#math-and-meta
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@glacial hemlock not if you do fuel rods + turbo motors, which is what I assume he wanted
Anyone have the power usage handy for a mk3 miner running at 163%? (ie: filling up a mk5 belt on a pure node)
you can check here - https://www.satisfactorytools.com/codex/buildings/miner-mk-3
and fyi it's 65.5 MW
Oh! Didn't realize that site'd do that. Thx!
no problem ๐
ya, was talking about fuel rods + turbo motors, 94.5 nuclear fuel rods + 150ish turbo motors
why not?
sure you can
@fierce ruin
btw, aluminum ingot > pure ingot in terms of alum efficiency, right?
doable
and apart from bauxite/uranium, you can be left w/ a surprising # of materials, if you're willing to mess with the recipes
has anyone every tried making a world purely dedicated to making the max amount of turbo motors possible?
Yes that was done
Nope nobody has ever tried that ever
pics or it didnt happen
Ive heard all theoretical via calculations but I haven't seen an actual world do it. I was thinking about streaming me doing it but idk if I have the time.
just seems like refinery HELL
it'd be fun to do if it didn't crush your framerate
anybody familiar with water towers in game? if i run water in 1 pipe with pumps up 100m, and then back down, will it only push 1 pipes worth of water back up 100m? 2 pipes up 50m? or infinite pipes up 100m?
gah, sorry wrong chat grp
Throwing my bit in the chat about turbo motors, while i am not doing the max of 156 a minute i am doing 135 a minute in my world. Trying to squeez out more aluminum ingots is balancing hell. I am using the default aluminum scrap recipe while not super efficient its easier to balance. I am not crazy with refineries ( no pure ingots and only 1:1 oil to rubber/plastic) but am using all quartz, and all but 2 nodes of caterium. It is a monumental project for sure. Just need motor stators and the project is done.
Thats sick @tawdry pebble Im really excited to try it. I am sure that I will have to use all the caterium nodes. I hope my shitty cpu can cope...
Just checked, you can do 94.5 Nuclear Fuel Rods and 156 Turbo Motors
well if it is any consolation my 9 year old CPU 4c/4t is struggling but i manage
Not really seeing any limiting factors for it at all, assuming other project dont use the resources
Never mind, didnt read all of it, Greeny already showed it
The limiting factors in both those projects stops them from eating too much into the other resources besides sulfur
And turbomotors don't need sulfur or uranium, so they don't limit eachother
And nuclear rods don't need bauxite
^Good point and quartz is another limiting factor since you need a lot of in in silica and quartz crystals. I haven't looked at the math for all of it but pure ingots must be common and 1 oil to 3 plastic/rubber for computer production is likely, making very complicated production chains.
here's the full project with minimized resource use in all it's complicated glory: https://www.satisfactorytools.com/production?share=Px5IVtWqXBZggT96kV9p
together they do use almost all the quartz, but they leave enough for each other
I did forget about quartz and forgot to check it before
leaves about 4k caterium though
Awesome!
Thats more refineries than should exist in one map. I am not ready for that...
also almost 1000 constructors just for wire
you don't want to build 2895 refinries? over half of which are just for copper ingots and sheets? ๐
I would probably only do 2 nodes of uranium cuz it probably wouldn't use more than that...
there are only 3 nodes, so that's still 2/3rds of the full uranium project....
yeah and If im doing all that might as well go all the way....
Im not using trains tho they are way too much a pain with limited throughput. rather have 42 million km of belts
limited throughput? you just add more freight cars/stations
@fresh elm could you do your nuclear plant project without trains?
I don't see why not?
like would it be significantly more difficult to setup vs tons of belts?
Trains clip through each other, if you aren't reaching enough throughput, just build more trains on the same rail
eventually they will have collisions but for now yes they clip through each other
I'm excited for that, I hate the clipping trains
Thats what I thought and have been doing but for some reason in practice they don't stay a perfect distance apart in the cycle and if say the 2nd train becomes right behind the 1st, its almost useless picking up very little resources.
you would have to make multiple train stops which I guess would solve all the problems but thats a hell of a lot of train stations.
In my world i just have mega trains on a point to point system, locos at both ends. the smallest only i have is 8 cars 2 locos the biggest is 7 locos 18 cars but goes up some crazy hills. and all are on single track single train my nuclear train has a loop time of 10-11 minutes
Im not using trains tho they are way too much a pain with limited throughput. rather have 42 million km of belts
@worthy mauve trains > belts. Trains can have pretty much unlimited throughput
@worthy mauve trains > belts. Trains can have pretty much unlimited throughput
@wind spade In theory, yes, in practice its much more complicated and when I tried it... Imma stick with just having gross long belt highways. Not as cool but at least I know there are 780/min always.
well you can always add extra train if you're not getting the throughput you want
For train math
just calculate the number of items that can fit in a rail car, 3200 is for 100 item stacks then divide by the belt feed in/out and figure out if you need 1 or 2 cars for that belt speed over the time it takes for 1 train to make a complete loop.
1 car - 3200/600 is 5min 20 sec loop
2 car- 3200/300 is 10 min 40 sec loop
@tawdry pebble That works unless you have other trains on the lines like I did. If there are two separate trains overlapping each other, and they are going to two different places, if they go over a splitter the one that is slightly behind the other will be pulled along with the 1st train. this isnt a problem cuz is is fairly rare and the second one can just loop around and get back on its cycle, but if it gets back on the cycle in a bad place (like right behind or in front of a train on the same cycle) then it can screw up everything. Ask me how I know... To solve this you would have to have a unique train line for each set of resources you are bringing in. Overall thats not too bad but it can be a pain for a large factory taking in many different resources. Now that I think about it, it would probably be better than a bunch of belts.
I have not messed with multiple trains on 1 line before but i have seen many people do it. I do it for the simplicity and not worry about changing variables. In my first world i only had 2 trains and 1 central base now in my 3rd map i have many trains across many satellite factories.
In imkibitz factory if he had 20 or so individual train lines coming into his base that could be a mess compared to the 2-3 inbound lines currently then splitting off.
For my super computers they travels across 3 separate train lines to make it from the grass lands (produced) to the swamp (consumed) with storage buffers in between at each station sets.
to each there own
are there like a list for bulding layout desgins
Not... exactly @dreamy olive ... Can I ask what you mean more specifically tho?
Well like stackable layout for things like reinforced plates or computers
While I have seen a few.. there is not a good repository of layouts unfortunately ๐ญ
Your best bet is going to be googling something like 'Condensed computer factory satisfactory'
and maybe replace 'condensed' with words like 'small' or 'efficient'
that sucks I was like looking for a super space efficent desing
and be sure to check video results for things from youtube.
ill do that
also try 5x5 challenge as a keyword as well
because for whatever reason people are doing a bunch with that atm.
It would be cool to have a spreadsheet with this kind of stuff
what is the 5x5 challange
If your looking for condensed, stackable layouts I recommend checking out u/oldshavingfoam
Some of his designs have flaws, but good inspiration.
@dreamy olive the 5x5 challenge is 5 foundations by 5 foundations, going vertical. the idea to make as much as you can within that space limitation. And some people have made videos on it with the 5x5 in the title which makes it a searchable term for trying to find 'condensed' building layouts ๐
@dreamy olive a guy named Old Shaving Foam (or something) made a google drive with a bunch of designs, search the subreddit for him and you should find it
ah I see
@dreamy olive if you didn't already find it; this appears to be a good link that'll work for another month before some things get filted out: https://www.reddit.com/user/oldshavingfoam/?sort=top&t=year
bah, I wish the images were dated. I can't tell which is the newest iteration
yea
Also the images are jpegs
I cant really see whats going on
nvm the ones from google drive is much better
whats a good super computers per minute to aim for
2 manufactures running full time
so 3.75
@dreamy olive always review what its used in first https://www.satisfactorytools.com/codex/items/supercomputer
is it easier to mass produce turbo fuel or nuclear rods
Building small doesn't equal to space efficient. If you go big and tiles the layout tightly it is possible to achieve higher density
@coral tendon what's that
idk
<@&387163995947270144> Not a text file
I decided to check on my system, was an html file... But I didnt check what it was doing (for obvious reasons)
sounds sketchy
guys im just about to automate coal energy
and i have to mess with pumps and stuff like that
i seen a project about it
3 water turbins and 8 coal generators work well as i see
do you have any other suggestions about it
or should i just go for it ?
set it up as 1 pipe connecting all 8 generators and have 2 water extractor leading into 1 end of the main pipe and the the other 1 water extractor leading into the other end so they meet on the middle of the main pipe connecting the gens
other than that just go for it
lol
thanks m8, appreciate it
Just 2 water extractors can't power 8 coal gens at full capacity though (unless they're OC'd, of course)
The 8:3 coal-power layout's still the one thing that I've just lifted from the wiki wholesale
I'd personally recommend sticking with that, at least after you do your own and have your power trip on you 'cause you'd not handled the water flow right. (I speak from experience here. :)
Whats fun is when you build up for more power, but forget pipes have a limited throughput.
ie: https://satisfactory.gamepedia.com/File:Coal_Generator_Schematic.png and https://satisfactory.gamepedia.com/File:Coal_generator_pipe_analysis.png
Make sure the extractors go into junctions between every two coal gens and you should be good (at the "ideal" balancing point for these, anyway)
(and feed the coal belts manifold-style off a single mk2 or two mk1s; will take just a little bit for the ones furthest down the line to "spin up")
just do
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
easiest setup
expecting me to read a compound sentence, as if I'm some kind of royalty or something, sheesh
3 Extractors for every 8 Coal Gens, and 1 Main Water Pipe for every 6.66 (Repeating of course) Coal Gens if you have to run them away from the lake.
Because IIRC pipes have 300 max throughput.
yeah, but with my setup you don't reach that anywhere
True, but some people like to put the gens in a box so they can pretend they aren't totally killing the planet in the name the name of buying more FicSit merch. So the water has to walk a bit.
but you can just pipe the water even with my setup
Ficsit gens run clean, everyone knows this!
G G G G
E-+----+--+--+--+
E-+
E-+----+--+--+--+
G G G G
guys i really appreciate that help
i have one less question
can i just put my 3 extractors on a tiny lake
If they fit, they sip.
(note that Extractors are probably bigger than you think. :)
can they dry out my water source
Nope
I believe the idea was toyed with but ultimately abandoned, so no. Primarily on the basis of Not Fun.
thats great then
Note that the water does have to be deep enough for the extractors to be happy, so you might not have the entire surface of said lake, depending on circumstance
i get it bro
And I seem to think that there's a few places in the map where visually it looks like they should work, but they don't
But if you can get them all to physically place, they will work as expected.
Yes, a coal gen at 100% uses 15 coal/min and 45 water/min
(Will use less if you're not using its full power output, which is why I didn't notice some water flow problems until my production ramped up more, back on my first coal attempt)
I'm still amused that I had decided to pump up the water near the coal miners, rather than just belting the coal down near the water
thanks m8
It's amusing that a coal gen at 250% is really close to using the full output of one water extractor, so you could just build your water 1-1 with your gens if you have a bunch of power shards sitting around.
Not the most effecient use of shards, but still could make for an aesthetic setup.
If you had that many shards laying around... You either are multiplayer with someone 100% slug hunting.. or you're on fuel gens by now >.>
5 extractors, 2 pipes, 14 gens per row with the last two in each row underclocked to 66% (uses 600m3 at full capacity). Super clean.
Thanks to the guy who linked yesterday the googledrive from a guy named something ...foam, very nice stuff and i already started to build something of them ๐ ๐
oldshavingfoam
@teal bronze did you mean to say 7 gens per row, 14 total?
600 water powers 13.333~ coal gens.
For anyone wondering, you can find oldshavingfoam's floor plans here: https://drive.google.com/drive/folders/15CwzP2ru9_DdflXv7FJBjTNks9qxIDM2
I was thinking of a "row" (line of coal+pipes) as 2x7, but in hindsight the terminology is fairly ambiguous.
isnt the coal # kinda odd with 14 tho?
whereas a 6:16 build would use 240 coal exactly, (2x mk2 120s)
Depends on what you're looking to optimize. I like the 2x7 because it's simple and fast to build, have plenty of coal.
but that would require overclocking as part of power generation which reduces effectiveness.. ๐ฆ
with the turbo motor factory setup (with all the alternate recipes avaliable, is there a convenient smallish size setup that can just be repeated? (ie, like the 3:8 water coal gen setup but obviously a lot more complicated)?
2x7, two at 66%
@teal bronze that uses 609m3 water
And yeah, 6:16 works much better with coal (you don't care about optimizing pipes to 300m3)
it does seem like optimizing pipes to 300/min for coal power is hardly worth the effort...
@wind spade 45*(12+2*.66) = 599.4
@swift robin I find it easier to optimize for 360 m3 water than 300
2 pipes, 3 water extractors, 8coal gens
also pipes being bidirectional makes it easier to use injection methods than belts, not to mention that you can feed pipes from both ends unlike belts
45*(12+2*.66) = 599.4
@teal bronze that's not how it works. 66% underclocked gen produces 72.6% of power
it does not scale linearly
the correct formula is 12*45 + (2 * 45 * .66^(1/1.6)) = 609.4
*math
didnt find any fancy gifs lol
@greeny when you change the clock speed of a power generator, is it changing the inputs or the outputs? I always assumed it was changing inputs
@wind spade
@feral summit when you change the clock speed of a power generator, it changes it's max power production (non linearly)
@feral summit just to add to that; overclocking a power generator causes it to consume more inputs to produce power less efficiently. (eg overclocking to 200% (a 100% increase), does not create 100% more power, even tho it is consuming 100% more resources). It is better to build more structures rather than overclocking.
Specific number:
base is 75, +100% would be 150.
@keen patio No, power generators does not scale linear with overclocking but it is not inefficiant. Fuel consumption rate is always proportional to power production. So 1 Coal produces always the same ammount of energy (300 MJ).
Overclocking a coal generator to 250% uses 30.4 coal/min and produces 151.8 MW, so both is approximately doubled.
I always found it weird that you could split a coal miner output and put on end into the input and the coal miner would work, you just have to start it yourself. Not really related but cool nonetheless
Idk if they removed it now but I remember doing that
Im starting to appreciate those that build max nuclear builds
Im only aiming for a 31.5 a min nuclear setup and feel its getting big
@pearl kite ah! ok I see what you mean now; I wasn't watching the consumed display correctly...
so it seems the only real 'waste' in overclocking power (at least a coal gen), is that it takes 3 shards to do the job of what 2 usually accomplishes?
Using power shards on power producing buildings saves space without a loss of efficiency. I used some for my fuel generators because they take a lot of space. Saved half of the building space with that.
It is usefull in early game as well. You usually don't have much power and ressources in the beginning, so reducing the ammount of coal generators needed is nice when you can't afford using power shards in other buildings anyway.
@pearl kite just as a general note; Highly recommend the MK++ mod as a space saving mod (it basically gives you more expensive, higher tier buildings that increase consumption, power and output in linear ratios.... that you can still overclock.)
@wind spade @keen patio thanks for the info!
Hi Fidoto; make sure you read pascario's mention to me a bit below my picture
I was slightly incorrect... It IS linear in consumption and output, but its not in 'sync' with the powershard %increase.. if that makes sense.
I really dont like to overclock power gens. The input ratio gets wacky.
For example a 250% coal gen needs 91m3 water
Math just gets less neat
@upbeat tide Ressources needed scale with power needed. You will not consume 100% power because power will shut down at this moment. So you never need 100% of the ressources you calculate. In early game you can calculate with 10% more power buildings than you can supply. So you dont need to be very accurate with the ressources needed. Try to calculate with 200% more ressources and power supplyed when you overclock a coal generator to 250%.
Assuming you will never consume 100% power is the issue there.
Thats rule 1. Never assume you will never not be using that power
Building more generators than can process the resources just gets you a fake max power, you're still converting the same amount of resources into energy
Your energy comes from resources not buildings
Hence why I scale for 100% clockspeed in power buildings and no higher
When you reach 100% power usage, your power will shut down. So you need to produce more power before you reach that moment. Calculating with 90% maximum power usage is good enough.
I have 42 GW on my map but only enough fuel to sustain 40 GW. So when I reach 40 GW my production will still run but fuel tanks start to get empty. As soon as I consume more than 40 GW I need to extend my power.
You don't have 42 GW then, you have 40 GW and a gauge giving you a wrong number
Thats not buffer. Thats system failure
well but you shouldn't overbuild generators
You will never need 100% of your power capacity. So calculating with 100% power consumption is just waste of ressources.
so instead of seeing that you're getting close to the processing capability of your generators, you let it go over and give yourself a timer by which you need to fix the problem or get a black out
I guess if you like stress
building only 100% of what you can use is better, as you can see when you're getting closer to a limit and the limit is real, not imaginary
Power usage is never constant. If my power usage oscillates between 38 and 41 GW I will still have enough fuel.
not true, it can stay longer on 41 GW and then you're screwed
and if something can fail, it eventually will
Having a bit more capacity than your fuel can sustain is efficient in using ressources.
I have learned the hard way several times that one mistake can lead to catastrophic chain failure.
Esp with my alclad setup
In my case power shut down is not a problem at all because I have a second power network supplying my fuel production.
In any case you should have an eye on your power, so you can react in time.
I understand the concept but I will avoid it. I just produce always more power then all my factory can consume at 100%. Problem solved.
Using smart splitters with overflow set allows all your machines to run all the time. Makes power managment much easier.
well the problem that we talked about is not about producing more power than your factory can eat, but about building too many generators/not having enough fuel to fuel them at 100%
ah, yes, the cause of many a rolling blackout in my early days playing...
A cause of many peoples frustration once they start with coal gens.
that would be nice if there was some automation you could put in an auto-trip if X power usage was exceeded
circuit network wen
That escalated quickly
I need help please I have a smelter who products 45 ingots and I want to sรฉparent this to have on side 15 ingots and the other side 45 ingots do you think it's possible?
I think it should be possible with the programmable splitter.
45 into 15 and 45? The numbers dont fit right. Do you mean you want to split 1/4 to one side and 3/4 to the other?
1/3-2/3 is easy, just a splitter with 2 outputs connected to a merger and the third going the other way.
1/4-3/4 is one splitter with 2 outputs each going to a splitter and 2 outputs used in each of those level 2 splitters,
So that's 4 outputs, one goes one way and the other 3 go back together. (And 3 unused outputs.)
That can be done easier. You can reduce one of the last splitter. Unnecessary to split and merge right after.
Ah, yes, that's right!
Or you just split the belt to two and let it balance itself
@bold ivy smart splitter is your friend, friend.
He's not your friend, guy!
How does a smart splitter help?
That just separates different items doesn't it?
(Plus perfect overflow separation, with nothing going to overflow unless it can't be used anywhere else.)
@glacial hemlock I don't have programmable splitters just with normal spliter
But greeny is right, if one of your machines only can use 15/min then the rest will automatically go the other way if it can be used there. (Once the belts and the machine's buffer fill up.)
And if the machine will take 20 and you only want it to have 15 you should be able to underclock it.
(Though I think under/over clocking has to be unlocked if you're just starting.)
No let me better explain I have to smelter who products 45 iron/min and two Co structor who need one 60 ingot /min and the other 30 so I want to separate the 45 in 15 and 30 so like that I can regroupe the 15 with the 45 for having 60
manifolds just overflow whatever they can
if a machine takes 30 from the 45, automatically the other 15 will be sent elsewhere
Okay so just one splitter will do the work thx
Yep
It will over flow after running for a while and then will send the needed amounts to everything
So your constructor will over flow first as it will be being sent 22.5 per min but only needs 15
Yeah, manifolds will take a little while for all machines in the line to creep up to 100%
Run the machines as you're building the next step. By the time you're done. Everything will be close to full. Usualy.
sniffs harder than ever โis that a bando I smell?????
i feel stupid but i trying to do some math and i don't manage, i have to get 490/min on output and 1 bulding produce 180/min. how many building i need with exact clockspeed to have perfect ratio ?
I'm stuck on it since 2 hours ^^
the best i made is 489.6/min
Well, I mean, the game won't allow a fractional percent
i want exactly 490 haha
So you're gonna either be slightly over or slightly under (unless the math happens to work out exactly)
Nothing really to be done about it
it's not possible to have 490 with 180 whatever the number of building ?
i will do 491.4 but it's not satisfactory ^^
but in input, i have the exact ratio to craft 490, it's just, with efficient checker mod, i'm in red. that's bother me ๐
You can't reach 100% efficiency anyway
everything is possible haha
Not really, the game itself doesn't simulate 100% accurately
Items can dissapear, belts can be faster/slower than they have to, etc.
Say the machine has a full stack, from the machine uses it, till the belt moves, is at least 1 tick. So while the numbers are correct for 100% efficiency, the game still need to keep up
how many smelters should I have to maximize the output of 3 normal iron nodes?
@forest minnow a smelter takes 30 ore per minute. A normal node with a mk1 miner produces 60 ore per minute.
so six smelters?
roger that thank you
But you can overclock the miners if you've unlocked that and have the slugs. And of course, even if you don't have access to mk2 miners yet you should leave room to more or less double the output when you do.
Miners are the only thing you should ever be overclocking
Everything else is easy enough to make 2.5* as many of.
well now its time to crunch the numbers on the equipment for the rest of my factory
speaking of 2.5, how do i balance 2.5 belts worth of stuff on to 3 belts?
use an odd-splitter
you can find it in oldshavingfoam's google thing
or use this
Layer 1
Layer 2
Layer 3, done!
wtf lmao
Doesnt matter which belt has more or less, they all end up evenly distributed
but do mind the Items/minute
right
using correct belts is necessary for obvious reasons
i may ignore all of this because i just realized i have 1200 units/min coming out, being split across 3 belts. so while im not maximizing my tier 4 belt, i can more easily split those up out of 400/x than worrying about odd items/min
๐
@granite glen i do have one for you now though. i have 3 pure nodes, tier 4 belts, and 12 input needs. how do i balance this optimally? each belt should have a magic number of 120 units/min on it
basically a 1:4 ratio
Just manifold ot. Far simpler
Not everyone is interested in manifolds, gotta respect others' interests
i think i just figured it out too
Well in that case yea a mk4 belt can split into 4 mk2โs evenly
Split once, split each twice more
@long talon firstly, you'd do that 3:3 odd-balancer, then this https://prnt.sc/unes27 for each of the 3 following lines
Yup
that would make a full 3:12 balance
dont i need to split the 3rd one on each end and merge them back in to the 2 lines?
hm?
?
oh i know what i did
i divided by 3 instead of 2 on the 2nd set of splitters, giving me 80 per belt
doing it 2 times for each of the secondary splitters would mean 4 per line coming from the 3:3balancer
making for 12 balanced inputs
but as long as you do the same splitting for all secondary splitters, you will still have all balanced inputs
Hm, ok
You asked for a 3:12 balanced load, there it is, hope you can understand and got what you need
๐
I did
So happy manifolds make stuff like that entirely obsolete lol
I have a fuel factory. I use a 300 m3 crude oil pipe to feed 5 fuel refineries. They produce 200 m3/min fuel. A fuel generator consumes 15m3/min, so if my maths arent wrong, i should feed 13,3 fuel generators. Well the problem now is that im producing more fuel tan they can consume, i dont know if theres a bug or something. Now im with 22 fuel generators and still producing more fuel than they can consume. Is there anything i did wrong?
@honest nova Similar to Coal (and biofuel, and nuclear), the 'fuel/coal/biomass' that is being consumed is only consumed at the % rate that matches your production divided by capacity (%) that your powergrid is at..
eg; if you are only consuming 50% of your power capacity, then your fuel gens will only consume half the fuel.
thanks for the info
Soo when using a Industrial storage container as a semi overflow spliter (ie one out put goes down to the actual storage, the other goes to an overflow network)
is there.. anyway for it to actually build up stock so it has stuff or is it just a over sized spliter at that point?
It dont split proper. It perfers 1 output over the other
ye the bottom one it would seem
which is what I want
the next step is that I want the stuff coming out the top output to be split again with like.. a dynamic system of sorts..
half to go feed into my T2 set up.. and the other half into a set up for building building kits from a mod.
and any overflow from there goes into the sink.
Just use the proper splitters
would the ones that allow some programing be best?
.. wish we had programable mergers
Split the belt in 2, with a normal splitter, then 2 smart splitters with overflow, should get you the result?
ooooo that could work. ๐ thanks
there's only the rare occasion in which load balancing is necessary
@granite glen I don't think they are evere necessary
ye the bottom one it would seem
@timber iris it's random and it can change randomly as well. Not reliable. Smart splitter is your friend here
@wind spade thanks ๐
I found a mod that gives adjustable spliter & mergers think its called advanced logistics.. but can't really tell if it will do the trick.
If not I also have the "cheap" smart spliter mod.
Mostly I want to prioritize a direction but have it only send half so let's say 50 plates for sake of example out of 100 that way and then the other half the other direction.
Course other ratios would be interesting too for other applications.
I'm still in T3/4 area and only really just starting to set up proper stations after tearing down older stuff.
Things to explore tomorrow as its 3am here lmao.
Thanks for the tag too, would have missed the message likely otherwise. ๐
@timber iris smart splitters them selves are very cheap and can be used almost as soon as you get the regular ones. Copper and quickwire are the only additional parts you need.
@wind spade has to do with long distance logistics, i liks having multiple factories so i need fo have a few load balancers so i know for a fact im getting x items/hour to a specific factory
yeah but at that point it's even better to just have part of the factory shipped to one side and part shipped to another side, but don't merge the two together and then split using a balancer
like if one factory needs 100 and other one needs 300, just connect 25% of buildings to one factory and 75% of buildings to the other factory
simplifies your life a bit more
not really, no
why would you merge two sources together if you will split them again immediately
@granite glen If you want 100 items per minute just take 1 2/3 MK 1 belt. For nearly every x item per minute you can figure out some configuration of belts, splitters and mergers.
10 items per minute would be 1 MK 1 belt splitted to 3 belts and one of them splitted in half. Connect 3 belts with a merger and make sure items wont fill up if you really want to keep that 10 items per minute.
Although i feel better as a perfectionist to ensure every resource is split exactly in quantity per location, the balancers i use most often are Odd-balancers, which manifolds have no way of being an alternate choice
why not?
Manafolds for life. Idc if it takes longer to get to peak effeciency, it will get there eventually and I'll have saved space and resources in the proccess
I'm also a very lazy engineer
Manafold
I'm a proponent of doing load-balance on mk1 & mk2 belts, cause of how slow they are and the stuff you're making splits nicely
After steel and mk3 belts though, manifolds 100%
Having a certain ammount of items on the belt can be helpfull when working with trains. Say you have an outpost where you want to sent some ressources, it's nice to sent the exact amount of items needed. So the train does not fill up over time wich can be necessary if you're transportating multiple items with the same freight car. Even when you only have 1 item per freight car it's nice to transport the exact needed amount of items. Just looks better to load and unload everything.
well you should always have only 1 item per car
and again, at that point it's simpler (and better imo) to just put the right amount of buildings to produce enough for one base
and have separated production for another base somewhere else
or even at the same place, but not merged together
Depends on the infrastructure. In my case i have a central main storage. And sometimes I want to get some ressources from this storage to send it somewhere else. At this point I need to transport just the right amount.
I could make a production wich produces the right amount of items (wich might cause odd numbers in the production line) and sent it directly to the place where it's needed. But that would be against the idea of a central sorting and storage base (wich is good for train organisation and efficiency).
I usually live by the rule "never use items from storage for automated production"
I have a storage unit that provides storage for pickup by player and different production output.
my production always goes to storage and overflows to sink
but storage is always JUST for player usage
With trains it is usefull to have extra stroage buffer for production as well.
the train stations are buffers
Wich will not output any items while the train is in the station.
And I am putting anything into the sink when the storage is full. So I can't use the train station storage.
that's why you have both inputs there
What do you mean with both inputs?
stations have 2 inputs
Right, but storage from train stations is disabled while a train is loading/unloading. And it's better to handle overflow with a seperate storage
yeah, you just put ISC before the station and it works
no need to use your main storage for that
depends on what you need the overflow for as well
if its just excess material anyway, might as well sink it, for example
I have connected my main train station with my main storage unit. There I have a seperate storage for personal use as well as production outputs. It contains multiple container to buffer the input from train stations and other sources. if any ressource is full it will go into a sink.
I always make sure my freight platforms are empty so the train can fully unload. For that i use container as buffer.
ability to filter wagon slots for specific items when?
a refinery is 12m wide, a foundation 8. if i wanted to plan out how many foundations wide 100 refineries in a row would be, i'd just use (12 x 100 / 8 = 150 foundations wide)?
just want to make sure my math isn't wrong or i'm not missing something else
yes
allow for minuscule stuff just in case, or walkways between ig
What are you doing that would need 100+ refineries in a single long row?
@celest knot
@upbeat tide setting up the ingot portion of my base
got a pic?
nice
ya, going to have to do something similar. there's like 800 refi alone for the copper
ya, on this stretch of water, thinking i can drop about 4k refineries total, so that should give me just enough space to move belts/pipes
Each side gets 10 refineries
8@100%
1@50%
1@7%
those are some odd numbers
Needs 2 pipes of water just use the 3:8 method
Nah its that way to make the two rows even
Dont be afraid to underclock stuff either
You wanna use all the ore right?
i think i did iron last time in refi grps of 12
2 water extractors = 240 water/pipe = feeds all 12 evenly
You can do it in 9 refineries too, 8.59 each side
ya, will fiddle with it when i get there, going to setup the plastic/rubber side first
Your not using all your ore efficiently then and thats what really matters here
This theorizes a mk3 miner on a normal node at 250%
Hey everyone, I am new here on the server but have been playing for a while learning the ropes. I am trying to work out my math on a Fuel Generator setup I am working on, was wondering is someone can help me confirm?
Using the standard Rubber recipe and the Alt. Heavy TurboFuel recipe, I worked out I could get a maximum of around 6k MW of power across 40 generators. Does that sound accurate? From a single oil node, the most power you can get out of it with TurboFuel is 6k?
You can get a LOT more using the other Turbo Fuel recipe and the Diluted Packaged Fuel recipe.
I have heard about that on some Twitch streams but I don't really understand it. Is there a diagram or video that would be instructive?
@tacit walrus https://i.imgur.com/vTbYi1F.png ((Ignore the blue/red circle; was pointing something out to someone else.))
From https://www.satisfactorytools.com/production?share=FI3gmBM7NMwRTfqeZFe9
@tacit walrus The key point to notice in that loop is that you never actually MAKE empty canisters. Someone made a good diagram for a 300 oil setup: https://imgur.com/a/VvEpZp9
Efficiency loss spotted, should use residual rubber instead.
Edit: oops, you are making turbofuel so it is fine
@tacit walrus wiki is a good source of knowledge
You are going to get a lot of mixed opinions so only your own experience will tell.
@glacial hemlock thats from the calc.. is something wrong with what its doing? /confused
((afk 20 for foods.
@keen patio what calculator
Oh, the greeny's. Yeah, you are making turbofuel so it doesn't matter how you handle the polymers
@keen patio Thanks for the info! I don't think I have the Heavy Oil Residue Alt recipe yet, will need to go HD hunting. In the meantime, the math I worked out before seemed to be the best I can do with what I have. Thanks again!
I use the polymer from my turbofuel and make fabric with it. Supposed to make 800/min, so calculated for that but as wel all know...I really dont make 800 resin a min ๐
I'm 11 hours in my first game and wondering how everyone seems to have a super organized factory? Mine looks less like a factory and more like tangled conveyers.
@indigo tusk Everyones factory looks like that until maybe Tier5-6 is mostly unlocked, then it starts slowly cleaning itself up.
@indigo tusk What Jeslis said. It takes time to optomize. Takes time to figure out everything. Then you get alternates, and all that goes out the window and you redo everything. Growing pains. ^^
Add an option that can be heated stones!
@indigo tusk too many things in your name hahaha!
Btw, just embrace spaghetti. It is Efficiency that matters, not the layout
when you start looking for high efficiency with larger builds as you progress I think the organization comes out of necessity
so no need to rush man, just grow the factory at whatever rate you like
Btw, just embrace spaghetti. It is Efficiency that matters, not the layout
@glacial hemlock
I mean, if that's how you want to play it, but some people want to make beautiful and functional things.
Yeah, i guess he is playing for the first time and still don't have all tech unlocked so there is very little reason to waste time arranging things instead of focusing on tech advancement.
Get to tier 7 all unclocked ASAP under 10 hours then you can have lots of time constructing nice manifolds
That's a good point, then again, discussing factory aesthetics is probably off-topic here.
True. Lets say, 1 miner to 2 smelters, you can do it with 5 meter belts or 5km belts but at the end they are functionally identical.
I just prefer the first 
Almost everyone who isn't Josh from Let's Game It Out agrees with you.

My first base was alarmingly like Josh's, but without intending to be. QQ
Heh, I just tend to do jackass stuff like running my coal belts underwater for the lulz. (Also so I can land at my power plant from great heights and speeds with less risk of a fatal belt impact.)
Man I just want my base to be pretty
Having a problem with numbers. I want to make the max amount of Reinforced Iron Plates that I can.
I have 780 Iron Ore per min coming in, going to smelters (need 26 to process it all).
I have alt recipe to turn ingots to screws. Each constructor uses 12.5 Ingots/min to make 50 Screws/min.
Iron Plates uses 30 Ingots/min to make 20 Iron Plates/min.
What's the ratio of ingots going to Plates and screws?
OR, should I go with making Iron Wire and Stitched Iron Plates?
12.5 Iron Ingots/min to make 22.5 Wire/min
It takes 18.75 Plates/min and 37.5 Wire/min to make 5.6 Reinforced Iron Plates/min
have you tried running it through https://satisfactorytools.com
That is also a lot of guess work, because I have the input of 780/min, but I don't know what the output of Reinforced Iron Plates would be
you can set the input to 780 iron
the tool will do the rest if you then just maximize
go to the 'items/input' tab on the left, above the calculator on that site to adjust how much material u have
having said that, if u want to make the most, you'd probably need refineries, and not smelters
OK, so it took me a few minutes to figure out how that tool works. Guess I just round it off as I doubt I can get 331.91 Ingots/min going off one way. Best I can do is 330 : D
I just want a simple setup using just iron. Not Iron, Copper, Water, etc etc
so you dont want the most, you want something entirely dif
the most from only a 780 iron/min belt.
well, that tool can do that for you
If I wanted the most from map limits, I could get 64,293.3 Reinforced Iron Plates/min .. according to that calculator. But there are limitations bud
i get it, it was your question, your phrasing, just trying ot help
The maximize feature will do exactly that. Set your 780 input, your items to produce, and select your percentage of each time.
Just going to chuck it in the F it bucket .. I'll be needing to make some for other production chains, and just send overflow to my storage
I would design this project as what it is. End of the line right to storage. If you need more items make a new production set up with the later items in mine.
Yeah, you are right. I lost sight of what I wanted to do, and started doing all sorts of random stuff. Ripping it all down and going to start over
I didn't have too much made in the mega factory, Only thing that will remain is the Turbo Fuel setup : )
I guess i have to write something into the RIP page tonight
It was just a small copper setup for copper sheets, steel production for beams/pipes .. but I shouldn't have done it, because my goal going in to this was to make the end stage stuff .. building what I need for those
So it was a bit of a DERP DERP on my part
How can I split a conveyor belt of 87 copper bars into 2 belts of 27 and 60? And is it real at all?
just use one splitter
it will balance itself eventually
if machine on one side uses only 27 and other one uses 60
I donโt get it, why everybody is splitting into fixed numbers. I just manifold an everything is fine
I swear, most of my time ingame right now is prep work.
Building processes like these
I got 4 of the caterium to finish, and 8 of the silica. Steel is way over sized for the need, but taking in 3 pure and 1 normal coal nodes for it
Heh, I haven't even gotten to building anything ingame yet for my next base; still trying to figure out how the hell I'm gonna arrange everything
Ooh that above is expansion projects
And prep work for a upcoming 315/min electromag rod build. Final part of my nuclear prep work
did i do my math write for producing 100 cable?
You didn't wrote anything for the cable?
Lol you are from #old-questions-and-help
You have to play around with the calculator, enable some recipes, disable some recipes
What calculator?
https://satisfactorytools.com is probably best
Hello! I got 2 normal qwarts nodes and i need to low balance them to make crystal ossilators and silica.
i got miner mrk 3 converyer belts and lifts
@fierce ruin have you ever used the calculators? Tom posted a very good one that will help with this.
@fierce ruin I would open it up and learn. It will make your life so much easier.
ok
was curious, thought i'd read on here that diluted fuel recipe was part of maximizing turbofuel, is that true?
yes, it's a very efficient way to make fuel with little oil consumption (and then to use that fuel for turbofuel)
alright, and another question was, the turbo heavy fuel, that one's good to have as well in conjunction with the regular turbofuel?
Tubo heavy fuel is much simpler but less efficient
ive passed up on it 2 times already while waiting for regular turbo fuel
cause ive already got fuel setup and figured it'd be the most efficent way to switch to it
to produce 20 turbofuel with diluted and the classic turbofuel recipy you use 16 compacted coal and 12 heavy oil residue. Turbo heavy fuel use 20 compacted coal and 25 heavy oil residue for the same production.
alright, ty for the info on that
so now im gonna do reloads till i get the diluted fuel recipe to come up so i can get that entire setup going ^^
you need a few recipes for that:
- alt HOR
- diluted packaged fuel
and if you also want to produce plastic and/or rubber: - recycled plastic + rubber
what is HOR?
Heavy Oil Residue
heavy oil residue
hmm... gotta check a refinery to see if i've got that already...
wish we could just open an interface and see all the recipes we have presently
yup, must've grabbed that one a while ago, so im good ^^
does the ingame codex show all recipes or just ones you have?
course, i wont be maximizing anything for a long while... as at present im piping the fuel from my starting area in the desert, allll the way up to the coal ontop of the waterfall... but i can still optimize that with what i've got setup at least
hmm... i think all... hadnt thought of that before, ty for mentioning it greeny
nope
it is only the ones that you've learned
as i know there's alts for nobelisk, and im only seeing 1 in there atm
so that's helpful to know now, ty ^^
now... if we could sort via the building that produces it... it'd be golden ^^
but... we can search names so that's good enough i guess ๐
I can also offer you alternative - codex on my website ๐ although it doesn't know what you have and what you don't ๐
hmm... true, but as the site tools also has the map with the save upload... could there be potential to add that feature to the codex too? ๐ค
it could, if only I had time to work on the site right now. I have like a gigantic backlog of stuff that I want to do / fix
ah sure, sure, if nothing else, can just make a note of it for later when you get the backlog of stuff cleaned up ^^
course, im sure with the 3.5 update, then the update 4... youll end up having more stuff to get worked out within the realative future
hopefuly if everything goes well, the update process should be just running 3 commands and that's all
unless they introduce some crazy new mechanic
yeah, who knows with fluids being adjusted
that's one of the best features in the new tool, the automated data collection
unfortunately not too many people know about it
because normal people don't care how I got the data ๐
is that with the mod organizer tool or something?
so my art skills are pretty limited but does this work?
each P produces 120 Water/min
then I split one of them to each 60/min and put those into two pipes with 120/min so at the end I get 180 water /min on both pipes
then the coal power needs 45 water/min and 180 / 45 = 4
so each pipe is connected to 4 coal power producer things
of course there all getting enough coal
it's using a community resource file in game files to get data
yes, @icy pumice that setup is pretty good
okay great, but then I have one question
my big pumps arent producing water all the time
so, do we as players have to do anything to opt into that?
is that normal?
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
this is what I recommend, which is pretty much the same as you have
and yeah, power generators don't run at 100% if they don't have to
so they use less coal and less water and therefore you're not producing all the time
but your ratio is correct
so, do we as players have to do anything to opt into that?
@fierce ruin not sure what do you mean by this?
like are you automatically collecting the data you use from game clients or is there a way to like opt into that?
uh no. When there's a game update, I download the game files from Epic and then run the command which reads the game files and generates a data file for my tools, which I then put on the website.
so the data is pre-generated, it doesn't read the data everytime you open the website
(data = recipes, items, buildings, etc.)
it doesn't touch your game data at all ๐
ah alright, that's what i wasnt sure about, like if you were utilizing something like the mod manager to collect data from players as to how they're doing things in their games and such
nah. Although it came to my mind that this would be a nice thing to do for supporting mods in my tool. But I'd rather just make a proper downloadable tool if I was to hook into the game. Websites are not good at hooking into your running programs, in fact it's pretty much impossible to do that way
yeah, figured that
tbh, not sure if i can ask this here instead of posting in the screenshots but, im torn between the computers and ingots... been using the crystal computers alternative recipe up till now...
yeah, was kinda curious if that's the endgame meta for ingots... to change from smelters over to refineries with the alt recipes instead... since they seem to make far more per min
it's not about lacking iron, but about finding less nodes ๐
Too much effort setting up :p
alright, im really torn on this one...
not thinking the quickwire cable is worth it, but the two ingot ones, im not sure which i should pick of them...
pure caterium, I'd have to double check but I'm pretty sure fused wire to cable is a better use of caterium in cable making
and then you don't have to involve oil
there's also caterium wire if you only want to involve caterium and not copper
yeah, ive already got the iron wire recipe that ill be using instead so that copper can almost entirely be used for the sheets
according to greeny's site, it goes iron wire, then regular wire, then fused wire if you don't want to use the pure recipes
for weighted resource use
I can only get it to use oil in cable making if I don't involve copper or iron
and it makes it super complicated
for just cables
yeah, i dont mind the base recipe for cable honestly, especially if im gonna be making it from iron
iron wire makes like all of the cable alts not appealing, cause then they are only worth it from a resource perspective if you don't involve iron, but they up the complexity a bunch
yeah, tier 0 is the tutorial, you get more organizational and logistics stuff at tier 1
Tier 1 unlock the chainsaw first and use a constructor to make solid biofuel.
Getting through Tier 1 is a lot less stressful when you're only feeding your burners every few hours or so.
I hated biofuel when I was at that stage. However I think it should be awful. It makes it so much more worth it when u finally have an auto coal setup
QMUFQQ
good talk.
@slow nymph this is not a place to put Among us invite codes
lmao, i am on it
oh shit, i falled
let's see in his spot
nvm, it doesn't touch me
@wind spade omg now noticing i put that here LMAO sorry
should i overclock gens or just make more
I would build more because overclocking doesn't really do much for the power grid.
how do you do the math in the game when i think i got it, i always feel like its wrong later on
Trial and error. Do the math, build it, then watch it if your math says everything is a perfect one to one ratio yet when running one item is always short/overflowed then u know u messed up in the math
This game is 1/4 building 1/4 preparing and 1/2 figuring out where the problem is
or just hire a mathematician ๐
The math is easy, it tells you what all the numbers are then you just have to reduce/increase them to match
@balmy dome a little late here. But there are a ton of fully featured 3rd party production calculators for this game.
not even a quantum supercomputer can account for the Satisfactory Factor
On the picture you can see that my production is divided in two but that it is not the same quantity. 360 on one side and 120 on the other.
How is it possible to send exactly the number of resources to one side and the other?
Is there a manifold calculator to do this? If so, I would like to know him ^^
yes, 4 smelters to the rods and 12 smelters to the plates ๐
or ofc you can just make a manifold, assuming you have fast enough belts ๐ but the simplest solutions are usually the best
and for more complex recip ? x)
manifolds always balance themselves nicely, so you can just use those anywhere
ok o_O It's a bit strange for me but okey ^^
well it's simple
you have 480 resources/min coming in the manifold. So you should have 480 resources coming out as well, right?
Yes
but if each building can only take part of the resources, then the rest must overflow to the other buildings, balancing it correctly
aaaah, you use the overflow for equilibrate the production line ? ๐ฎ
yeah, that's how manifolds operate ๐
It is possible to use a balancer to get the exact amount in each branch ? x)
it is, but it'll have the same effect as a manifold in the end
This is where I point out that if you're coming from Factorio, the usual belt line with inserters to feed/pull from a line of factories is exactly like a manifold in Satisfactory. Balancers are usually better employed to feed a series of different manifolds 99% of the time rather than trying to hit each factory directly.
balancers are usually applied in Factorio because miners can run out and you want your factories to run at least partially. Which doesn't happen in SF, so they are mostly not needed
Yeah, even in Factorio, I've taken to running something of a compression manifold to squeeze output from a mine into a set number of full belts rather than trying to set up weird X -> Y balancers. With maybe some basic 4x4s down stream from that.
I usually apply balancers only in loading/unloading train stations
so that the train unloads evenly
or rather, the boxes at the station
I always use bob's inserter and then balancer became obsoleted
how do bob's inserters help with this tho
When calculation train throughput, how do you account for the time the train stations are not loading/unloading, do to the animation?
Because you can unload a full wagon to a full belt with just 2 inserters, provided you use the custom angle trick
but that's not the point. The point is if you unload to multiple belts, you want them to be balanced, so that the train doesn't block the station with one wagon full and one empty
especially if each belt goes to a different part of your factory
I don't unload wagon -> belt, I unload to boxes and then boxes -> belt
Now you mentioned it. Btw i have not used train for a long time in factorio, since angel's ore go brrrr
angel's ores were the reason why I mostly used trains ๐
I got my 10 Turbo Motor Manufacturers fully operational finally. Took WAY longer than I thought it would. With those and my excess nuclear fuel rods into the sink, I'm at about 16 million points / minute.
10 TM... pfff roomie numbers ๐
Par is 60/min ๐
Joking aside, nice!
Im currently up to my eyeballs in building cheap silica. 8x 27 assembler areays gonna make 5600 a min
I'm producing 28 TM/m, I just have 10 Manufacturers. So I'm halfway there. 60 was my original goal, but that was just... too much.
28 is pretty decent
i just won lifetime Biofuel
Its not 1337. Your total is jnvalid ๐
Given that 1 biofuel burns 0.5 sec to 2 secs for an average base, yeah 1724 is a lot
Rip
i am using all the power possible to get all that biofuel
using flower petals to power it up
Great, you knew that flowers can be burned
you'll have plenty of time to switch to coal then
I have an industrial storage container full of solid bio-fuel - I'm always using my chainsaw LOL - occasionally I awesome sink a load of it LOL
My Friend and I are trying a new strategy when it comes to resource management, one we haven't done before. Every game we've played we've connected everything via conveyors and sometimes trains, but we connected them with the idea that we should focus on the end goal. But this run we are going with a different approach. We're focusing on the basic units. We got this idea after discovering the pure alt. blueprints for resources and thought "These numbers are gross to work with, I wish we didn't have to work around them" so we came up with a plan. We have a massive train line that picks up ore from all around dusty dune (Our factory location) and send them to a massive forge on the coast where we take all the input and convert them to ingots with the pure recipes. Then load the ingots onto a train to ship to different factory locations where the factory can essentially take resources as they're needed from a large pool, rather than trying to balance the numbers in the best way possible.
This way it keeps organization among our factory very simple and straight forward. This same concept is applied to simple products as well (plates, rods, screws, reinforced, modulars, etc. The excess will be taken to an auto sorting facility, and any overflow will feed into an awesome sink
(We have reached nuclear power at this point so we don't need to worry about power)
I'm applying that same logic, but with the smelters arrays located in towers around my future megabase. A massive central hub will be used as central storage of unprocessed ore as well as leave the sorting, and logistics managed from a central hub. Everything will ship to that hub if it's not nearby, and 200 freight cars divided into ten trains will transport it to base for production on three to four minute intervals due to the route being opimized for 200 kph down to base, and 100-120 kph back to the central cargo hub.
@hot jolt you are doing great!
You get the idea that refineries should be built on the sea
Any Idea on how to make a 159 line of iron from a 240 line?
manifold
Split a 60 line 3 ways and merge 1/3 with another 60 line and the output of an underclocked constructor producing 1 item per minute, all something other than iron. That should give you 81 items per minute.
Merge that with the iron line and use a smart splitter to separate the iron from the rest.
Why?
So... I think I'm overcomplicating it... I should just live with like 1 iron beeing lost
What even needs 159 iron to begin with
12 rotors per minute
just do a manifold
How do you get 159 iron for 12 rotors
still, for any weird ratio, do a manifold and it'll work, you don't have to balance it exactly
Yea, overflow always
I should have used a calculator
I'm making a sandwich rn, but I'm still p sure you only need 135 iron
60 rods/m
300 screws -> 75 rods
60+75=135
135 is 9 constructors
well, I tried figuring out how much iron one rotor is and I messed that up
lmk if this thinking is incorrect, because It seems to work for me pretty well. Let's say, for example, I want to get a line of 45 limestone/min from a source of 120. I know mathematically that to get it you split the line in 2, to get 2 60/min, split a 60 line into 2 to get 30/min, then you plit one 30 line into 2 15/min and merge it with a 30/min to get 45, you can do that for each constructor, but if you simply just split that 120 line among the 2.6 constructors you have (let's say you throttle one for the sake of the problem) wouldn't you end up with the same result with less frustrating math
For processes that take longer, you can prime it, restricting the flow of resources to the earliest one until all the others catch up. But once that happens shouldn't the result be the same?
yeah you're right
So that in the end, all that matters is that your resource output matches your required input to save time and prevent unnecessary work
yes, this is the manifold/overflow method, and is generally easier to set up over load balancing, but takes a bit of time to get the whole system up and running
ahh, makes sense
I just wanted to acess the acces ressources from where I have the 240 line and not from where the production of the other stuff ends, if that makes any sense
and I would've lost like .5 iron per minute from overclocking
I made a design out of 4 connecting pure iron nodes into 16 smelters that outputs the max I can do of everything from iron plates to smart plating
Took a while but
was that in that one northern forest area that has 4 nodes next to each other?
I don't know any other place where that's the casse
That's the best area to start imo
Yeah
so many pure nodes
It's harder to find an impure node there than it is to find a pure node in the grass fields
there's 4 pure coal nodes right around, that are great for steel in early game
I used the 1 pure coal at 240 and half of an overclocked normal to run 24 coal gens
And then 3 pure coal and 3.5 oc'd normals to make a steel factory
Yeah it was the western northern forest spot
I have 30 Refineries each producing 40m3 (Heavy Oil Residue)/min = 1200m3 Heavy Oil/min, now all that oil will be used on Diluted Packaged Fuel ( the recipe uses 30m3 Heavy Oil Residue/min ), which means 1200m3 Oil / 30m3 Oil = 40 Refineries,
my question is how am i going to transfer 1200m3 Oil into 40 Refineries each requiring 30m3 Oil/min? ( 7 Refineries producing 280 Oil is 1 Pipe, so it means i will need 4 Pipes running on 280 Oil/min = 1120, and 1 pipe running only 80m3 Oil ) , I dont know how to evenly split the Fluids into
these Refineries that require 30m3 Oil/min.
@oblique blade one of the arrow is reversed
And man, 1200 residue is a lot lol
maybe i have to produce an Odd number of Heavy Oil Residue to continue further
If you connect the pipes together at the start end you can use 3 pipes of 300 m3/minute each one connected to 10 refineries at the far end, can't you? Sorry, miscalculated, I'll try again.
1 pipe is getting 280m3/minute, thas the problem, the Oil I am producing is an Even number, and the next step requires an Odd number of Inputs
combine the pipes at some point mid way thru the refineries and continue that way
I think I was thinking correctly, I just typed 3 instead of 4.
So 4 pipes of 300 m3/min each connected to 10 refineries?
its actually 4 pipes of 280oil/min meaning 4x 7 refiniers = 28, plus 2 refineries left, meaning 1 pipe running on 80m3 oil /min
im just trying to figure out the advanced stuff of how fluids work, damn i feel dumb xD
But 80 m3 / 4 = 20 m3, so the 80 can be split and added to the other 4 pipes making 300 m3 in each.
15 refineries connected to 2 pipes, each of those pipes connected to 10 refineries at the other end. And double that?
So do it like the water extractors and oil generators, except 15 refineries instead of 3 extractors, and at the other end 20 refineries instead of 8 coal generators.
i think u just nailed it with adding the 80m3 to 4 other pipes running on 280m3/min :D
But 80 m3 / 4 = 20 m3, so the 80 can be split and added to the other 4 pipes making 300 m3 in each.
15 refineries connected to 2 pipes, each of those pipes connected to 10 refineries at the other end. And double that?
@fierce ruin
that would work right? damn it really makes sense
I hope so, it's easy to mess thing up.
i think it will be something likes this, each colors represents 280m3 Oil/min, and the final RED PIPE, indicated the 80m3 Oil going into each of the 4 pipes to make them 300m3 Oil/min.
@oblique blade i will rather build them in a much more modular way. And a refinery module is 84 refineries as a whole
@glacial hemlock "And a refinery module is 84 refineries as a whole" didnt get this part sorry, can u explain again?
@oblique blade I'm curious, why did you decide to connect the red pipes where you did?
I don't know enough about the workings of pipes to know if it could cause a problem or if it's just fine.
Until it was tested I'd be worrying (quite possibly unnecessarily) that connecting them where the flow had diminished to half could cause the extra 80 m3/minute to split unevenly, particularly if the pipes weren't all at the exact same height. I'd have connected them at the right edge so all 4 pipes were full at that point.
@fierce ruin ye i guess i have to balance that out, the scheme is just to showcase my "plan", i will balance it out on the game, im just curious if this plan will work, if the 80m3/minute pipe will fill all the other 280m3/minute pipes and make them 300m3/minute. If that will happen everything will work just fine
Can 1 pure node of coal fill 8 coal gens?
Even with a mk1 miner yes
But you need a mk2 belt.
Each coal generator, burns 15 coal at 100% load
i got mrk 3
MK3 is 270 divided by 15, is 18 coal gens
The belt is enough for 18 coal generators if you have the miner or overclocking to get 270 coal/min.
A mk3 miner or mk2 overclocked just a bit or mk1 overclocked to 225%
k
A mk2, not overclocked, should give you coal for 16 generators.
ok
@fierce ruin coal gens only burn as much as they need for current demand. If you send 15 coal per minute to each one you will notice not all the coal gets burned. This is because of the above. As you draw more electricity more and more coal gets burned. Just an fyi, this had me scratching my head for n hour or so
ok
Same is true for the water demand
thank you evryone i got it fixed
In the production planner on the staisfactory-calculator.com website; is the Steamed Copper Sheet alternative recipe bugged for anyone else? It will not let me choose it.
I'm trying to figure out a balanced(or close to) layout to make Silicone Circuit Boards using Steamed Copper sheets and maybe a copper ingot alt recipe but my brain is melting.
oh also, I am using a 480 raw quartz line to make 800 silica.
what's the end parts per minute you're trying to get?
here's a setup for 1 assembler without using cheap silica so you don't have to add limestone to the system: https://www.satisfactorytools.com/production?share=RKzTZdsaqL67x1MAXbRD
I'm not sure, I like to fully utilize a node as close to perfect as possible as a restricted puzzle so to speak.
I made a small factory that takes 480 raw quartz into 22 constructors and makes 800 silica.
so 800/27.5 would fill 29.09 assemblers making the SCB's. that comes out to 363.63 SCB's/min
I think I might use the Copper Alloy Ingot recipe to make the 800 copper ingots/min needed.
do you have pure copper ingot?
I'd play around with https://www.satisfactorytools.com/production you can turn recipes on/off and set resource limits and add stuff coming in from other factories, and it's faster than satisfactory calculator cause it just does the input/output and # of machine calculations and leaves logistics up to you
so for example based on that criteria here's your solution: https://www.satisfactorytools.com/production?share=hGcx5zgAbyaUoEb2Zkmm
whoa, ill try that website out! thx
this is my current project, satsisfactory calculator crashes trying to calculate it: https://www.satisfactorytools.com/production?share=1j1YXifW2sZCyEhqojfJ
Nice! My Heavy Modular Frame factory uses mostly steel and concrete, only using iron for iron plates(can't really get around that one) I hope your works out well!
I meant the other website, not the one I linked
like that's an example of what satisfactory tools can do that satisfactory calculator can not
Its two rows yea bec of the quartz and 2 rows stacked of likestone easy that way
Central input stack 3 conveyors high all the way down
So I'm Streaming a run through where Me and a friend are building a MEGA factory. Just the refinery to turn ore into ingots will require 20,000 MWh (Just under 7 Nuclear Power Plant's Worth)
๐ณ
https://docs.google.com/spreadsheets/d/1jH1hvRe-unTmLsZB6ri8z1NpI-1GCqRjeYxnrsIHiCk/edit?usp=sharing
a sheet with the calculation
lmao that embed
Nil
which one do i get?
i dont think any of them are that great
if I got these options myself I'd just pick a random one and hope for better luck next time
I'd go with the adhered plates to do away with needing so many screws. But I'm just starting with refining so I don't have any other use for rubber.
yeah. i chose the plates. cause its kinda cheap in the long run. and thats what i want
And it gets so messy with screw production everywhere, pasta-chefs-r-us
(May not apply to those with more organized minds.)
oh yeah totally forgot about that lmao
Plus the other 2 are useless as stitched plates are the better option for reinforced plates
And the elevator one doesnt matter as the normal recipe is easy
Probably already chosen the plates tho as somehow using rubber is better than screws
Screws are awful but rubber can be used for better things
is it turbo heavy fuel and not just turbofuel?
They the same
One is made with heavy oil residue and the other isnโt
They do the same thing tho
Also you shouldโve went woth the plastic
oh. ok
The plates were a silly choice
Because stitched plates with iron wire is what I use and itโs fairly easy and rubber would be wasted if you use it for plates
If you have extra then sure but not sure how much extra youโll have
yeah
@oblique hollow now I think about it, you forgot to subtract 1 meter from the pipeline height (the inlet itself is already 1 meter above ground), so the actual figure should be 22 meters, not 23
Actually that doesnt matter. Remember, a full small buffer generates 8m of head lift
So the port height is ignored
I thoroughly tested this
true, but the '8 meters' is it measured from the floor? from the port?
that is fine, but the issue is a pipeline pump's head lift is measured from its center point.
and well, it is 1meter above the floor
hmm, I may have to clarify how the headlift of each building is measured.
Ive tested all that with pipes flat on the ground (well, as flat as can be) with pumps on the flat segment.
if that is the case, whether the pump is horizontal or vertical could affect the reading, or you may need to clarify from which point the head lift of a pump is measured
I think i did tests with vertical arrangement, where the pump was 1m below the usual position, but im not sure on that anymore
I would need to look that up again
https://satisfactory.gamepedia.com/Head_liftใbtw, this is the page I have moved just now. (merged section 'head lift' from various building pages)
But again, you shouldnt go near the 22 / 23m limit
21 is still ok but that leaves no room for slight pipe adjustments
But i will take a look once i get to it
Also, the middle of the buffer port is 2m above ground, not 1
2meters? Hmm, interesting. There are still a lot to explore it seems
Btw, i am excited to see what changes to the fluid mechanics Update 3.5 is going to introduce
Me too, that update will determine whether or not i have to reevaluate all my documents 
The fluid platfrom currently has the most erratic head lift, once it goes beyond 10meters
Ive never really used or tested that thing up to now
I should do that.. But only after the update 
I tested it for few hours and it was exhausting, i even used pak utility to help.
No solid conclusion after all (pun not intended)
When was that? After or before the z0 fix?
Yes, after the fix
Alright, once 3.5 is out, ill see if any new buildings get added and evaluate them all again
๐ hype
which one?
2
thanks
@stray moon I found this nice reddit on alt recipes - might help https://www.reddit.com/r/SatisfactoryGame/comments/f6kova/my_indepth_analysis_of_the_new_update_3_alternate/
My brain dont understand it. So i prefear to ask
well it's super subjective topic, so you'll get different opinions from anybody you ask
yeah just do what seems better to you
and for me that dumb charcoal recipe is offered over and over, I think I'll just grab it next time to stop seeing it
I made a big Turbofuel Flowchart, and just wanted to learn the advanced methods on how to work around pipes and optimize stuff, i will appreciate if anyone will let me know if this will work in the end, im just curious on learning how the pipes work and i think i figured it out, but if i have any mistakes i guess i screwed up with my logical point of view on pipes ๐
The last purple pipeline which is adding 80m3 Oil/min to the whole network provides all the other 4 pipes of 280m3 Oil/min to make them all 300m3 Oil/min.
Looks alright to me, though I haven't tested anything on this scale yet myself.
By "oil" I presume you mean Heavy Oil Residue? (Except between the extractors and the first set of refineries.)
yes, heavy oil residue
I think there's a place where a pipe has more than 300
this specifically
you have two pipes of 280 and you add 40 to each
i add 40 to both sides of whole pipeline network, ( i guess ), which in theory adds 20 oil to 4 pipes of 280, making them all 300
you need to really divide them in the 4 pipes, not just into 2. The top right blue junction in greeny screenshot will need to carry 320/min as it is (and same in the bottom)
@oblique blade you have a pretty interesting layout there. But at a glance you can regroup some of them to untangle most of the mess
But continuing the vertical purple lines on the other sides of the junctions up to the yellow and down to the green might work.
So, I'm trying to figure out why I'm not getting 100% efficiency despite exceeding material and throughput requirements. Does overclocking inherently reduce efficiency for some reason?
overclocking means that you use way more power
I'd just do 3 refineries for HOR -> 4 refineries for diluted packaged fuel
no need to merge everything to maxed pipes
true, but I guess, it would be easier because the associated water packaging and fuel unpackaging would be easier with groups of 10? I guess??
water packaging + fuel unpackaging + diluted packaged fuel is 1:1:1
yes, but packing that 10 together also means he can deliver the fresh water by pipes of 300 each
@wind spade if u read through my message you will notice that im only trying to understand how the pipes work XD, i know there might be alot of better ratios between refineries etc etc...
one extractor delivers water to two refineries @glacial hemlock , not sure why you talk about 10
@oblique blade you have a great idea for figuring out these by yourself, eventually you will learn the optimal way to do these, and if you want the spoiler, well the official wiki is there.
@wind spade if u read through my message you will notice that im only trying to understand how the pipes work XD, i know there might be alot of better ratios between refineries etc etc...
@oblique blade well I'm discussing something else with kjwcool, I mentioned you just because there's a pipe that has 320 liquid in it, which is above it's throughput
@wind spade I can't disagree the fact. haha
yesterday i posted a flowchat @wind spade a youtuber did a system with water extractors where 2 pipes have 240m3 Water, and he is feeding 8 coal generators by adding another pipe of water 120m3 to the first pipe
meaning he is getting 360m3 Water on a single pipeline network and providing for all the coal generators
thats where i thought hell i can make everything i want if the fluid system works this way
@oblique blade well when you mention youtuber, I am not saying all satisfactory youtubers are bad, but majority of them are not playing optimally, so you have to take their advice as a grain of salt. Well this also applies to my advices!
@glacial hemlock i tested it myself and it was working fine, thats where i got confused xD
i even used some machines to use the full potential power of 8 generators = 600mw
it was 597.6 all the time
and it didnt break
so that system is a bugg? not a fluid mechanic
Those pipes are only flowing 240 m3/min until they get to the first generator, then the generator uses some and the flow drops past it, etc
ok, sorry about that. Now i see you are mentioning he is using Two pipes.
@fierce ruin thats what im trying to say
yesterday i posted a flowchat @wind spade a youtuber did a system with water extractors where 2 pipes have 240m3 Water, and he is feeding 8 coal generators by adding another pipe of water 120m3 to the first pipe
@oblique blade i was here when you posted that; th situation was different: he added the 120m3 "later" in the circuit, after some refineries allready used most of the water on the other circuit (so it wasn't 120+240 put something like 120+60 m3 at that point)
3 extractors feeding into 1 pipe for coal works if you put the last pipe in at the other end or middle
@fierce ruin exactly.
yes, and that's not a problem
so in theory that wouldn't make sense, but in practice you can push more than 300m3 Water or Oil on pipes....
no
well, yes, but in several pipe, not in 1 pipe
No, you can have different 300 m3/min in different parts of the pipe.
it's not 300m3 by network, but 300 m3 for each pipe entity
so my 4x 280m3 Oil Setup, finaly adding another pipe in the end on the middle of all of them 80m3 Oil, works? ( wich will make them all 300m3 )
if your 80m3 connect to all 4 280m3 it will be ok, yes
No, because you are adding it in the wrong place
but as you did, it's connected only to 2 of them
@glacial hemlock a nice modular setup for diluted packaged fuel (I couldn't be bothered to put in all the arrows lol)
Takes 90 oil, produces 240 fuel, repeat 10 times for 3 pure nodes
its connected into 4 of them
see where everything is connected...i even mentioned it on the box on the bottom of the flowchart
Or, rather as Muetdhiver says you aren't connecting it to all 4 pipes at once, you are connecting it to 2 pipes, making them try to pass more than 300, then you connect then to the other 2 pipes, but by then it's too late.
the red pipeline network is connected into the green one, and the blue into the yellow one
Yes, but first you add an extra 40 to 2 of the pipes, giving them too much.
Then you add in the other 2.
and at the end the purple one is connected to the red and blue....
the problem lies just in the pipe left to each of the junction that are circled alone: this junction would get 320/min
@oblique blade but there's one part of the pipe, which has 320
you need to connect blue and yellow earlier if you want it to work
so this will work?
yeah that could work
yes, this would work too
damn i feel brainwashed
Maybe, I think so but I'd move the connections between the yellow/blue and red/green to the right end to be on the safe side.
bother drawing that idea ๐ ? @fierce ruin simple
@fierce ruin @wind spade and btw thanks
the upper part would be another solution close to your first plan
My brain is too tired to remember how to use a drawing program.
just connect the rightmost yellow and blue junctions.
And the rightmost red and green junctions.
what is HOR?
@oblique blade Did you see my suggestion yesterday to consider how belts work? It's easier to understand when you can see the number of items on the belt getting lower as the machines take items.
(The main difference being that you can't have items flowing in both directions on the same belt.)
HOR = Heavy Oil Residue
^
my personal preference is to place fuel unpackaging at the end, so I can directly connect them to my plastic/rubber setup, or into my first row of turbofuel refineries
but there are many ways to skin the cat
oh yeah my question is: what's a good way to arrange refineries in an ingot production plant?
on one hand I don't wanna build 130 refineries at sea level, but on the other hand, head lift's a pain if I construct a 13 floor refinery
Heh, I'd been planning on keeping my pure-ingot processing stuff right at sea level, just for head lift reasons
for context: 137 refineries yikes
That or find wherever the highest lake is and do miles of pipes. :D
Heh, yeah, I'm looking at similar numbers over here
I've got 98 on copper ingots though. :P
there's the headlift trick I guess? where you pipe 300m^3/min as high as you need, then use it to pressurize the entire refinery, but I'd rather not
there'd be more, but I decided to use the beacon alt for this project
I'm feeding a nuclear fuel rod production line and an ACU/turbo motor production line
I don't need ACUs, but someone on the subreddit did the math on producing the most points per minute and the conclusion I drew from it is that ACUs are more efficient per MW
meta question - i am NEW and im planning on making a centralised Iron Ingot factory that produces around 720 Ingots/M then output them all onto a Belt and run that along to whatever needs Iron. Right?
how would one go about making a Main bus i see people talk about?
make one factory for one part and then put them together on a belt system?
highly advised you dont make a main bus
it's one of those factorio things that dont translate well to satisfactory
you basically output everything onto a giant loop, and use smart splitters to split what you need? but you're better off using a manifold system
Fun fact: train is faster than bus
buses are limited by conveyor speed, so in a manifold, you'll grab your output from all your machines, then split them into your next set of machines using normal splitters
Instead of trying to build a bus, try to dedicate every machine for something down the line.
I just dont know how to start. So i dedicate 120 ingots/m for rotor production and then other 120 ingots/m for reinforced plates?
if you really need to build up a whole bunch of items (like idk, steel beams for belts mk 3), you could overproduce and split some off into a storage container
''These three constructors are dedicated to these two assemblers'', for example
my preferred playstyle is just making a local setup near the node(s) to produce an end item from ore to finished product
https://discordapp.com/channels/370472939054956546/558721941410807812/760914657472020520 using this as an example, I'd use belts to send 1166 ingots to copper sheets, but since I'm using mk5 belts, I'll use 2 belts with a max capacity of 780/min each
is there even enough iron to have dedicated ingot lines for all products?
im just tier 3/4
there's still some planning involved, because I'll need to figure out how many refineries producing copper ingots should be dedicated for sheets and how many are going to my quickwire assemblers, but that's the gist
tbh iron's almost as common as dirt in this game
a mk 3 miner on a pure iron node produces 480 ore/min, and there's an alt recipe that lets you turn that to nearly 900 iron ingots/min
imo, don't worry so much about building a perfect production line? because once you go hard drive hunting you'll unlock way more productive recipes and you'll want to tear everything down
Thanks so much+
no problem!
i wish i could just talk to someone - imagining these things just makes my brain melt sometimes
its part of the fun
honestly, dont overthink things, just start building
make all the mistsakes you need to while having fun
you're not going to get it right instantly
it comes with experience! the first time I tried to build a large factory I spent so long trying to troubleshoot it after I turned it on
but as you go along you kinda figure out your own rhythm and how you'd like to build stuff
tbh as long as your factory spits out the thing you want it to spit out, it's good enough
@glacial hemlock I would argue trains arent faster than belts since all item logistics are hard limited by belt speed. I guess your technically correct trains move items faster but when talking big picture it's not a tangible factor since it cant be utilized
Depends on how many belts you're talking about, the turnaround time for a freight platform is limited by the 2 belts/pipes that are used to fill or empty it, so if you want to run that many belts instead of a train line then yes you can match the items/min of the train line (once the belts fill up at the far end.)
I would argue trains arent faster than belts since all item logistics are hard limited by belt speed. I guess your technically correct trains move items faster but when talking big picture it's not a tangible factor since it cant be utilized
@neat light it's not about speed, it's about throughput. Trains can have bigger throughput than belts
Yeah, I was being a pedant about it lol
Yup, best vehicle fuel until turbo fuel
I wouldn't waste it cause I like painting stuff, and you need a lot of paint for that
But if you don't care about that.....
Also check out packaged liquid biofuel and notice how bad it is per stack
does anyone have a layout for HMF using all alternate recipes to make it more resource efficent?
how many do you want to make
well you shouldn't care about per-stack values, but raw resource efficiency, in the case of biofuel, you're kinda limited by biomass, so you want the fuel that uses less biomass
you make 2 liquid (2x750 = 1500 MJ) biofuel out of 3 solid biofuel (3x450 = 1350 MJ), so it's more efficient fuel
@nova orchid use greeny's site. it does exactly what you want: https://www.satisfactorytools.com/production
@sand garnet i found this recipe and decided to try it out, but when i use the calculator to see what i need to build it doesnt match the same recipes
this is for a single manufacturer
follow that, for optimal resource usage
alright then, thanks!
@wind spade in regards to vehicles and biomass burners you do care about the per stack energy cause it dictates how long you have before you refuel or how far you can go in a vehicle on one stack while transporting stuff. And since we were originally talking about paint which can only be used in vehicles that's why I brought up packaged biofuel
well vehicles for automated transport suck anyway and you should not use them too much
for personal transport you can refuel anytime
and if you really want to do automated transport, then do batteries
I didn't mean automated transport, I meant you driving a vehicle full of stuff to start a new base before you have trains
Or just driving around in general with stuff in the vehicle
Obviously batteries are best, but then even paint is irrelevant then
yeah and for personal driving, you care about energy efficiency more than stack energy, because you can refuel anywhere anytime
is there a calculator that calculates how much MW it takes to produce something? because I suspect while batteries are more efficient than solid biofuel, it's a lot easier/efficient to just make a ton of biofuel
oh yeah that's true, I do have enough excess production to automate that
I never said any biofuel was better than batteries, I was just pointing out that packaged liquid biofuel is worse than solid biofuel for vehicles while it's supposed to be a more refined version of biofuel
And, for every inventory slot you take up with fuel in a vehicle is a slot you're taking away from being usable for other stuff. That's why per stack matters for vehicle personal use. You want to not fill it's inventory with fuel you want to minimize it
maybe you dont care about stack energy, but i want to refuel less often
I suppose we could add a table to the wiki here to list the time taken to consume a full stack of fuel? https://satisfactory.gamepedia.com/Category:Fuels
but in practice, a stack of solid biofuel in the fuel slot and another stack of solid biofuel in the inventory is sufficient for most excursions