuclear fuel unit iirc
1% clock speed means er, 500 minutes? 8.3 hours
hot
So factorio had this philosophy of maintaining a long bus with critical components on it. That doesn't seem to be the case in this game. Is the best method to go from start to finish with the whole production line or to run a bus?
having a main bus similar to factorio is certainly a possibility
However applying it can be quite awkward
Cool yeah, it's also easy to understand which components need to be on the line in factorio. I'm not sure what they'd be yet in this game as I'm still fairly new to it.
applying dedicated production lines for each group of machines simplifies the setup instead of intertwining everything on a common bus.
Right, it feels like the recipes are far more varied in this game as well. I.E. not everything requires an iron plate
examples of NOT using bus.
big
Woah nice
Is this a starter-ish factory for iron I take it
if you wish to build buses, take not a belt per item is definitely not enough. You will need tonnes of belts for low tier items like cable and wires. You can go with 1 belt for each high tier item. (like supercomputers)
@muted crypt yea, it is not a big setup
Looks pretty big to me! I'm still very early game i guess ;P
How much iron per minute?
doe s this work as a manifold as well?
Any combination of splitters and mergers can work as a manifold technically
right, I'm just unsure because im not feeding a "line" of splitters, but stacking them ?
wdym
yes
In theory as long as you're providing enough of the resource for all of the machines, eventually your machines will all overflow and things will equal out
alright sounds good ๐
the higher the complexity, obviously the slower it will happen
sure
Factorio style buses are kinda irrelevant in satis as we do not have fluctuating input, so purpose built sections are a lot more vaiable.
is that referring to me or ..?
No, to a past convo
ah right ok
just for reference, when you talk about a bus, is that like a conveyor with different items on it? so i know what all the people here are talking about ๐
@muted crypt the above setup uses 7 mk.3 belts of iron ore
What kind of belts
bus means parallel belts, each belt generally only carring 1 type of item
prob t5?
a bus is a centralized distribution belt for the entire factory
or do you mean mk3 belts
lol, I should put mk.3 in front
currently i am at tier 7, i am producing 24.7 mk.5 belts of iron ingot
@empty hemlock right, so what I'm doing with dedicated belts and manifolds is ok?
if it works it's always ok ;)
yeeah i realized when i typed it ๐
i mean like im not building myself into a corner with this, in principle
yop where can i get the desert map on google with all gisement pur/normal ect ? plz
plss boys hahah i just found basic map on google but not desert map owshit
there is only one map. The desert is located at the top right.
all 4 spawn points are on the same map.
Hey guys, anyone has a production diagram on how to make 533 compacted coal/minute?
21+1 32% assembles with 533 coal and sulphur /m
This can be divided differently depending on your converyor tier
https://www.satisfactorytools.com/production or this @grizzled shoal
https://satisfactory.gamepedia.com/Map there is a biome map in the page, it tells you all the location of all biomes
both are desert, top left is rocky desert (the easier one), top right is dune desert (the harder one)
oooooooooooooooooooh okeeyyy tyy boy
i think i've spawn on dune desert fckkk
but if i spawn on dune desert, in the same save can i go to rocky desert ?
or i need to creat a new party ?
lmfaoooo okeyy
Most efficient way to make turbofuel is use the diluted fuel recipe and then make it using the vanilla recipe with compacted coal, I'm guessing?
If my math is correct, with 300 oil you can make 750 turbofuel
at most 666.6667 turbofuel/min
Crude oil -> Heavy Oil Residue alt recipe -> Diluted Packaged Fuel alt recipe -> Turbofuel alt recipe
I thought you could turn 300 oil into 900 fuel? Or did I get that part of the math wrong?
800
ooh wait, 900 is rubber or plastic
300 * (4/3) = 400, heavy oil residue recipe
400 * (2/1) = 800, diluted packaged fuel recipe
800 * (5/6) = 666.667, turbofuel recipe
A measly 22.2 GW of power
I need to upgrade my coal power before I move on to producing stuff for the last tier. Only just got computers automated.
That is a huge setup, be prepared.
Yeah, I won't build it all from the get go lol.
I'll be good with like a fourth of that
Kinda amazing that you can get that much power from a single oil node. And feels sorta busted. Anyway, time to hit the hay first.
I'm almost done setting up an updated coal power plant that I only need for a power buffer to start working on a turbofuel facility
i need to work out how pipes work
does anyone have a screenshot of there supoer satsufying base
ah i hadnt seen that channel+ thanks
how many smelter can a miner mk2 support on a pure node?
120 * 2 /30
20, if you overclock the mk2 miner to 250%
if the 120 * 2 / 30 was amazing to them the odds of them being at the point where they can support 600 items per minute on a node is slim
sry at a location with 4 pure iron node next to each other.
I bet I know where you are 
there is also 2 pure copper, and 2 pure limestones in the same are, and down the path is a pure coal, and 2 pure quartz. It's kinda THE starting are these days
there's also plenty of oil nearby, there's caterium (two normals, one covered by a rock), a normal and an impure for sulfur...
and then a short distance across a river away you have four normal coals, a normal copper, a normal limestone and a pure iron ๐คทโโ๏ธ
lol, just say northern forest
Yo guys are there any major building style changes?
I've been away for a year
Lmao
somewhat
Well seeing as pipes and fluids now exist, some recipes were changed, and there are now a lot more cosmetic options for structure building... I'd say yes, there have been some changes @fierce ruin
But like base theory?
Like nothing revolutionary has been devised
Is what I'm asking
define "revolutionary"
Train stations
the core process of getting from point A to point B for later game items is different
oil processing has been overhauled for a more complex petrochem assignment
I played trains @stark bronze
I guess the oil processing is the big one
What did they do
well, crude oil is a liquid
Makes sense lol
I mean train station building style changed if thats what youre talking about
Let's assume we are making plastic
@stark bronze wdym
Remodel
With the base recipe, we take crude oil and we get plastic and heavy oil residue
Do they function differently or just look different
plastic obviously a solid product, and heavy oil residue is a liquid byproduct
Appearances only^^
Ok tomorrow I'm going to make a coal plant. It's 3 water pumps to 8 coal generators ive heard right?
heavy oil residue can then either be turned into petroleum coke, which is used for aluminum processing later on, or turned into fuel for fuel generators
However, if you make too much heavy oil residue, then you're no longer making plastic, and vice versa
Because one ingredient makes two products
oh, also, power was overhauled for the early game
Wish me luck on coming up with a clean design. Thx guys. If u wanna see a satisfactory veteran struggle with pipes u can watch me on twitch I'll be there lmao
The biomass burners on your HUB still produce 20 MW each, but the ones you build yourself produce 30 MW each
Additionally, coal generators now produce 75 MW instead of 50 MW
Fuel generators, geothermal generators and nuclear reactors remained the same
Is modular frames the most valuable product, you can make from just iron?
I mean smart plating only take iron and that's used for the space elevator
Modular frame is 408 points. Smart plating is 520.
Good point, guess there is where my excess iron will go
Shame you cant automate equipment, 18 800 for Xeno-Basher
You can with mods
And there is mods, that add multiple pure nods... Makes too much difference, when trying to use the map
๐ค I dislike the maths on aluminium. Alt production (using coal instead of coke) is 90 solution per, but the production on the scrap is 80 per. Leaves me with 3x solution production to make 240 since my limit is 300, but that's 2.6666~ on the scrap production, I'd be okay with setting one machine to 66%, but two machines produce the other 60 water I need to cycle back to the solution production. Leaves me with that 66% machine producing water and needing something to do with it. I could cycle it back to the solution as well, but it's not an even number, 19.8 I think. Produce too much water and the scrap production falls behind, even if slightly, too little and solution falls behind.
Yeah very annoying
If I ran the solution produces at 75% that should produce 60, then 60*3 is 180, which can do 2 scrap machines at 100%, but then I run into what I do with the water again.
Alumina Solution, wants 70 in, which dont work out to 600 or 780, clean. So you always need to work the numbers
70 ore in ๐ค and 100 water.
If you have a 780 belt of Bauxite, thats 11.14 refinerys
I'm not concerned about the ore, if I have a little too much ore I'm fine with that.
Which is 891.2 solution, which is 9.9 refinerys of Electrode scrap...
So numbers be uneven, regardless
Looks like my solution is going to be running the extra water to make concrete or something, having it fill up a mk2 container, then overflow to a shredder 
Not the place ๐
Need mk3 soon.
is there a calculator that gives me the best possible splitting solution
@candid quarry When you are optimising you need to decide what to optimise for. What do you mean when you say "best possible"? Least waste? Least amount of splitters?
always aim for throughput... unless you think it might crash your game
@junior lion i meant least waste yeah
all method of belt splitting should produce no waste.
if one belt is full, any normal splitter will overflow the items to the remaining non-saturated belts
could someone confirm that those percentages (on total iron usage) are correct?
Not interested in non-manifold splitting
I am sure the 25% and 55% is off, should be 26.66% and 53.33% instead. And you have given the system a bottleneck at the first merger
mmmmmmmmmmh
should I just use smart splitters and set up 3 of them with one iron ingots output and one overflow output?
Just use a row of normal splitter will do. No need so much hassle
disappointing, but thanks anyway for pointing bad points of that schematic
Didn't see that bottleneck at first
๐ค I dislike the maths on aluminium. Alt production (using coal instead of coke) is 90 solution per, but the production on the scrap is 80 per. Leaves me with 3x solution production to make 240 since my limit is 300, but that's 2.6666~ on the scrap production, I'd be okay with setting one machine to 66%, but two machines produce the other 60 water I need to cycle back to the solution production. Leaves me with that 66% machine producing water and needing something to do with it. I could cycle it back to the solution as well, but it's not an even number, 19.8 I think. Produce too much water and the scrap production falls behind, even if slightly, too little and solution falls behind.
@warm wren Pipe some of the excess water to the coal plants if at all possible or send it to large fluid buffers and flush it regularly
or just let the water back up
Yeah, shouldn't ever need to flush water unless there's something wrong with the layout
...you can let the conveyors back up too
anyone has an idea how to balance 5 to 6? 1 input is uneven
yeah, I have 4x 260/m + 192~/m, mk3 belts
I would just run it along with mergers but the belts won't handle it
can always just split all 5 belts 6 ways evenly, and then merge 6 sets of 5 together, though that'll take up a lot of room
or use smart splitters 5 feed 5 with overflow, and merge all the overflows together for the 6th
I haven't unlocked smart splitters yet ;_;
i guess the 192 needs a small amount of overflow
you can fake it with a chain of splitters and mergers, but at that point, you are probably better off with 5 6-way splits and 6 5-way merges
you don't say
Do you need the full 1232 items/min?
hmm
but I did kind of figure something out.
So you need approximately 206 items/min on each belt if you want them evenly divided, right?
well I'm actually thinking instead of splitting it evenly I'll just load balance it
these produce 260/m, assemblers in front take 100/m, there's 12 of them
actually the odd one is 210/m so
and one assembler takes 150/m
steel screws going into... rotors?
yeah
...you can let the conveyors back up too
@muted crypt for me it depends I have bauxite and copper ingots share a belt going to my aluminum plant
so the main transit belt has to be ket moving
sharing a belt is never a good idea unless you know they're going somewhere and will never back up under any circumstances
so like my centralized storage in my current factory produces 308.5 items/min but uses mk4 belts, and any overflow goes into a sink
it'll never back up, so I'm okay with mixing these
I have good overflow plans but if it happens it won't be hard to fix. I have a relatively simply layout for AL
I just didn't have enough materials to make the 2nd mk4 belt so I got lazy haha
@inner niche using the overflow/manifold method for each of your 260 belts, let the 100/min go into two assemblers (200/260 being used) and then let the excess 60 flow out onto an excess belt... merge excess belts down the line as needed
that's what I would do
in this specific instance, anyway
another question, if my logic is correct then I can solve this pretty easily:
given a belt with 260/m (mk3) and a splitter, with a mk1 belt (60) and a mk3 (270) on the split, the splitter will always give you 60 on the mk1, right?
because it tries to split 1/1 and it cannot, because of the lower bandwidth
actually, yes
you're correct on that, because it would try to put 130/min on but it can only support 60/min anyway
yeah
I used that method in another place but wasn't sure if it'd work, but assumign splitters always try to do 1/1 it would work
that's actually not a bad idea ngl
this way I can actually load balance it pretty easily.
I'll use a mk1 belt to get 150 out of 210
so the 150% assembler is done
and the rest is simple
credit me in a youtube video if you steal the idea lmao
I don't do youtube, but ok
Why load balance at all though. Ratios are easier with full belts, use the leftover unfilled belt for personal storage production maybe?
for concrete recipes, which one is best? I'm at a spot on the map with 2 pure quartz nodes within about 100m, so silica is fairly easy to make if fine concrete turns out cheaper, but I was also looking at wet concrete
I'm currently using fine concrete and have been since before I upgraded space elevator to unlock tier 5 & 6, so didn't really have the option of wet concrete until recently..
I guess the same thing goes with the pure iron / copper / etc
@hybrid horizon belts running at capacity
cannot move it other way pretty much
I do manifolds everywhere else
Something else that you can do
Like, I had 3x300 coal from 3 normal nodes. I just ran mk4 belts, split one to merge into the other two for 450/m
something I saw in a Kibitz video
Have only one main belt feeding into the machines, but a bunch of supplementary belts to pull from
to keep providing for the main line, almost like you would for a main bus
@hybrid horizon cool, but I only have mk3 belts
I guess what I'm saying is that forcefully saturating belts via merges auto-maxes your throughput
@muted crypt doesn't that lower efficiency though?
unless the belts are really fast I suppose
No
because every so often (if you really wanted to, you could do it after every machine) you're putting it back up to max capacity
I run one long line of smelters/forges. If I need more throughput than the belt provides, I run it parallel and merge it in at a point down the line where it's needed
I guess, not sure what people here refer to as manifold. I do the same for outputs
it might take me a minute lol idk which it is
I do that with my factory atm, but I don't think it'll work at 100% unless the inputs are lower than the belt capacity
Overall, I focus less on belts and more on smelter and miner balance. I have 900 ore a minute, I make smelters to handle 900 ore a minute
well yeah
Then I add as many parallel belts as needed to transport said material
the issue isn't about handling this for me, it's about transporting it
As long as you merge them at the right spots they should auto balance along the smelter line
Is this maybe from normal/impure nodes and that's where your problems at?
nah
I have like 6 belts running at 270/m
3 iron, 1 copper, 2 coal
it's all calculated, the issue is actually transporting it at times because of these belt speeds
since I'm still at mk3
Guess I'm still not grasping the problem. If I have 600 iron a minute, it's going on 2x270 and 1x60(pre-built 270 for later expansion). 630? Same thing but last belt is 90/m
yeah but how do you put it on the belts?
can you put a splitter on top of the miner?
well, the output
oh, you mean like in the factory itself
You can't get more than a belt capacity from a single miner
On the previous example I provided, 3 coal nodes provided 300/m and were in fairly close proximity. I merged them at the nodes
yeah but the problem isn't really about that, the issue with this is that it's a product that I need to split into 11 x 100 lanes
soooooooo
Ohhh ok
basically I have 60 leftover, and then another 4 constructors doing 260/m
I need to push that into 11 assemblers at 100/m
I don't build short runs and tend to build every product to node capacity
So I avoid the problem
I'd show you a picture but I'm working
basically the answer is this, since they produce 260/m and I need 11 x 100, I can split out 60 with a splitter, then split the 200 into 2 x 100
and worry about the leftover 60 later.
I'm guessing this is about screws given the numbers?
yep
I usually do the 5 : 2 thing
2 make 80 screws, and feed half of 40 to that to make it 100
So I would build my constructors in a line or paired with their respective assemblers
yyyeah I kinda didn't do that and my ratios are a bit all over the place since the numbers come from a calculator
I always try to find the common denominator. What fy said is what I do. 40/min paired with the need of 100/min means I target the common 200/min
So 5 constructors pairs with 2 assemblers
I haven't unlocked many alternates, didn't explore on this run and I know they changed them since my last world. Also, pain to get to them from the dune start imo
since you are using 5 steel screw constructors anyways, you can also rate 3 of them to output 200, and only have to deal with 2x260 into 5x100
but then I wouldn't be able to feed them into 12 assemblers
but yes, I kinda should've just build more and underclock them to 200, it would've been easier.
The Congo line belting I mentioned earlier would work fine too, just requires more splitters/mergers and belts
How important is the building in satisfactory? I got the first phase of the space elevator should I start using buildings more?
You mean like foundations? It makes organization significantly easier.
Foundations and walls help organization significantly, but the actual aesthetics aren't necessary at all
Function takes priority over form, but that's not to say you can't put any priority into form either
At first phase you probably have a dozen or so constructors and assemblers. At third phase, you're talking several hundred to a thousand
Trying to keep that manageable without grid snapping would make me quit the game ๐
but I have everything that isn't supercomputers, uranium related, or bauxite related in my factory being produced and I doubt I have more than 200 machines, if that
I probably could count when I get home
I've got over 200 machines dedicated to computers or heavy frames alone.
yeah I'm not near that
I don't even have a proper power facility set up beyond coal and a bootleg fuel plant (that's also producing my plastic and rubber lol)
I'm working on setting up a power buffer so I can actually support starting up a turbofuel plant
I got lucky, one of my few hard drives gave me compacted coal
3mw from one set of nodes, another 3 from my refinery coke byproducts
It took me like...
30-something drop pods to get the recipes I need for the "most efficient" means of making turbofuel
Actually, I don't even have any fuel running at all. I probably should for the jetpacks at least
Was more interested in getting 800 plastic/min needed for my computer setup
I'm debating if using 900 crude oil/min just on power is worth it
I felt like plastic was my bottleneck but I haven't started producing aluminum yet. Things will probably be different in tier 7 and I'll have to adjust priorities.
Setting up a nice dedicated set-and-forget power plant has it's merits though
I'm debating if using 900 crude oil/min just on power is worth it
not when you don't use half the coal nodes on the map and it's easy to make 16 gen setups if not better
I cut my 900oil farm to 600 in favour of making a 32x gen farm & a 16x farm at two different spots on the map ยฏ_(ใ)_/ยฏ
I guess my main thing is I don't know where I want to set all this up
There's no good places for sulfur, coal, water and crude oil without using trains
and I would need...
900 crude oil/min, 2400 water/min, 1600 coal/min and 1600 sulfur/min
Phew
Why not use trains? I'd build with the coal and sulrfur in mind first and work out the rest later
and I'd be getting 7200 points/min for my sink ๐คฃ
That way you can just use coal gens in the meantime
well I mean it's not that I don't want to use trains
I certainly do
My main thing is balancing out the resource requirement with travel time, load time, etc
There's no good places for sulfur, coal, water and crude oil without using trains
@muted crypt NW east of desert
I mean, for now I'd build an extensible setup of compaxted coal
And as you need more materials, extend it
@vale surge 1600 sulfur/min
the whole desert has a whopping 2 pure sulfur nodes
which leaves me like 40 sulfur/min short ๐ฉ
You're simply not going to get that kind of sulfur in a localized area without mk3 miners and mk5 belts
I know, I'm taking into account the mk3 miners and mk5 belts
Best place is probably south of the dunes, near the delta
But building sucks over there
oh wait there is a third sulfur node in the desert..
There's also 3 normals southwest of it
Turn on normal sulfur and pure coal and you'll see where I mean
Three pure sulfur, three pure coal
but that's the whole frickin desert
I was talking NW not NE, don't know total sulfur though
ugh I just realized I'd need to get some aluminum going too
I haven't started that yet and I definitely need to
Also very close to oil.
Currently this is what my dinky little factory produces
[rates are per minute]
AI Limiter: 5
Cable: 30
Computer: 3.75
Concrete: 50
Copper Sheet: 10
Crystal Oscillator: 1
Encased Industrial Beam: 12
Heavy Modular Frame: 2
High-Speed Connector: 3.75
Iron Plate: 20
Iron Rod: 15
Modular Frame: 3
Motor: 5
Nobelisk: 3
Quickwire: 60
Reinforced Iron Plate: 15
Rotor: 5
Steel Beam: 15
Steel Pipe: 20
Wire: 30
I say "little" but it's only little because it's just a box
box.
I like the columns
I found that it was easiest to do that
my main floor is level with the HUB, that's where centralized storage is
all of the production comes in and works its way up
apart from plastic and rubber, which are produced quite far from here (northern oil coast), it takes in purely raw resources
iron ore, copper ore, caterium ore, quartz, sulfur, coal, limestone, plastic, rubber
It's not a very aesthetically pleasing base, I'll admit
but it's relatively compact and produces plenty of what I need
You'd dislike how ugly mine is
all of the excess flows into a sink, so the factory is constantly running, too
Right now I believe the only things not fully stocked are concrete (because I just used a shit ton on a coal plant for a power buffer), encased industrial beams (same reason), copper sheets (same reason), computers, heavy modular frames and crystla oscillators (because those just take a while to produce)
I'm not at home so I can't actually get a screenshot of everything I'm doing yet
remind me in like... 4 hours... and I'll get you one lol
how many smelters do i need for 3 level 2 drills
on what richness and what clock speed
defualt clock
and what richness of nodes
let me check
You can add up how much ore per minute you're producing and divide that number by 30 to see how many smelters you need
With the exception being caterium
That one is divided by 45^^
the coppser is nirmal
so a mk 2 miner has a base production of 120/min, and a normal multiplier is x1
so your copper can produce 120/min, which supports 4 smelters
Hope Mk 2 smelters and the like can become a thing, would love to condense that down
hey guys, do you know what the diluted packaged fuel power loop is? i cannot remember it
Wiki
well dang... i'm moving to oil now, found a nice oil patch (a purple/bluish lake) with 6 (!) oil fields. i calcualted it will procude 1020/m of oil. pipes only handle 300/m... so that means I cant simply put everything in one pipe right?i need 4 pipes for all of it?which also means I can't simply go manifold with the stuff into refineries?
you have to separate the pipes. But you can simplify that by building the manifold of refineries close to the oil nodes.
hm but even the outputs of the refineries will be too much for my belts (mk3) to handle ๐ i guess i'll not utilize all the nodes for now
I still haven't tapped all those oil nodes
Oh sorry wrong copy and pasted
Is there a chance for base defending game on next update?
nope
devs did not want to make more towerdefense after already making 2 towerdefense games
sanctum could use a refresher though. it shows its age imo
strage quesiton, how do i balance 240 caterium into 10 refineries (1 ref takes 24 cat./min)
or is it better to just overclock it to take 12 refiniresis?
B-but refinery can't eat Caterium.
can
bascially how do i make a 10-balancer, or is it better to make it a 12 refinery setup?
Oh, right, was thinking the Ingot.
balancer?
what's the advantage to a single conveyor with splitters for a manifold
manifold?
| | | | |
--->[S]--[S]--[S]--[S]--[S]-->
will it work aswell tho?
it will balance itself over time
oh ok. Thank you very much!
imagine; if the first [S] is blocked, it will output everything (instead of half) to the right
yeah thats what i thought
and so on, down the line
the only disadvantage is, that it takes some time for the last [S] to be utilized
because you basically have to wait until all previous [S] are blocked / full
strage quesiton, how do i balance 240 caterium into 10 refineries (1 ref takes 24 cat./min)
@fierce ruin ...think the balanced way is to split incoming to 12 lines, then feed lines #11 and #12 back in to the input line ...so you end up with 1 input (supplemented by #11 and #12) outputting to lines #1-#10
...I think
or split into 5, then split into 2 each. 1:5 balancer is in wiki
lol
point is that with manifolds you dont need math, which is easier ๐
True
point is balancers are not meta
they gotta be useful for something tho right
for people with massive amounts of steel production:
What do you produce more of: beams or pipes? I'm thinking pipes and then using the pipe alt for encased beams among other recipes... But I know some of the recipes using beams are more effective, not necessarily more efficient, however.
and by massive amounts I mean anywhere from 1200 ingots/min to really whatever you may have
the closest you get to using balancers in this game is to force ratios of mats sent to different production types, that happen to not have perfect match consumption rates due to over/underclocking; and need their input regulated to a specific amount, so they don't steal from others
balancers are also helpful/needed for train transportation, so one segment doesn't fill up before others and reducing throughput of the train
since overflow got implemented though, you can sort of manifold your train stations. more of a hybrid balancer/manifold really
I was trolled by satisfactory creators, fucking aracnophobic mode, little cats
it's even more frightening when you can hear random meows and not see anything then all the sudden take damage D:
The attack seems to be the same sound
But well cats attack with that sound too
@vale surge it isn't supposed to be less scary, it's supposed to be "no spiders"
25 sec loading/ unloading animation
@vale surge on steel, during earliest phase, I produce more beams for belts mk.3.
I didn't turn on the sound, I rely on the subtitle, especially 'Quick footsteps'
@vale surge on steel, during earliest phase, I produce more beams for belts mk.3.
@molten hare I've got mk.4's atm... So encased are priority - and I've gone with the recipe using pipes so I'll stick to making more pipes
thanks tho
Well, mk.4 beam requires steel beam, though I rarely use mk. 4 until I get miner mk.3.
I use it for overclocked miners, then insta split into 2 mk3's
manifold?
@fierce ruin manifold is an other way to word the overflow method
if I merge all the smelters together then split everything in 3 with 1 splitter, will it balance itself eventually?
technically if you underclock some machines it will overflow or depending on where you feed the outputs then the same thing
Guys how do I split one to 10 ? there is any solution?!
yes, there's even a vid on that exact topic, let me find the link for ya
Hello Guys! Welcome back to a new Satisfactory guide where I explain and show you how to do some complicated splitting cover 1 to 1.5 lanes as well as 5, 10 and 11 lane splitting as well as 2 to 3 lane splitters.
If you find the video helpful please do drop a thumbs up and if...
that shows how to split into ten from one lane
That seems like a very convuluted way of doing things instead of just using a manifold
yeah, but it's for load balancing instead so it's going to be more complicated and less space efficient, but it gets all the machines running at once instead of them not going at once until all machines are overflowed
Does anyone feel that manifold is bad for the game? Would the game ultimately be more fun if using a manifold was not as efficient? It seems like it would be super fun to have to use these complicated systems.
I have no idea how you would make manifolds not work but nothing is stopping you from just not using them, i find it fun by using manifolds, if you don't just don't use em
Manifold is more efficient. So don't get the key idea wrong.
I have built a 40 Turbomotor /min, all only using manifold. Although the full setup startup time is like 10 hours or so, the whole system is running 100% non-stop after that
so i like to setup a miner with 2 smelters and 2 contructors. is this effecient or not even close?
Just started a fresh game? The ratio seems ok
yeah i keep starting over to get thing slaid out right
What does manifold means!?
whats manifold
Wiki manifold
Something that folds many times.
manifold is just slower starting up, but in the long run is best
what ya think. will upgrade conveyor later on
not bad start
I'm thinking of restarting for the hell of it, I'm going to keep my save, but I like the early stages when it's simpler
probably in the dunes also since good building space in the long run
yeah picked here to start and make a smaller factory
wonder how you managed those mixed belt if one assembler stop working?
don't question
Dunes is GREAT! There is so much space, itโs great having not to worry about tons of obstacles, the only issue is food at the start, since there is very little vegetation itโs hard to find food, and you honestly donโt really have to worry about early power since there is a good amount of trees for the biomass and if your first priority becomes coal you can easily get some coal generators up and running and the biomass power can just be used for transferring water
wow
BLOOD
so... how do you manifold pipes? when i need to supply 8 goal generators, I need 360 water. but pipes only carry 300. how can I supply 8 generators with 3 water extractors with the minimal amount of pipes possible
3 water for 5 generators. Other setup is 5 water for 13 generators.
so basically I'll just have some water over in the end
Yup. With manifold water, you can practically have an output of 600 for a closed pipe loop.
huh wait why 600
300 on both ends.
you can make one manifold pipe that connects all generators, and at strategy points add the supply pipes from the water extractors
not really anything "left" that way
oh that works? so i "inject" water from the next extractor at the "end" of the first one?
the simplest approach is supply at both ends, but in bigger setups i have supply in the middle as well
right cool
yes it works fine, flow rate is calculated for every segment, as along as no single segment ever wants to c arry more then 300, its fine
Yup. Pipe can go both ways. It's more like manifold, but water pumps.
so pipe junctions are splitters and mergers in one so to say
Yis.
my current coal gen layout has 300 input at the front, then 8 plants use water,then the next input with 300, and so on
yeah im working on something similar. i have enough coal for 32 plants
but my water is not very near so i combined at the source to 300 pipes, if you are right on top of the water you can do it like in that image as well
yeah its a really nice spot. 4 coal directly at a huge lake
that image helps greatly, thanks. now i'll just multiply that by 4 and i got everything ๐
Lake Crater is a blessing, though it's a bit on the rough to traverse to Grassland.
oh it has a name? ๐ the purple/bluish one with large mushrooms?
Yep. I took a peek on the wiki.
4 Oils also there.
Protip: There's a dangerous shortcut from there to your base.
yeah i originally came because of the oil and then noticed the coals and just had to start a powerplant ๐
crater lakes on the highlands? i have a steel factory there at that big coal field
Oh, Blue Crater. Wrong name.
yeah i spaned in grasslands. blue crater is the furthest ive gone so far ๐
3 water for 5 generators. Other setup is 5 water for 13 generators.
@molten hare I realize I'm several hours late (I was asleep) but who told you this number?
each generator uses 45 water/min, and each extractor produces 120 water/min
the lowest multiple that these two numbers share is 360, which is 8 generators (360/45) and 3 extractors (360/120).
using three extractors for five generators is just bad math
not to mention the 300m3/min capacity of pipes
unless you're doing some weird underclocking
Well yes, but usually what I do is split one extractor 60 each way and merge it with a 120
Then each pipe that holds 180/min goes to 4 generators
Ye, my bad. It's 3 to 8. I was inhaling potato.
understandable
I know, I do the same setup but didnt see splitting the middle pump in the conversation earlier
you could also underclock water extractors to 75% and then have each water extractor support 2 generators
Because of how manifolding works, the middle one can just split and merge over time to more properly fit what is needed
it'll balance itself out eventually lol
easiest layout is simply to do 2:1 coal gens to extractors. slightly less power efficient but easier layout and perfectly tileable
water extractors are just about twice as wide as a coal generator, so you can lay them out like so:
single pipe, all extractors tied into every 2nd pipe junction
Anyone know how would I take 240 oil (2 impure 1 normal) coming together into 1 pipe (from 3 buffers) and split it evenly in junctions to 5 refineries?
Only 5?
hey guys need some help do belt mk2+ effect how many items per min something produces cuz im using a calculator thingy and it confusing me@here
no. if you saturate a belt, it will take twice as many constructors to utilize the belt's contents. As an example, iron rods on a regular belt of 60/min take 4 constructors, a mk2 would take 8 constructors to use all the iron
im trying to make everything efficient but its not happening thats for sure and i donno were its going wrong
used a site that said to make 4 rotors per min said to set it to 67% or something
focus on total outputs and total inputs for each specific production line
and use belts according to those numbers
4 smelters? merge them together on one mk2 belt, since it produces 120/min
then you build constructors according to how much input they need to utilize that 120/min
alright
my brain is melting again while calculating copper ingots per minute for 405 AI limiters and 750 heatsink production lines
A.I. - 3375 for quickwire + 4050 for copper sheets
heatsinks - 3240 copper sheets
all in is per minute counts.๐ฑ and the foundry's copper alloy recipe will be coming in very handy.
Yes i am aware of the refinery for copper ingots and copper sheets but the amount of space needed will be insane.
the larger it is, the better it look, and you want to use the most effective method
I spent the last week building those things... lots of repetition @tawdry pebble
Is there are "best method" for constructing computers, I need to do 60 per minute. I only care about which of the three reicpes to use.
You'll likely want to use multiple
I actually use all 3 recipes on my save doing 85/m rn
For this build in this spot I'd only have to use one. 
Ok, assuming you don't have a ton of crystal oscillators lying around I like the Caterium Computer recipie the most overall
It's the most space efficient
Downside is it takes a shit ton of Caterium which is obv very valuable
Crystal computer can be very good if you have a lot of quartz
Crystal comps are IMO considered meta in the game. In my playthrough starting in the rocky desert the eastern part has 4 quartz nodes 2 are underground in the cave and lots of caterium near by and oil not to far either for rubber.
I did Crystal Comps on my update 2 build, which was the last time I built a super large factory
But I wasn't sure if they were still the thing.
Yes they are (check wiki / various calculator). Btw i will also recommend caterium computer
No
why feeling bad? that's a good setup ๐
next thing you know you'll have 50GW of Turbofuel + Nuclear power!
Yeah there's nothing wrong with that.
You have to bear in mind that anything with pipes is a bit gimmicky at the moment due to our 300/min limitation on them
Like in ye olden days when we had a 450 limit on belts ๐คซ
should i connect the two main pipes?
If it ain't broke, don't fix it.
^ A programmer
that's a good rule to follow XD
fixing something that works as intended usually is a process of breaking it then wondering why it doesn't work anymore
Besides, you're probably not staying on coal power forever.
OH YEAH WATCH ME
you gotta stick to coal for 30 hours before switching to fuel / turbofuel for another 30 hours then finally nuclear
I myself prefer exploring and getting all the thermal energy for my building partner
You can switch to nuclear power after 30 hours without an issue
I already got my flow chart how to build it but he refuses to build me a train
is there spreadsheet or calculator that determine whatever if it is better to take overflow raw resource to make finish good for Awesome Sink points?
That depends on your production condition but normally processed goods is better
I am still on coal and have every tier unlocked, all depends how quick you want to play
wow, @tepid thistle how many hours when you unlocked all tech? with only coal?
60hrs, with all hard drives and about 1/2 the slugs done aswell which was about 10+hours worth. Only my first playthrough aswell ๐คทโโ๏ธ
is there a way to balance 55/45
Are you merging before you want to split? There are situations where Iโve split before merging.
yes
ahhh thanks for that tip. Guess I need to split before merge
not merge all at the same time
alright i think this message is more fit for this channel.
Something that WOULD be interesting is the following: say you overclocked a building to 150%, but it only gets enough materials for normal production time (100%). then the building simply scales it's own usage down. if it gets more resources, it scales back up, but NEVER above the 150% you set
when its out of resources and on standby, it doesnt actually use power, so it sort of does that anyway, just that it works in bursts
yea but now imagine full scaling instead of On/Off
That would be pretty sweet as a late-game tier unlock.
i think that would be rather difficult and/or computationally intensive from a system point of view, since every machine now has to either predict what's coming in, or look back all the way through the production line to see what's coming in
and if there is a buffer that you can manually fill, everything goes out of the window on top of that
actually they just have to make an average of the input over like 5 production cycles and then adjust accordingly
if there is a storage container, then they burn through it and slow down after
if within those 5 production cycles the input rate is constantly greater than the machine can currently handle, then it simply scales up (but not above the % you set)
if its always less and the machine is in idle, then it simply scales down
that would be potentially awful for a manifold startup
since a machine can be starved of input for quite some time
like if you set a machine to 100%, but it doesn't receive enough material to start within 5 cycles, does it set itself to 0%?
since it never even started it's cycle, it just stays at 100%
a production cycle is when the machine finished producing it's item
if it never did that, then it doesnt adjust. which is fine too, since machines that are idle consume no power
I dont see any major complications with manifolds
if you wanted me to show that i could try and do the math
let's say a manifold that's 10 long, during saturation, the last 2 only receive 1/512 of resources each
gradually improving to 1/10
what happens in the mean time?
if the machines constantly have too little material to start up, then nothing happens, they just idle.
If they managed to do a cycle, then they simply dont adjust until the 5 (or any number, 5 was just a wild guess) cycles are done.
so normal manifold behaviour really
if they do complete their 5th cycle, then they will have noticed that it took more than simply 5x production time to complete, and will downscale
but the exact method and math of doing this is wild speculation, really
I am a little confused on something, I have 4 assemblers making reinforced plates and I have 600 screws a minute coming into them but they still do not get filled up in time, any idea why?
are all the screws coming on one belt? and what belt are you using?
you'd need mk5 belt to run all 600 items per minute
2 MK3 belts, one with 280 a minute, the other with 320
ya need better belts
Ah okay, so I will just split into more belts for now then
yeah, screws suck
i need to bring this pipe up. at how many walls each should i put wall pipeline support and pump ? any idea ?
5 walls for each pump, which i believe you can place on the wall directly, you probably won't need any support at all beyond the pumps
i see. let me try it. i didnt know u can put pumps directly onto walls. cheers mate thanks
if I can make 5 supercomputers per min is that alot
if this is your playthough, yes that is a lot. For experienced, it is not...
a water extractors 10m head lift starts where? base of the water extractor? center of the pipe output?
Pipe output
if I have more than enough supply of water, the most energy efficient way of creating a water tower would be to combine 3 extractors into 1 pipe to lift and then underclock the 3 extractors about 18% right?
Then I can drop that 300 capacity pipe to the rest of my supply and split it to supply the pressure.
you mean that exploit, right?
Not sure its an exploit as much as using actual real life application of liquid pressure
Its not real life
It would work like this on paper
But pressure is a real life variable that the game doesn't take into account
Its not an exploit...
He will literally underclock the 3rd Extractor, so all 3 Extractors combined produce 300 upm
But if you have good power supply, I would suggest you overclocking 1 extractor to 300 ups
no need to overclock if water space is abundant though
also you could just run 5 water extractors at 100% into 2 pipe lines
given how the pressure mechanics work, this is fairly stable.
especially if the 2 lines have pumps on them
yo
should i use a splitter for like tons of machines if my iron ore does 240/min
to save space
or just use diff miners for diffrent lines
mk 2 miners on a regular ion can do 2 smelters with no clock changes right?
mk 2 miner does 120 / min on normal iron
furnace smelts 30 / min
you can run 4 furnaces on that
just take however much ore you're making / min in total and divide by 30, that's how many furnaces you need
I got four pure iron nodes running at 1200/min and it's amazing XD
mk5 belt is only 780 though
so that's the max effective rate you can get
at least until they release mk6 belts, which hopefully will be 1200
I got the more conveyers mod that have a mk6 belt that does 2k/min
ah
I hope teir8 releases mk6 belts though
just take however much ore you're making / min in total and divide by 30, that's how many furnaces you need
@coral thorn furnace = smelters? or we unlock them further ahead o.O
ahhh
as far as I'm aware there isn't a better one
I know there's a mk 2 in the game files but you can't obtain it
might get added in the future
so how does upgraded tier of convertor belt helps? like im using the mk1 still it's full with ore and smelter takes ages and send it forward still they are full till the constructor
better belts can move more items / min
T1 belts can only move 60 items / min
T2 can do 120, so you can move 2x as much ore on the one belt
the machines in this game aren't meant to be fast
you're meant to build a lot of them
like this is what my smelting line looks like, there's 32 smelters here
noice, I only have 26 at 250%
