#math-and-meta
1 messages · Page 468 of 1
You can slope a train up the steepest ramps if you start with a lower incline first
more fun to make it go downward on that slope to hit that 400kmh sweetness.
"It's not just a train, it's a rollercoaster"(tm)
Is 400km the fastest a train can go?
No idea, I just know that you can make them go really really fast on extended steep decline.
I need to split (x4) 480 lines into 7 balanced lines. Any ideas would be helpful. I have been wracking my brain on this one.
4 to 12, merge 2 from each splitter to make 6 and 2 of the remaining 6 to make 7, then feed the remaining 4 back into the input
Probably merge the remaining 6 to 1 then do a 3 way split, sending one to the 7th line and the other two to be split evenly among the 4 inputs to keep it balanced
The above was wrong, needed to split it further than that
i had issues yesterday with bringing a 60 line down to a 2 line
it baffles me when people do stuff like this ^ instead of just manifolding
it still just pulls off the 2/min needed... 🤔
once it backs up it will, anyway. the only advantage to using balancing is that there won't be items just sitting on belts.
The purpose of a 4-7 is the ensure that when one backs up, the added capacity flows to the others
are your 4x480 belts already all balanced?
once the first machine backs up, all of it pushes forward to the next machines, and so on
Yes, but no belt can hold 480x4/m
what im reading is theres 4 belts carrying 480/min each, splitting down to 7
correct
if you're balancing 4x 480 belts you can just split each 1x480 into 4x120 and then merge a 120 from each into each other
if those input belts are already balanced...
split 4->8
take one of the 8, split it into 4, feed 1 of each of those 4 back into the 4 input belts (split it into 7 using a 1->7 splitter and feed it into the 7 output belts if bottlenecking is an issue)
suppose there's the need to make them all cross over so any one input can feed any one output, but thats where the 4 inputs being balanced comes in
so do a 4->4 balancer to make sure all your inputs can feed any output, then split 4->7 as above
ahhh. that is helpful
or with what @worthy copper was saying. split 4 - 8 and then take the extra line and split to seven using that diagram. Merge the 1-7 lines back into the 7 fuller lines.
Ah, yeah, that’s a much simpler method
that would work too
😂
is there a certain program or site that you use for those diagrams?
way less space that way
easier to draw it to give the full picture
yes, i thought about it and splitting each line into 7 and then merging 4 outputs into 1 wouldnt have worked because the input conveyor belt is maxed out, but the 4 to 8 and then 1 to 7 should work perfectly
if youre able to completely max all the input belts actually the 4x4 balancer is useless isnt it?
if they're all at max capacity at all times then yes
YES! Perfect! much appreciated
whats the best train-wagon ratio? i heard it was 1 train for every 2 wagons but i feel like this is kinda overkill
depends on the routes theyre running i think
longer, less hilly routes can be efficient with much higher ratios
it has to be 1-4 or lower to make it up the steepest hills, though
so you're saying i can still get by with 1-4?
it'll slow down if it has to go up steep hills but it'll make it.
If your route is perfectly flat you can get by with just about any ratio iirc
(You could actually go as far as to experiment and find an optimal number of cars, between speed of cycling and amount of stuff you carry each time)
i have one train thats running fairly flat with minor hills and one with some nasty climbs, the one running flat is running at 1-4 but only 3 or 1 loaded cars (it goes around with materials), while the other is 1-2 but only 1 loaded car at a time
I don't remember if a freight car being loaded affects how fast the train accelerates (i think it doesn't...?) but the ratio very technically will depend on how long the route is and how hilly it is. I'd bet 1-3 or 1-4 will get you the most material throughput, but might not be necessary for some stations
like if youre generating and drawing so many stacks/min you might need only one car on that route to do it, so might as well use only one car and cut your station/train costs
...I guess there's a technicality that just adding more engines will make any train go faster, which can be 'more efficient' but the real question is if that's necessary. Does your train need to make a very tight time-table and are thoese engines needed to do that?
cause you cant move material faster than its being made and used
nah, im not Kibitz to make 15468 of everything every second, my production lines run at fairly low paces and i just wanted to play around with the trains, i was just trying to figure out if 1-2 was a good ratio or if it was too much
i think the best question is if youre able to make the route without any production being wasted due to full stations. Doing that with the smallest/cheapest possible train is the goal i think
cause stations cost a lot more than trains
and bigger train = bigger station
thats true, i had a full station problem because my usage of items wasnt keeping up with their production, nothing that overflowing to the sink couldnt solve tho XD
yeah, the receiving end being full is fine. It's when the receiving end is empty and the sending end is full and your trains too slow/low-capacity to keep the stuff moving thats the problem
Yes, need to make sure the receiving end is always full
For car ratio i keep it to 1:4 or 1:3.5 (2:7) and that works fairly fine.
1:4 will have trouble climbing up very long ramp
1:2 is for very steep hill (usually you can't achieve that steep on ramps, only using natural hills)
Unbalanced plastic/rubber cloner
Takes 600 fuel and outputs 300 each. When one is backed up however it will only use 450 fuel and output 450 of the unclogged item
With some spaghetti it can turn into a self-balancing cloner
Hook 100 excess rubber to extra 3.33 refineries and it will turn 200 fuel into 400 rubber, and 400 fuel into 800 plastic which splits 200 to the rubber line resulting in 600 fuel being turned into 600 plastic
Yes it is 3am and theres test tomorrow
Anybody know a good belt splitter calculator? I want split a belt with 121.5 items/min into 90/min and 31.5/min, not sure if it's possible very easily though.
The numbers saved you
If you have a smart splitter that is
Correction, the 1.5 is overflowed
Hm, I suppose I hadn't thought about overflow being used like that.
And belt speeds too
Sometimes its good to think outside of the splitters
Ya, i use the belt speeds in terms of splitting to a full belt. I just got smart splitters so still getting used to them I suppose. Thanks a lot
Theyll be everywhere before you notice
Np
would i get more power turning heavy oil residue into coke or fuel?
how would you get power from coke?
yeah
like every oil slick is near a water source though
residual fuel goes 6x residue->4 fuel (2400MJ value), while coke ratio goes 6x residue->18 coke (3240 MJ)
and with that water, if you have the diluted fuel recipe...
then fuel becomes better again cause that triples the efficiency of the conversion
now if you have the fuel turn into turbofuel?
yeah turbofuel makes it get even more efficient
one oil slick at 300m3 ends up producing over 2200MW with maximum turbofuel conversion
basically coke is better until you get the alt recipes
i think any of the alt recipes will make it better to go to fuel/turbofuel, and the more you get as part of that chain the better it gets
and it varies alot based on which alts you have
even within the realm of turbofuel
like heavy oil residue -> residual fuel is an improvement over crude -> fuel
compounded by heavy oil reside -> heavy turbofuel if you have that one
but diluted packaged fuel wins every fuel meta as far as I can tell
finally got around to drawing up a proper schematic for this. essentially a transfer rate throttling contraption that you can adjust. it does require power to function. i'm sure you guys can find a use for this, although the concept itself doesn't directly solve any efficiency issues, only provides a cheap way out. originally designed this for belting uranium fuel rods, since i overshot amount needed for reactors.
another note: if you replace constructor with an assembler and tweak input ratio, you can build what is essentially a transistor
currently using one on my map to request 1 fuel rod at a time from 5km away from source
lol not much early-game tbh
I’m not early game lmao, my freind is though
later on when you already have infrastructure set up, it's an interesting way of building semi-automatic contraptions
Ah ok
the schematic allows for super-small unit/min output, at the expense of bottleneck behind contraption
designed it on my map to insert single nuclear rods into vehicle loader with a 5km pole
because my net fuel rod production>consumption
yea, i used it to keep from worrying about itemdecay near vehicle loader
it's also evidence that power/item logic gates are also possible in vanilla, although it's a pretty convoluted concept
Moving some stuff from #screenshots to here where it belongs.
A 3->3 belt sorter, with the intention of taking many input belts with arbitrary item types, and putting each item type on one of the output belts, where it can easily be split off with a smart splitter.
In effect this reduces the 'entropy' of a belt's contents, so you can have 3 belts each carrying 64 possible item types. They will then be split and merged so that the 3 output belts carry only 21-22, or 1/3 of as many possible types.
https://cdn.discordapp.com/attachments/553550313533997057/740049022332698644/unknown.png
https://cdn.discordapp.com/attachments/553550313533997057/740053774449770496/unknown.png
n-n one-step design, where each column is identically ruled, and all unsorted items overflow to the next column. Requires n splitters and mergers on each belt per 2n+1 input/output belts. Useful for 5->5 but likely inefficient for anything much larger, which we found a design for below.
https://cdn.discordapp.com/attachments/548630634369777664/740059381944811600/unknown.png
9->9 sorter, using 3->3 'cells' in a cascading form to sort items. Programmable splitters in blue, mergers in yellow. Each 'cell' in the first layer will be identical, merging from those 64 down to 21-22 items each belt. These output belts are then connected to a second layer. Each cell in this layer takes one output from each of the previous cells (and so always takes in the exact same 21-22 items on each input belt), and repeats the process, dividing it by 3 again down to 7-8 per belt. The cells in the second layer will take in different item groups, and therefore will necessarily be different.
hmm
just had a thought about hybridizing this system
for common items i could create high throughput bypasses to this
and this could be used for low throughput variety items
yeah
could solve the issue a lot easier than trying to overengineer it
this should be pretty efficient for huge sorting projects but that many programmable splitters will still take a fair bit of supercomputers
but this is good for general item sorting where output throughput per item isn't important
if your input belts are already somewhat pre-sorted you can take huge advantage of that
yeah
i think this system would handle like high assortment sorting really well
like if you had 64 items that were equally represented
it would process all input belts at full speed
but if you had like just iron ore
then it would only process it at 1 belt speed
so a hybrid bypass for stuff like that would be good
yeah there'd be some i/o mods to do for that
for example if they had like 90% iron ore but only 1-2 other types of items
you could push those 1-2 items to one output belt and make the rest iron ore
yeah
and once you have a 'pure' belt you can just pull it out of that whole frame
cause theres no further sorting to do with it
yeah
good news on super computers is have like 50 coupons lol
don't have a module set up yet though
i think at that point you can just automate or handcraft what you need unless you need a TON of splitters
i wound up buying turbomotors with some coupons to get my mk3 miners in place quickly lol
should i set up some geothermal gens?
I wish they added gasses into the game
It will be S T E A M P O W E R E D for sure
natural gas
Coal gens just waste water lol, when you can reuse STEAM
anyone know the number of quartz cystals max per minute on map
to clarify, @snow lodge, quartz crystals and not raw quartz?
either one
limited by belt constraints, 10500 raw quartz/min or 8166.67 quartz crystals per minute (using pure quartz alt recipe)
thank you
Is it endgame preferable to use refineries for pure iron/pure copper with the increase in power utilization?
or is the practice typically to just make a ton of smelter farms for everything to reduce power use?
refineries probabl
cause with turbofuel and then nuclear you can get a LOT of power
full use of nuclear resources on the map gets you like 1.1TW
resource extraction becomes the limit then and refinery recipes let you get more resources out of the map
You dont need pure recipes unless you want to go big
Even then you csn do without the pure recipes
So I realized that Ill need to mod the game because I just realized how many screws can be made with the pure iron and iron screw recepies. (Basically 60 iron ingots per minute turns into 780 screws per minute)
also dealing with low-compression materials is like, one of the challenges of the game
Wait until a hardcore mod where items are in their individual form
One concrete=3 bags
A bucket of screws= several hundred or something
There used to be a mod that increased the costs of everything by several times.
ok wth, so I came back to my base to grab stuff
and I noticed, my aluminum section is still breaking for some reason.
so I set it to 3 refineries make alumina solution and 1 makes scrap.
there are 2 extractors for the 3 first refineries.
thats 240 water per min, but the refineries need 300.
however I am getting the extra 60 from the scrap refinery by reusing the byproduct water.
however, SOMEHOW.
the scrap refinery keeps filling up with water to the maximun and stopping completely
all refienries and water extractors are at 100%
aluminum scrap/silica or conveyors are not the bottleneck here, its realy just the water, wich I cant seem to understand why
someone pls help
all your refineries produce more than 60 extra water
oh only one makes scrap
you might just need to flush the system, you might have some sort of 'traffic jam' where the solution refineries can't take in any more water, and and that backs up the entire system
the water from the scrap refinery needs to get out of the way, but it can't because the solution refinery is already full
@wraith mauve
might also want to add a fluid buffer to the water return line so it can't happen again
hmm I could try buffers, I do not understand one thing tho, the alumina solution shouldnt fill up either?
aluminia solution is made at 80 m3 per min
and scrap requires 240 per min to be made.
wich means 3 refineries making solution = 240, wich means the scrap refinery should be consuming all of it
oh and yes I did try flushing everything a few times back
@idle vigil where do you think i should place the buffers? right after the scrao refineries or for the extractors?
or both?
I would put it on the return pipe to the solution refineries
return pipe?
err I am connecting the scrap refineries straight into the extractor pipes
you said 60 was being returned from the scrap output
yes
that's the return I'm talking about
holdon
screenshot would help 🙂
yeah so the pipe returning from the output of the scrap refinery, I'd put the buffer there. You could also add a pump without power to act as a one-way valve
actually the pump might solve the issue by itself
ok Imma try that, so where would u put the pipe? return valve?
yeah pump on that return pipe in the direction of the arrows
so the extractors aren't trying to push water the wrong way up the pipe
ok! In a few mins Imma go try that and I will update you
yeah if your aluminum is backing up at all, that's going to give you a whole lot of extra water that needs to be managed. hopefully just the pump works
remember to flush the system as well
kk
heading to base
so far it seems to be working just fine
This is gonna take a while now...
yes
if it ends up appening again I will ping you
I do remember before these issues started appening, my aluminum production line was able to fill 2 industrial boxes with alclad sheets.
Then it stopped, I looked around and thats when I figured about this issue, at the time I just flushed it, and it worked fine... until earlier today...
I do have the aluminum production to overflow any sheets to a sink when the boxes are full so it should run indifinitly, unless it breaks again
yeah I think if your alscrap builds up there's no way around that, it's going to back things up unless you're packagin water to sink or something. if you're sinking the excess then you should be good
funny thing is before this broke I had 3 boxes, however only 2 were filled
¯_(ツ)_/¯
lets wait and see
The reason is because mk5 belts wont be enough when you're doing 780 screws... At stock clock and have mutiple setups going. More of a "Holy heck how do I organize this" problem.
Plenty if alts that remove high use screw recipe's.
Steel screws even better.
But getting rid of screws is the real solution.
if you need to use screws youre screwed
screw screws
it is better, but I like the simplicity of the production line of being able to go straight from iron ingots to screws. It minimizes machines as well as inputs. Steel screw adds coal, sulfur if you're doing compacted steel, and 1-2 extra manufacturing steps. But i do agree, getting rid of screws is the better option to work towards.
I onyl use steel screws if I have steel newrby. Like a anything steel related.
if you're doing compacted steel you're doing it wrong
what's wrong with compacted steel?
Solid steel is miles better.
30% output increase. All you need is iron ingots.
No mucking with compacted coal.
oh shit, forgot about solid steel lol
30% compared to which steel recipe @hot ginkgo?
Normal. But now that I look I realize it's not 30%.
33% reduction of materials for the same amount of steel, or 50% more steel with a given amount of resources - not taking into account pure iron recipe
is that compacted or solid?
solid
it seems compacted is more efficient on iron in that regards, no?
one more steel per ore
base recipe is 3 iron ore + 3 coal -> 3 steel ingot
solid is 2 iron ingot + 2 coal -> 3 steel ingot
Solid also outputs more per machine.
Compacted uses up sulfur which is already heavily limited
yeah im just getting to aluminum processing now, so sulfur has gone relatively unused up until now
sulfur isn't used in aluminum last I checked - it's mainly used in uranium processing and turbofuel production
Now I certainly could be wrong, but..
Turbofuel and ammunition.
one thing that's been confusing me up until this point is at what point does a train make more sense than a giant conveyer line? Is the primary factor material cost? The throughput of a train is limited to the belts you can feed into it. Therefore, once a belt can get the initial feed into wherever you're shipping off to, i dont think a train could possibly be faster. Is this assumption correct?
maybe im missing something.
so it is a startup cost(materials and time) consideration?
ive got a sky bridge itching for some conveyer belts lol. It's also go a train track running down the center.
A single train track can replace an infinite number of belts.
Plus they run power through them
right, but then you have to fiddle with the trains themselves. They need power, and you have to figure out the time tables.
scratch that first point lol
People complicate trains. They are immensely easy to set up if you pay attention.
Just a side note, im not trying to say you need to use trains. These are just some of the reasons I do.
Plus if you need to travel somewhere, build an engine, set the autopilot and grab a beer.
so I have a screw factory currently producing 960 screws/min about 700m from my main factory. Running the 2 t4 belts the whole way wouldn't be too difficult. Just expensive and ugly. The circuit is short enough that it would basically end up with a train coming through every few minutes and picking up a handful of screw stacks.. I haven't done the exact math, but the train would never pickup or drop off a full load, which strikes me as woefully overkill. But It seems like there is obviously a point where the train would operate at peak efficiency and be more reasonable than the belts. I'm just trying to figure out where to draw that line.
If i have to run more than one belt more then 700-800 meters ill typically just use a train. Much less set up time.
I also have plenty of trains with only a single freight car.
@hot ginkgo how do you run your tracks? do you put them above ground in any way or just run them on the ground?
Sky bridges.
How are you doing it, if you don't mind me asking? I have a method but it's not as attractive as I'd like.
I try to keep to cardinal directions so I dont have to make funny curves. But ill stay maybe 50 meters above ground. Using 8x2 double ramps to go up or down.
that's what I'm doing wrong lol
Ah so you're doing a continuous platform above ground?
Yup.
i have one main sky bridge at 286m elevation
I was doing individual pillars and just connecting segments. And yeah, the curves get ugly.
I'll try to do a general run in the area. And branch off from that when needed.
so the run to get the train up to it is 572m
Yikes.
I just leave eniugh room so I can still enjoy the scenery. But also comfortably move stuff around below them.
I like using vehicles so anything on the ground is out of the question obviously. 🙂
Yup. As am I. But I keep the vehicles well out of physics range so they don't break.
Like for bauxite production. I have a truck stop at multiple nodes and just scoop it all up with a truck.
Driving the actual path sucks dick. But the waypoint hope doesn't care.
but at the same time, being that high means i can ignore terrain curves
works well for the hyper tube, but the train stuff is a pain in the ass
yeah that's something ive been struggling with as well. Building megafactories in the sky feels... sterile. Like you might as well play in a flatgrass map.
Like, I don't want to have big chunks of just floating foundations just to make my trains not look like garbage
but at the same time, running things directly on the terrain leads to a lot of awful clipping, especially with trains. And running foundations literally everywhere would be impossible.
Yeah. It makes it difficult for me to justify using trains at all.
makes it feel like throwing away what 3d gives satisfactory over factorio
The only thing I can think of that would really make it easier to deal with would be snap on rail stands, like conveyor stands, but larger.
so ive basically been building ground hovering bases, connected by the giant sky bridge. But the train slope limitation makes that difficult.
I could just make sky corkscrews lol
Some of those reasons are why I try to keep near to the ground.
I build all my rails on a 3-wide road
i build all my rails on regular ground
I like keeping the world as much intact as possible
Up hill both ways in a snow storm kinda character.
Can vehicles drive over tracks?
Nope.
[screaming]
Use ramps to make a jump.
dukes of hazzard style explorer autopathing lol
yeah, which is worse? overpasses for vehicles, or overpasses for trains?
vehicles
trains are bound by rails, vehicles following autopathing is a gamble at best lol
Unless you're out of simulation range. Hop hop hop
true
I've seen a tractor teleport vertically to the nearest node after it fell off the floating platform lol
wanted to test autopath behavior, actually quite interesting
Definitely see a few of mine fall off somewhere. Just walk way and poof! All fixed.
@cold rock something else to keep in mind is vehicle's drive slower on foundations.
The joints make the wheels hop and it slows the whole thing down.
my joints make me hop too 😄
crack
Banned for crack lol
satiscracktory
I built all my first rails on the ground without foundation, but now I m making a web of sky rails on perfectly flat foundation for MAXIMUM EFFICIENCY
Snap to pillars for trains would be amazong
I'm on step 1 for building a rail network and I want to keep them along roads if I can but also want to avoid snaking and clipping... building a sky foundation sounds tedious so i wanted to avoid it.
not sure if this is the right place, but I am trying to figure out I just hit oil and and trying to figure out how best to use up my oil vs coal for power vs materials at this stage of the game (tier 6, most items e.g. computers not yet automated). Here are some notes:
- I built near the Rocky desert starting area.
- I JUST got the solid steel ingot recipe
- Coal is up near crater lakes.
- Oil is the Archipelago near gold coast
- I have 16 coal power plants generating 1.2 GW. I can see my current goal of trains bypassing that easily.
- My next major goal is to get train transportation for the long distance items like coal, quartz and oil. instead of wasting tons of time running belts I have to upgrade later. I want to prove out trains with the oil site.
- I currently transport plastic/rubber through hypertube carrier service.
- rubber/plastic is not optimized, just one refinery per to get the milestones knocked out.
I think if you JUST got to oil, youll want to focus on making plastic/rubber with what you have, unless you don't have enough power. You can turn the resulting heavy oil residue into petroleum coke and use that to fuel more coal generators
once you get some alt recipes to improve fuel efficiencies you can get more out of turning HER into fuel and its products
I didnt think about the petroleum coke byproduct. I really like that path, thanks! Plus, I am hoping the solid steel recipe frees up more of my coal for power.
I dont really know how much power trains use, but I am thinking to start just a 2-4 stations and am hoping that will be less than 600 MW
trains are 25 MW/engine and stations are 50MW per train station/freight platform
2-4 stations will run you right around 600 MW unless theyre pretty small
Ok so I will probably need to look to getting a setup using Coke+coal for 16 more coal generators, sounds like
one to pay for the trains, and one for future automation
thanks!
also if you can get a hold of the compacted coal recipe that will let you boost the efficiency of your coal for fuel (if you can find sulphur)
and its needed for later recipes
I was thinking of doing some hard drive hunts soon now that I have a jetpack
what's the cost per meter for mk 1 conveyor belts?
ok
i need some help. I need to make 60 screws per min and im thinking of using 2 constructors to make 80 screws per min total and im having trouble figuring out how to split it so my assembler is as efficient as possible. Same deal with the rods, im making 60 per min and I need 20 to go in the constructors and the rest in storage. Any suggestions?
try to get steel screws as an alt recipe and have it overclocked
uses less space and double the profit
if you cant find the alt recipe just double up on normal one until then
Sounds like he's a bit early on for steel screws I reckon
i completely forgot, i dont have overclocking capabilities
oops
this is my first solo playthrough
MrPig I usually store what I make, say in your case, I store the rods, then I use a belt out from the storage to the constructors where I'm using it. Say you're using 20 rods/min, but are making 60/min, then your storage will net 40/min
the belt will only take what is needed once the constructors reach full inventory
i was just gonna forget the splitting nightmare, thx anyways
use two constructors then
👍
i’m trying to split some conveyors
is it possible to split 3 conveyors equally into 32 lines
do you have to? you could manifold
If you can't and have access to an IST, you can merge the 3 conveyors into the IST and use the two IST outputs and just split them in half until you get to 32
Manifolds are pretty much always the best answer.
Yeah. If I'm being lazy, I manifold and after an hour or so, observe the last one's productivity and adjust my power consumption on that one accordingly
or use a calc for larger projects
how much plastic will 1000 circuit boards need?
Consider using https://satisfactorytools.com
It has a great calculator
what if i can’t merge them (meaning the main 3 conveyors are transporting at max capacity)
Why do you need 32 lines
I guess it depends on what they were doing. If possible, you could manifold each conveyor into production facilities, then merge the overflows and manifold that
i myself am about to start a project to redesign and increase my aluminum production. I was thinking about this sort of thing when dealing with all of the scrap
trying to split up ores into smelters/foundries
Sounds like the perfect job for a manifold.
Figure out how many machines each belt can support and set up a manfold for each belt.
manifold time! 
Is it even possible to optimize an oil node without satisfactory tools calculator?
@lucid sonnet i would say can. In the end you will get an exact setup though...
given the way this game handles overflow there seems to be little reason not to manifold. The 'startup' time is certainly longer but its not like you're under any kind of time limit.
Also if you're building a production line, you can power the first machines and let them fill up as you're building the next phases, so the 'warmup' time is even quicker
now that the game is on steam, manifolds vs balancers will be the debate that never ends
I can't remember what the argument for Balancers was in Factorio but It seemed ot be much more pushed there as opposed to manifolds here. Maybe just because they were easier once you got the blueprints lol
factorio has balancers cause your resource input can degrade and fall below the designed throughput of your factory
oh! right. I remember that now. With ore deposits running out.
a lot of mentality seems to carry over from factorio, like buses
without that in Satisfactory there is little need to balance - time will fix all issues with load.
Busses make sense in a lot of ways. Far easier to set up over balanced full production lines, less space, ect
well. Less space issues when trying to expand. I personally prefer a production line of x->y->z cause I always seem to forget to leave enough space for everything I need in my bus, but thats me.
I've never been into the single base design, so space has not been an issue. I just have individual factories for each major item. Motors are built from raw material all on location using nodes nearby.
Only exception is plastic/rubber which I'm processing on their own and transporting elsewhere for use because everything oil based requires 1,000,000 refineries
RP = Np confirmed
Rp? Np?
We (claim to) prove the extremely surprising fact that NP=RP. It is achieved
by creating a Fully Polynomial-Time Randomized Approximation Scheme (FPRAS) for
approximately counting the number of...
26 smelters for 780 iron using the basic recipe... but the last 3 or so smelters are getting nothing on the manifold. Does this just mean it needs time to 'fill up' on the others? If so, how long should that take?
it takes some time for all of the machines to fill up
if you have each belt going from splitter to smelter only be a mk1, then 60 per minute go to the first machine and 720 go onward to the next splitter
@terse prism pretty sure over 20 mins
once the first machine fills up then only 30 are being taken off for the first machine per minute and 750 are going onward
and assuming you use mk1s coming off of mk5s then that's just 3m20s to fill the "leading machine" at each step of filling
I'm using mk5 belts for everything because, why not? 😂
Oh that is a nifty chart, thanks!
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Courtesy of greeny
@terse prism I mean if you use mk5 belts you gotta be careful or you will be yeeted all over the place
I try to keep as much as I can off of the floor, inputs go in at 3 height, output comes off at 4 height... I've managed to mostly avoid spaghetti until constructors
but now I'm at the point where I'm trying to set up a massive outflux of materials for production that I haven't even started to build yet
Yeah I'm moving towards setups like this, but I actually think I'm going to go down through the floor. I wish there were half foundations or foundations with a hole for vertical lifts. (I know I can use 2 of the corners cause they clip. But it usually looks ugly
I use one side of the foundation and put a walkway on the other side (or put fences around the whole setup if using two elevators off of a splitter)
Fences have saved me many times from falling down holes
Yeah, I've done the walkways too. But... i donno. Doesn't feel as clean.
lol, probably cause I color my floors and the walkways remain steel except for the handrails
https://arxiv.org/abs/2008.00601
@shadow hawk On that very page there is a statement
Paper is withdrawn because a counterexample was found to Theorem 1
We (claim to) prove the extremely surprising fact that NP=RP. It is achieved
by creating a Fully Polynomial-Time Randomized Approximation Scheme (FPRAS) for
approximately counting the number of...
Question regarding the satisfactorytools.com site, if a node says "1.67x Refinery", does that mean i need 167% of output from refineries?
1 refinery running at 167% or 2 refineries 1@100% and 1@67%
ok thanks
2nd option uses more materials but less power
In satisfactory time=materials though
plus you have the comparison of time and materials for slugs
what is wrong with my math?, i have a miner with makes 60 per minute
the smelter takes 45 per minute
60/45=1.333
since i can't underclock right now i have 2 smelters but it doesn't seem load balanced
4 ore in smelter always?
this is for caterium
I'm planning to rebuild my factory soonish due to several reasons, but primarily space has been a huge problem. When I redo it I'm thinking of doing it like this and I'd like to know if this is a good idea or not and if not what are some good ways I can manage it. So I'm thinking from each ore node I'll build a raised floor above everything so I won't have to deal with it colling with land at all, and on that floor will be purely smelters, or in the case of steel, foundries. Then I'll leave space for 3 floors above that for using constructors making base materials, and the top floor will merge all the factories together and use assemblers to make the final products. I'm only at the end of tier 4 atm so I'm not entirely sure about if I'd need to change things for future buildings/materials or whatever
I'm going to bed soon so I may not be able to respond back quick if anyone replies
Using vertical space is always good for organization, and it's not like you won't end up rebuilding at some point anyways
I've been working on a design for a modular Nuclear power plant setup as soon as you unlock tier 7, so you can chain multiple powerplants setups next to each other. Ideally when you need extra power build an extra setup next to the old 1 and chain the belts together.
Each block consist of a 10 by 7 foundation design and is about 8 walls high and can hold 2 powerplants each, so 5000MW each
Under the powerplants are 2 floors for nuclear fuel rod production
No alternative recipes are used, although it would be cheaper to make, the size of the production is bigger as well so it will need a new design (maybe 3 power plants, idk), which I will work on later.
All drawn machines are the original size.
It is preferred to build this next to water. Above the water extractors you can build the refineries this is an additional 8 by 7 size.
Using 1 fully upgrade MK3 uranium node you can make up to 15 of these setups, so a total of 75.000 MW. This would be enough power to fully upgrade your setup with alternative recipes and build a huge powerplant setup.
Any additional ideas would be welcome.
math
meta
When you are using a refinery setup that uses and reuses empty canisters. Do you just want the belt to be fully filled at all time or what is the idea behind it? Cause I don't want the canisters to make the fuel not to be able to be produced
Fill the whole system with canisters
So I just wanna make all machines stuffed and till fuel is fully produced and lines and all refineries has 100 canisters in them
Not the one that unpacks fuel
Okay is that not to have unpacked fuel being stuck ?
Exactly
doing my first oil plant, anyone able to assist with my math? my key question being if i can run this all with an over flow system, and as some systems require fluid before they get going and other systems require that fluid to be used or they stop, how many buffers would i need?
Products
Plastic 160
Rubber 200
Heavy Oil 0
Polymer Resin 0
Fuel 0
Packaged Fuel 80
Empty Canister 0
Turbo Fuel 0
Buildings Blocks
Plastic Refinery 10 60
Rubber Refinery 10 60
Heavy Oil Refinery 5 30
Packaged Fuel Refinery 2 12
Empty Canister Constructor 20 40
Fuel Gen Power Plant 8 72
Blocks
Refinery 6
Constructor 2
Fuel Gen 9
Location
Crude Oil Rubber Plastic
Plastic Empty Canister
Plastic Heavy Oil
Rubber Heavy Oil
Heavy Oil Fuel
Fuel Empty Canister Packaged Fuel Fuel Gen
so for example i need empty canisters to use up some of the fuel, which uses up heavy oil, but heavy oil gets produced at the start of the chain, and i dont want to co locate these buildings, so there will be a delay between empty canisters being produce by plastic and then going into the system for packaged fuel
would i need a fluid buffer for the fuel and heavy oil residue, and if so are there any calculations i can use giving distance? i.e. if canister factory is next to plastic refinery, but then 100m from heavy oil refineries, using mk4 belts how much of a fluid buffer would i need?
Maybe this principle will help you with your design... you can use the fuel to make power, rubber and plastic
yeah i have that design
but it requires alternate recipes, so this is a temporary plant im building to use up 600 oil/min with the base recipes, once i get diluted packaged fuel, recycle rubber and recycle plastic im going to change it up
@copper fiber
this is my first solo play through, i was playing with someone else in a previous setup that colocated all of it, so im just starting to understand fluid dynamics and from what i can see im going to need fluid buffers, but how many ?
also with the system i have built, my fuel gens would need to use all my fuel , but i wont be using that power immediately, will the system shut down and produce less if my fuel is backed up ?
yes, if it is backed up, then it will stop producing more fuel, but that also means the Heavy oil residue will back up and stop producing rubber and plastic..
What I did, I built the exact amount of fuel to the amount of heavy oil is produced, once the fuel is backed up, the overflow heavy oil will produce petrolium coke and will sink this..
This also counts the other way around, if your rubber or plastic backs up, then no heavy oil, and also no Fuel.. so both overflows needs to be sinked
I could use a sanity check: I calculated that one coke refinery at 120 ppm can support 4.8 refineries at 25 ppm of coke. But I saw on reddit someone say one coke refinery can support only 2-2.5 generators. So idk if I am missing something, that ratio was pre-update, or that person did bad math
I will say the if you get all of the stuff unlocked in tiers 5 & 6 and them go hard drive hunting and get all the recipes needed for a turbofuel plant, its definitely worth it
(You would need the: Compacted coal, Diluted fuel, Heavy Oil residue, and turbofuel, alt recipes)
@lucid sonnet people get things wrong on reddit all the time. if your math checks out then you're right
a lot of people seem to just work from something someone else told them, or something they read, without ever doing the numbers themselves
ultimately, the conveyors shall tell if I was right or not!
walkways are there, it's not subtractive. I don't use them, though, because they aren't really useful, same with stairwells
they're more cosmetic from my perspective
so I finally have some time to work on this factory of mine. Is anyone able to help me go through and pick the "best" alternate recipes for this? Distance for resources isn't an issue, but I do want to use as few raw resources as possible.
https://www.satisfactorytools.com/production?share=1BeQXM6JJepeOdosO0ey
pretty sure that calculator automatically picks all the best recipes
it only does if I pick maximize
but I'm not trying to maximize, I have set amounts of each thing I want to produce
rather than maximize the output with a given resource set, I want to minimize the resource set with a given output
Curious how others handle feeding multiple streams into a production facility with >780/min? I always try to design my factories with the minimum impact, very organized. Currently I split each feed in a way that produces even amounts of overflow and sink it closer to the source. Wondering if there's something more intuitive that i'm missing
I try to limit the size of a floor to the belt capacity. So I might have two inputs running down the outside and one back down the middle. For more belts I add floors
The alterative is to run a second belt overtop the first one, and feed it into the line halfway through
Yeah, that's what I currently do, Uncivlengr. it really irritates my perfectionism 😛 the issue i'm running into with my new project, is i have multiple belts of varying amounts and it's not intuitive to handle it the first way you're suggesting (which I do like as a suggestion, nice and clean). thanks for the response, im going to conisder more verticality into my solution
yes I've run into that issue a few times, where I have a weird split in materials that I can't resolve with a manifold (gasp)
like if I have three belts of 480 materials and One line needs 560, another needs 490, and another needs 390 or something annoying
smart splitters will solve your problem
and you might need mk.5 anyway, since no mk.4 belts can solve your 'line' that needs 560, or 490
that's my point
there are cases where the factory requires more than a belt
plus some weird splitting
this is exactly why i posed the question. There's multiple ways of dealing with it and I have. I'm curious how others handle it 🙂
I understand that a pipe's fluid limit is 300, so I've been limiting devices to pull from it - for instance 10 refineries pulling 30 ea. But if they are pulling, then the pipe is never full, right? So could I theoretically put 15 on a segment of pipe. If they all pulled at the same time, it would be 450 - but do they actually pull at the same time? 🙂
@quasi kettle the problem is the primary feed into the manifold. It's flow rate will be at or above max.
If you have "booster" pipes attached every so many machines it will be fine. Since the primary feed line won't be flowing the max.
ok, that makes sense
Each leg of the manifold has to refill, its not instant. Only over time. So even if that machine isn't pulling, all the pipes thag fed it need to fill. So you'll always have multiple pipes feeding.
How do you overflow liquids?
Using fuel generator farm to also make plastic/rubber with the resin but there is more fuel than gets used
A section of pipe higher then what you want as priority.
Usualy an upside down U shape will do it.
seems easier than I thought
If I run the exact amount needed for 6 constructors into a straight line with just splitters next to the inputs will it work?
That amazing creation is called a manifold.
Will the startup time be unbearable?
No.
Once it's running it doesn't matter anyway.
Just build it and go do something else.
e.g. 26 smelters taking 780 input takes 21mins ish to fill (unless you block off the outputs)
ok
what matters is that the task is automated now 🙂
Automate all the things.
Literally my job IRL
I fix the automation when the operators break it.
I do that too...
All of mine is code though so I don't have to fix anything physical at least
I'm primarily electromechanical. But I do occasionally need to dive into the ladder logic to add/change things.
My wife things I'm wierd, I work in a factory. And I play a game about factories.
Shh just tell her you're playing Connect-the-Dots
a really complicated.... connect the dots lol
thats also an incremental idle game
@muted crypt there is a spreadsheet somewhere I found that rates the alternate recipes with production and value
sure, but this is easier to parse all together: https://docs.google.com/spreadsheets/d/1TqO6DwlKZibUia8USbbV_UD63LSS1yE9hBU_d64f0X0/edit#gid=1234485472
Satisfactory 1
Explanation of columns in reddit post: https://www.reddit.com/r/SatisfactoryGame/comments/f6kova/my_indepth_analysis_of_the_new_update_3_alternate/,Alternate Recipe Name:,Notes: (Still calculating a few things since the most recent patch on 2/28, but all notes,...
so what would be comparing each recipe with
"Total Original PPP"? at the end?
Sorry, I was driving to work so I couldn't respond when I was pinged^^
dont recall honestly, its in the reddit thread attached to the doc somewhere, but basically its calculations on how much it takes to construct any given part of a final piece and a unified production value. THe math is beyond me he
this redit post
is there a way to split a belt with 5 items into a belt with 3 items and 2 items? I assume its some sort of arrangement with splitters, i don't want just 2.5 and 2.5
there's definitely a way... just trying to figure it out
just a sec
essentially I need 3 items to go into one belt to satisfy a recipe, but I want the 2 extra to go into a different belt
alright no problem :p
You know what a 1:5 splitter system looks like, right?
How it's actually a 1-6 but you feed one line back into the start?
kind of
ah gotta split the right one gotcha.
you'd have to split off two from the right one and merge them again
yeah so only 1/3rd go back eh?
awesome, i appreciate the help lol.. was hard to wrap my head around
yeah makes sense lol, just wanted to do a quick mock up to see if we were on the same page (and for the most part we were :P)
yep, but you just missed one step that would've left it unbalanced in the end
but hey, that's fine, we all learn from mistakes 😄
right, it wouldn't have mattered too much, just filling into a chest but wouldve lost a bit of supplies
you could also just manifold, though
and if i were ever to use that belt for something then it would be an issue
yeah true :P
put whatever needs the 3 (I assume reinforced iron plates are on the belt, going in toward modular frames at the 3/min output of this system?) and the other 2 can just go toward storage
if I was right on my assumption it shows I need to stop playing this game and go outside or something
yeah its that :)
helping my buddy set up his factory to be less hand crafting atm lol
I need a life /s
reminds me how much i hate the start of this game ._.
my current singleplayer save is at the point where I'm setting up everything I need to produce
I'm just about to hit nuclear on my main playthrough but im scared to deal with waste atm :p
just put it out of bounds
this is everything my factory is going to produce 😩
dang lol
yeah I'm planning to build a big storage thing outside of the map somewhere
the sad thing is that it's not even a lot
im in the process of placing around 6000 refineries to turn all the ore on the map into ingots
this game takes so much of my time its insane lol, need to figure out a programming project to do for this game
there is a mod that allows you to use lua in the game
at one point I made a very basic calculator to determine "allowed" round trip time for a train providing a given number of resources
I was thinking of something to calculate the supplies needed to grab all harddrives, not really sure if that's been done yet
Well the thing with that
it's a one-time thing which can easily be listed off, but ingredients can change with various recipes.... but also, you have to keep in mind that you can just ignore 17 of the crashed pods on the map - 4 of them are inaccessible at the moment and you have 13 extras after you research every possible alt
right yeah, it would definitely be an interesting design process
the current "idea" (loosely) is that you'd upload your save and it would tell you what you'd need for the harddrives still on the map
I mean
satisfactory-calculator already has an interactive map that will show you what hard drives you still need to retrieve, and what the drop pods need to be opened
yeah, well my idea is partially based on that, since i still had to manually figure out the supplies needed when using it
right
I've noticed that the drop pod requirements are usually more complex the further away you get from any given starting zone
yeah it seems like that to me too
I mean they're always the same
yeah
the first one i found that required turbomotors was like 'excuse me what'
why am i mentally damaged
there are many answers to this question
and we have to tread lightly for all of them
i can't count how many screws/iron plate/rod constructors i need for 3 rotor and 3 reinforced plates
3 rotors per minute or 3 assemblers producing rotors at 100% efficiency per minute?
pretty much
i mean both
3 assemblers making rotors and 3 more making reinforced plates
currently have 3 constructors making plates and 3 making rods and i was like
Hmmm yeah this is a good idea
how to separate 1 conveyor belt into 7 ?
sec @zenith parcel I will draw something up for you
ok thanks
3 splitters
@zenith parcel pretend that the big thing at the bottom is just your starting input
this is what I'd do
ok thx
yep!
1 constructor with rods connected to 3 assemblers for rotors and 2 constructors for screws would just be a horrible idea right
rotors produce at 4/min with base recipe and need 5 rods + 25 screws, i.e. you need 20 rods and 100 screws (which goes down to 45 rods) per minute per assembler for rotors
think im gonna have like 5 rod constructors and 2 plate constructors
don't need many plates mostly rods for screws and just rods in general
from your iron smelting, you want 20 of that iron going to make rods (2/3 of a smelter) and then the rest of that smelter and another half of a smelter making rods that turn into screws immediately
you know how to pull 2/3 of a belt away, right?
i have no idea what you just said
just a moment
im thinking of 5 rod constructors, 3 making screws and 2 being on their own
and 2 plate constructors
So my laptop just died and I don't have my charger on me, I'll have to draw something up for you at home- I'm leaving now anyway
@zenith parcel that method is only nessecary if you want to seperate it into seven perfectly balanced belts. If you just want to seperate it into seven belts of different amounts and let the machines they're going to balance it out, you can just use three splitters in a row, for three outputs on either side and one output at the end
ofc, if some of the belts are going to storages/sinks/trains/truck stops then you need to balance it, but otherwise you can just give imbalanced amounts
I always balance my splitter trees and recombine all output of the same type before moving to the next phase. It makes the math much simpler.
For example iron rods to screws. If you have 4 constructors making rods @fierce ruin/m then recombine them you can redistribute them to 6 constructors evenly for screws
oof you pinged someone named 15 lol
It also means every step you have the option of throwing in a single programmable splitter to send excess to a sink. Sometimes if you want peak efficiency for power you have that extra .1 because the math rarely divides evenly into thirds. Just throw the excess one away every 100th rather than having power spikes.
Did someone say programmable
yes
think of it like a smart splitter but you can set multiple items going out any given path instead of just one
Well in ornerys case he just wants to overflow some excess which is too expensive to use a programmable for
anyone got that recipe comparison spreadsheet on hand?
nvm I found it
whats 4 + 5
Are you just going to spam all the channels with childish questions?
no
For the 1 to 7 split, merge on the two output lines of the first splitter, not before or you are slowing your throughput
Bc the items go through multiple times you dont want them slowing down incoming items, either
programmable splitters more like codeable splitters lite
If only
is 2+2 always the right answer
Part of me would love the ability to say '30% of items split that way and 10 % that way and the rest that way' but ... at the same time. Part of me loves building the recursive splitter setups.
that being said, modern factories today certainly have programable splitters. just take a look at this kind of stuff. https://www.youtube.com/watch?v=tqLYhhV7u7Y
These omnidirectional belts are made by Intralox.
omg
i will finally be able to make a factory irl that detects if there are trombones on the conveyor belt and dumps them in a furnace
Make us able to underclock machines at 2/3 for eg, so if basic recipe is 1.75 (some retarted number) I can just set machine to 1 or 2, so it's easier to work with
They round to a percentage. You can enter your preferred output PPM directly and it will just correct to whatever % is closest.
wait you can do that
In the clock setting area. Just click on the per minute number and you can enter what you want.
Even copy paste works.
I'm rebuilding my factory now and I'm trying to figure out what a decent ratio would be between making iron and steel. I have 3 pure iron nodes and I was thinking maybe split them 1.5 iron and 1.5 steel? Thinking that may be good enough since I have alt recipes unlocked where I don't need many iron rods anymore
The easiest way to avoid the 59.8 of something
is multiply your entire factory by 10
just make 10x more of everything. problem solved.
Thats usually what I do. Id rather be above then below.
But .2 over most lines, even with multiple machines will take forever to even notice. And you probably won't even notice it.
But.... ITZ NOT PERFECT
Nothing you build is perfect, so 🤷♂️
excuse me, I'll have you know I build perfect spaghetti
@untold steeple if you have 3 iron nodes, use all of them to make steel 😆
Then find 3 more iron nodes for iron products
Coal is basically the limiter on steel
solid steel ingots make things better
Dont limit your self, to just 1 recipe, if you got multiple to choose from
You sinking Pretrolium Coke atm? Turn it into Steel Ingots instead
Your Turbo Fuel Power Plant, is just running at low capacity? Setup an overflow and send the extra to be made into Steel
The last might not be a long term solution, but will help out with building and belt mats, for a while
put coke into coal gens and sink overflow
is there a way to calculate approximate throughput of a train line? maybe using something like satisfactory-calculator? or should I be sitting at one of the ends with a stopwatch lol
you'll have to time the train
Without timing the train there's no way to precisely calculate the throughput
I guess you can use the online map to get the distance traveled, then assume the train travels at 60KPH or something like that, to get an estimate. But yeah, timing is needed to be accurate
Break length and acceleration time, can be reduced, by using more locomotives, so you can add a higher avarage speed, that way
Alternatively: estimate the ammount of items your train carries and then time your trip to your destination. Then divide your item count by your travel time (one entire round, not just from A to B, in case you have multiple stations). That will give you an estimated number of items/min
Short term solutions to long term problems
@glacial hemlock
if you have 3 iron nodes, use all of them to make steel 😆
Then find 3 more iron nodes for iron products
There is plenty of iron around me, but it's a fair distance away and I really don't feel like setting up belt lines all the way back to my main base. I'm hoping maybe I can build a temporary setup and it'll last me at least until I unlock trains
i will finally be able to make a factory irl that detects if there are trombones on the conveyor belt and dumps them in a furnace
@silk lintel caravan palace logic detected
If you have the solid steel alternate recipe you can set up an overflow manifold where all of the extra iron bars are sent to foundries to make steel
I'm trying to get the solid steel recipe now
I have 4 hard drives atm with a 5th currently researching
so i'm setting up steel
i can either use 8 foundries or 4 for full efficiency of coal and iron
is steel used enough in high enough amounts that i'd want to set up 8?
Ohh yes.
I have 8 10 running solid steel alt. Produces 600. And im about to do a rebuild that will use around double that.
Especially with alt recipes you're going to use a lot of steel, but it's worth it because it saves on iron instead of using actual iron ingot recipes
Like steel screws are absolutely amazing
Alot of the alts that use steel are way more efficient then using iron equivalent. Even with the foundry steps.
Mhm
I can't wait to get solid steel. That combined with pure iron will give me so much steel per ore
My 10 foundrys only input 480 of each, and I get 2 300 lines out of it.
Now that i have mk5 belts ill be expanding that again.
ooh nice!
Been working on a train roundabout when I stumbled on @wind spade 's comment that they're bad
Is that still the case after all the train fixes?
train roundabouts are bad in case they'll add signals
because they have smaller throughput than normal junction
in case when trains just go through each other and can share a track, it doesn't matter really what you build
Wonder if they'll ever actually go through with the whole train collision/signalling stuff
Ah right judging from your comment I was concerned the trains would path poorly
train collision was "confirmed" by Snutt
a.k.a. he said "they aren't supposed to go through each other"
signals are a logical step after your trains can crash into each other. If we won't get signals, we either get smart trains that brake so that they don't run into each other and then all of the stuff I've said about trains is irrelevant, or we'll get signals and then the stuff will be valid
Spent ages building a parallel rail network just in case
After realising you can't connect 4 tracks to the same "joint"
for now should be fine, but I'd still make a normal T junction just because of the possible future throughput (and also smaller footprint)
Yeah, I use roundabouts in Factorio, but I don't have the kind of heavy traffic where they become a limiting factor. In Satisfactory, we will also have the ability to do flyover junctions to get an even better throughput than standard T junctions as well.
This is satisfactory which is 3d. And 3 d junctions can be stacked vertically. For optimum throughput and minimum junction crosses, use stacked interchange
Life has been easier with the trains in Satisfactory
Ok, so i need a little help with math and splitting.
So i have 480 Iron bars coming out of 3 conveyor belts making a total of 1440 Iron Bars. I need to divide these into my 3 production lines where they need, 340 Bars, 510 bars and 590 Bars. I want to split it mutible times so that the 3 conveyors supply as close as possible as this
How would i do that being able to split 2 or 3 each time?
Is there any tool that can help with this?
@bringer Its hard for me to tell by the image but I am assuming you use mk4s? That would mean you need two input conveyors fortwo of your production lines. In this case I may feed the first two conveyors in and use the third as a supplemental line, merging it into the other two after each product line.
And manifold your production line inputs
At 780 ppm then you only need one manifold input to each production line. I think then you could double it up and have each line supplement the next but I may be more likely to load balance the three lines and each line then directly goes to a product line
Yeah i was thinking of load balancing
@harsh torrent split your 510 bar and 590 bar lines into smaller lines. Problem solved
Yes, i would do that. But the question is how i divide the 3 inputs of 480
Into load balancing
What to choose?
@harsh torrent answer is you don't need
510 = 480 + 30, 590 = 480 + 110. Then 30 + 110 + 340 = 480
@cyan wing wiki has alternate recipe analysis. Reading through will be highly advised
Else you will be asking this question 70 times lol
can someone please explain to me why i should load balance and not always do the overflow method?
Is it possible to divide an input into fifths?
e.g. 240 coal/iron ore per min, divided equally into 5 foundries (each foundry gets 48 iron and coal per min, just above the steel ingot processing speed)
manifold it, and underclock to your specifications
Manifold?
I see
i'm a bad explainer, i hope the link didn't come off as passive aggressive
Nah, I heard about using that method of splitting input
Just didn't know that it was called manifold
@coral cliff insert we don't do that here meme
@coral cliff very narrow cases. Mostly if you want to micromanage resource distribution and want all parts to start up at roughly the same time (like if you have multiple production lines you might want to load-balance the input feeds, but within the lines theyll use manifold)
manifold will still let that all work eventually, but one particular product will lag until the first production line saturates
Okay thanks so much u guys u helped me a lot 😄
How would I maximize efficiency of power production across 2 normal miner Mk 1 coal extractors?
I'm looking to distribute two normal nodes of coal across coal generators
Using mk 2 conveyors
Mk1 on normal is 60/min which is 4 coal generators
So I'm looking at 4 coal gens per node?
Yes
With two you have a perfect 8 generators which runs off 3 water extractors
Aight, thanks
I was setting up 8 coal gens on a pure node earlier so I wasn't sure how to distribute a normal node
@scarlet wyvern coal generator setup guide on wiki
Nah I'm not struggling with setting it up
I'm struggling with balancing it out
Hence why I'm asking here
how much ore are you producing with that node
60+60 i guess, he didn't mentioned overclocking
well yeah but also not the miner mk1/2/3
making 4 water pumps to carry (in surplus) water for 9 generators! feel free to copy
just do 3:8 lol
i needed the expansion room for later
theres a pure coal node nearby 3 normal nodes that i cant get to without explosives
so for future upgades i opted for more water now
no but I mean, the ratio for 3:8 is perfect regarding water usage
so you can just repeat that system over and over
overclocking changes the ratio
i mean i didn't share all of my math, but for where im at the extra mw by the 9th gen is a buffer for testing out new stuff and experimenting with lines and not constantly overloading my system and building more tedious biomass gens
the math you shared is irrelevant to the fact that overclocking water extractors to power coal gens is always a waste of power
i mean any overclocking except for resource gens is a 'waste of power'
waters doesnt count as a resourge gen in this case cause its easy to build more
yup
the problem, specifically for water extractors if you need them for coal power, is that it takes a lot more power to create more power via coal gens
there's like, one case where i'd overclock water and its if youre feeding a bunch of coal gens off a tiny pool (there's a spot or two where that can happen, especially if you overclock the coal miner and/or use compacted coal)
1 extractor at 200% = 60MW, which means that it's the same amount of power required as 3 water extractors at 100%
which means you're wasting 20MW there
at 250%, you're wasting 26MW
@gusty sail so if you struggle with overloading your biomass generators, stop overclocking your water extractors. you're literally wasting power
yea i get all that... you guys are just not reading what i wrote 'where im at' means i stopped all production to build coal gens with the amount of supply i was able to achieve before i got sick of biomassing altogether, and that allowed for the 9th gen
its all expandable to 12 when i run the power back to the factory
the amount of Mw i get with the xtra gen lets me enable other systems before having to travel and take so much crap with me when its just me XD
im not overclocking water, thats ridiculous XD i meant overclocking changes the ratio and powerconsumption so splicing the 4th extractor was viable
I think there is/was some disconnect.
All i know is more power->more gens->more water extractors (more extractors preferable to overclock)
and doing somethings thats non 3->8 is like... okay if its saving you from making a 3rd transmission pipe (you can do up to 12 gens off of 2 pipes iirc)
its a calculated waste which is no waste at all when its necessary to push forward with some extra budget
i wish i had more slime juice to overclock water extractors
build more
go hunter for more slugs lol
That's one of the solutions
so i checked the calcs on how much sulphur it would take to max out nuclear fuel rod production and it clocks in at about ~4k sulphur/min
and the map can make 6840/min atm
wait i screwed it up and thought the nodes were pure
so 3.1k sulphur/min
or a little less than half the maps worth
So maxed fuel rod generation probably means shutting down turbofuel generation... which can probably be ok?
Considering you can make 88GW with around 2100 sulfur with turbofuel. I dont think you'd need to shut it down.
if youre maxing fuel rods you can make 1.1TW or something like that
and youll be so late in the game youll want as much plastic/rubber as possible
That would be my only thought for shutting down the turbo plant.
and it would free compacted coal up to leverage more steel out of the coal you do have
cause thats limited by coal instead of iron, and the compacted steel is a bit better coal-wise
300 oil makes 900 plastic/rubber. That isn't really a ton when you consider how much you'll actually need.
No not at all. I’m guessing eventually I’ll tear down my 22gw turbofuel system, push the compacted coal off somewhere else, and keep the fuel for trucks and jet packs
Hmm actually I’ll probably leave it there but turned off as a backup power system? No real reason to pull it out
I spent a fair amount of time on mine. I doubt I'll ever rip it out. If anything ill leave the gens there, and just re route the diluted fuel system to rubber or plastic recycling.
Depends on what I need. I dont build all that large. So I may not even need to worry about that 300 oil.
Do manafolds and splitters/mergers, balance them self, in the long run? The calculcator gives a lot of .27, .32 and such
yes
cause the first machines will fill faster then they use, their buffers will fill up and the belt to them will 'clog', and then the extra material just keeps going down the manifold
eventually all the machines combined are working and pulling the net input of the belt
@cedar mica just make sure you underclock that last machine to whatever number it calls for.
Its not all in 1 production line. Its multiple steps and they are splitting and merging
Me too lazy to underclock. I just let it start and stop lol
That dont work well, when several lines, gets resources from the same belt/production
And there is not any excess resources to go around, as I have hit map limit
Think they’ll add new map with the next update?
We wont get a new map, before after 1.0, if ever. Hand crafted maps, takes a lot of time
The map is freaking huge as is. If they really want to increase available resources, they can always slap a few more nodes around
Or just give us mk 4 miners and better belts
Dont need MK4 miners yet, MK6 Belt is enough, for now
Can do a lot, with current map resources. Probably beyond playable frames for most people
Yup. And better pipes
I’d almost be surprised if we don’t get like aluminum pipes with the next update
@cedar mica how many hours you have in? I only know a couple people that have used every node.
Planning new map atm, want to know its possible
And not every node will be used, as Bauxite is not used, along with most of the Limestone and Uranium. Everything else is, as 12K motors + the nukes to power them, takes a lot
Plus the reason most dont use the entire map, is because most seems to stop, once the FPS drops too low
Spreading around the map helps a lot with FPS though right?
It helps, having less to render in the same chunk yeah, but background calculation still takes up CPU power
My cpu is much better than my gpu, I’m not on a gaming rig
This game dont need much from the GPU, as you can adjust those settings
Mines a laptop, but i9 should be somewhat decent
My laptop has more GPU issues then CPU. The 1060 fans are very loud.
Cpu is usualy around 50% vs the GPU maxed out.
Mine starts to get laggy in my main base if I’m on 4k. Fine on 1080p
The GPU needs some CPU power, to be sent new frames, so there is a relation ship. But mostly, this game is CPU bound
Especially when it comes to global map lag things.
Best recommendation for planning a 25\min TM output factory? What do you guys use for planning?
You just use the website? I meant more like spreadsheet/whiteboard/paper & pen. How would your project list break down?
I'd say the website does way more work than any spreadsheet could
if even idiots like me are able to use a site, you can be sure it's good.
I agree it does a ton and thank you for creating it. I'm a terrible project manager so it's difficult for me to wrap my head around breaking something that big into digestible chunks.
just work your way through the tree
if you have your setup, you can just build it one group of machines at a time
several options, easiest is probably to just ping me, although that also has biggest chance that I'll forget it 😄
Top to bottom instead of left to right on the diagram.
other option is using github for issues or joining the tool's discord server and writing into feature-requests channel
Probably already been requested 100 times I'm sure. 🙂
yeah, that's definitely one of the things I want to do. In old planner you could choose this orientation
it's just not a big priority right now (as there's like gazillion other things I want to do) and I also don't have too much time for the tools
I got my programming degree back in 2015 but haven't been coding since. Going back for my Bachelor's now so I can get into coding as a career instead of working the user support.
there's definitely lack of good programmers in the field (at least from what I've seen).
Totally understand. Great page regardless. I can move stuff around so it's not exactly a deal breaker by any means. 🙂
the change itself is pretty easy, but as I want to make it configurable, I also need to make some kind of settings window
also, I've changed default from Top->Bottom to Left->Right because most of the setups are wider rather than taller
although I get why some people would want to change the orientation
It's easier for me to visualize a tiered approach going top down. Just a preference is all.
I tend to move it all around to look a lot like a wiring diagram. Right angles everywhere and that helps me to create a step by step approach.
yeah, although sometimes right angles are impossible, especially with more complex setups 🙂
But on something as big as 25 TM output, it's just too big. I'm gonna use your page to find the most likely suspects for lower items and then use the "I already have these" feature you implemented.
@ember pine do you see something like this?
why we switch to math and meta
because we can post images here
oh
and it's kinda related to math-and-meta anyway
but the first reason is why I sent it here
and greeny gets to laugh at me and point out my mistakes 😛
yeah, so just click the gray box in the middle and select the item you want to make
done
now it should display what you need to build. You can tweak the number per minute or enable alternate recipes
k thanks
most of the stuff should be pretty straightforward, but feel free to ask if you're lost.
Tom would be happy if you'd help him get to 100k messages
only ~1200 to go
oh damn totally forgot about that lmao
greeny meant that I am close to 100k messages on this server myself lol
not that your messages contribute to my count
Hahaha. 800 are shitposting. The rest might have been helpful.
lol
10% shitposting is a pretty good ratio all things considered
That broke my phone
Wait it tracks the number of messages you’ve sent? Where do I find these things?
@pine rapids using search in the top right, from: cdbelyeu
Hmm like 200. Ive got to get my crap together
Wait, according to greeny's production calculator, at my scale steel rod + solid steel essentially overrides the casted screw and encased heavy frame recipes in efficiency? That's mind-blowing
Steel rod must be really efficient
You make 48 iron rods with 8 iron ingots and 8 coal
Oh.. wow. I had not looked at that too closely til now
Now belts become my bottleneck everywhere 😆
Just keep an eye on the recipes the calculator uses, as it some times goes of the deep end. Like setting up Bauxite production, just to get the byproduct Silica
steel rod is power and space efficient. That's all.
steel rod lets you save some iron at the expense of some coal, so it would depend on various factors, like, do you have pure iron ingots and do you want to use them (ie. water available), do you have solid steel to make steel more effective, are you limited by iron in your factory spot so that you can make more product by conserving some and using coal instead, etc
at the final effectivity with all alt recipes, you barely use any screws anymore to boot, since the alts without screws are often better (assuming thats what the rods are for)
add some screenshots to illustrate maybe? otherwise it looks good imo
is that working?
yes
Less of an exploit and more just how fluids actually work.
Not really. Fluids needs enough headlift to get up. This is tricking the system into thinking you have enough headlift
That is how fluids work though. The Dutch call it the law of the communicating barrels. ("wet van communicerende vaten")
😂
that is mostly for static. For dynamic, that simple law doesn't not accurate anymore.
I think, if you have a water extractor that is 100 meters above sea level, and you pipe the water down 100 meters, then feed that into several other pipes going back up, headlift will not effect the water until it reaches 100 meters (Same level as the pump).
there will be a push, but not enough to lift everything at the same height
As I understand it 'headlift' is just a simple numeric calculation of + and - values and 0 is the level of the starting extractor. As long as your headlift is below the 'max' value of your extractor level +(10?) + pumps it can go up. So extractors at the top of the waterfall and at the bottom, you can get it back up to the level of the top without any pumps. (I don't believe lateral distance is factored in at all)
I'm not sure though if buildings have any 'pull'. I had one pump on a pipe that went up 24 meters to coal plants. The pump would push up and then 'be overburdended' but my coal plants kept getting water. I added a second pump to make sure there were no interruptions but that little bit confused me
@oblique notch you have that understood it very well, all machines have 10 headlift max, pumps are 20.
According to a stream months ago with the guy that made the pipe stuff. There is no suction mechanics. Sometimes the pump mechanics are still a little wonky though.
ok, done 😆
good job
In your photo i see 15 water extractors near waterfalls. To fill 5 buffers on the top i need them or just need 1 water ex. on top with exploit config?
3 extractor per pipeline is to simulate the max 300 throughput. If your goal is to simply fill them up, just a single extractor on top is sufficient (but very slowly)
having an issue with a factory that has an input of 780/min. the raw requirement is 779.8/min, but the last building keeps stopping due to lack of input on that conveyer
is the 3rd last machine fully-stuffed?
if you are doing manifold, there is no such thing as "the last machine", there is only "the last two machines"
@glacial hemlock All machines but the last have full hoppers.
So, it's actually doing something weird and is stabilizing now. What makes it weird is that I started the setup about 3 hours ago and have been observing off and on periodically while I do other stuff. The last one's hopper is bouncing between being <10% full to about 80% full. The high and low points of the cycle appear to occur about every 10 minutes. i've never seen this behavior with a manifold before
it does actually stop producing when it gets low enough, but the stoppage doesn't kneejerk the hopper to 80% full. It turns back on and runs full bore until it's 80% full.
Do you think it's the miner getting full and shutting down briefly?
miners wont ever give an inconsistent belt output because theyre full
the startup period is only when placed or when you change the clock speed
it's a mk.3 on a pure node over clocked to 163%, which makes 782.4/min, so it does fill up
i'm watching it now, it's almost full
Can confirm Crocketeer's statement. Once it filled up, the Miner's hopper did drop down to about 30~ish in its output bin, but the supply on the belt was never interrupted
But... it wont make flat grid
this belt is either not feeding 780/min or these machines are consuming more than 780/min
@glacial hemlock Mind blown. xD
I will have to try this on my Copper Sheet tower. 😄
If anyone has any suggestions, this is what I've built: https://www.satisfactorytools.com/production?share=8dQLHJMZbwC9atxNcOtz
I just lowered the bauxite input a tad to see if that would fix the issue, and it doesn't
try rebuilding the last belt. ive run into an issue a lot of times where it looks connected but its not properly synched up somewhere. Still sometimes gets stuff but ... sometimes doesnt
@oblique notch had that happen recently, it actually went under the other section LOL
yeah. or connects to a random stand or pole you didnt realize was there because of clipping
nah thats a double manifold
@sand garnet well the last two machines in a normal manifold should work at the same speed, as the setup is pretty much a splitter from a belt to last two machines
hm yeah true
this is why i shouldnt hang out in #math-and-meta too long, my small brain cant handle it lmao
how do you optimize plastic production? (I have aluminum) I either end with too much of fuel or heavy .
wrong channel?
@nimble tree use diluted packaged fuel and plastic/rubber recycling loop
Its a perfect loop too. 300 oil gets you either 900 plastic or 900 rubber with no waste.
thanks I will take a look
thats pretty sick
do you have a chart like that for aluminum? that is extremely helpful
sweet! I am noobing my way through each base looking more structured as the last but no where near optomized. Looking at my 1st base makes my eyes bleed 😛
this is the cleanest aluminum factory i've come up with
I tried doing a 780 bauxite/min factory today and it just isn't autonomous. water and alumina levels are super inconsistent, have to constantly baby the fluid levels
it's less stressful IMO to just stick to 630/min
i also had very serious issues with getting actual 780/min throughput on my mk 5 belts for the bauxite ore, but that could have been a product of its long journey from the miner to the factory. I replaced all the belt within the factory like @oblique notch suggested, but I didn't redo all the belts back to the source, so I don't mind owning that problem
(also the 630 baux/min only needs 1 injection manifold as opposed to the 780 which needed a 2nd one for the silica)
what are the advantages of doing a manifold vs splitting it even?
advantages:
- faster build time
- usually smaller
- usually easier to build
- easier to expand
- works with different machine speeds / underclock percentages
disadvantages:
- slower to start up (can be eliminated by pre-filling machines
- items stuck on belts (no efficiency disadvantage, but some people don't like the look of it)
that's way more technical than i was going to say. for me? less space and brainpower
hmm
should i have in this situation? https://discordapp.com/channels/370472939054956546/553550313533997057/742496236124242002
its a steel production line making steel tubes
i overclocked the sources to 480 (im only on t4 belts)
Yeah, it looks like it
downclocked the foundries to roughly 40/m
My current steel op inputs are 480/min each and i have them all manifolded. it produces 80 steel pipe/min and 90 steel beam/min
ah, yeah i was going to double this
@short perch that is a wonderful and clean alclad set up.
half of it was going to be concrete beams, then the other half was going to be more piles than beams
or whatever i need for the making of t7 space crap
@hot ginkgo thanks... i have been pulling my hair out all day being stubborn and trying to make this pile of trash work (Spoiler alert: It works but you can't leave it alone for more than a few hours)
I discovered the same thing. As I was attempting to make a full 780 belt work. The numbers are just too funky.
I know inconsistent water flow usually goes to head lift issues though I’ve been heard of an exception or two now
it's the water output from the scrap process that really throws a wrench. IF you could SINK fluids or schedule an automatic "flush" of a fluid buffer, then it'd be feasible
And if you rig it a certain way you can make it prioritize recycled water
Unlike factorio which has limited resource deposits and each belt has 2 sides, balancing a load isnt really needed. Just let the game run over night and everything will be "balanced " on a manifold 🤣
