#math-and-meta
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take out a calculator and divide 458 by 16
convert biomass to solid biofuel, throw a stack of 200 into each biomass burner
my brain not working well today so i didnt think of that
refuel as needed
convert biomass to solid biofuel, throw a stack of 200 into each biomass burner
@obsidian sluice dont have it yet
you can do it using a constructor! or on the craft bench
or have you not unlocked tier 2?
no
ahhhh
I'd encourage you to unlock obstacle clearing? solid biofuel's way more efficient, and the chainsaw lets you cut down trees for wood, which is more efficient than leaves
ik
but like until then I guess it's 458/16
actually hang on, why do you have 16 biomass burners?
that's fair
hmm
I asked because I wasn't sure why you'd need 480MW
you could get away with deleting a few, but honestly it doesn't matter, because your biomass burners throttle down if you're not at max capacity
@obsidian sluice I know I'm hours late to this party. But one unique thing about the bio burners is the more you have, the more solid bio you can store in all your burners. Longer initial fill. But also longer till the next fill.
Thats why i always build up to 30 biomass burners during the speedrun
You have to lift water at least 1250m to make packaging cost less power
Math:
A full pipe is 300
A refinery can pack 60, unpack 120
To pack and unpack is (300/60)+(300/120)=7.5 refineries
7.5x30=225MW
Pumps takes 4MW
225/4=62.5 pumps
62.5x20=1250m
Doing some reorganizing in primary base, would this be ideal?
2 Iron Miners
|
Merge
|
Split:
3 Smelters + conveyor to Foundry (with coal)
|
Merge
|
Split:
Plate | Iron Rod | Iron Rod | Iron Rod |
Plate | Screws | Screws | Iron Rod |
Storage | Storage | Storage |
Splitters for later
Reinforce Plate | Rotor
@hallow girder That.. does not sound right.
Note; without numbers, (PPM), its very hard to give you an answer on that.
General rules of thumb;
- Miner->Splitter#1
- Splitter #1 into Smelter #1, and into Splitter #2
- Splitter N into smelter N, and into splitter N+1...
Looking purely at layout. I'm still trying to get used to the idea of underclocking before I mess with the exact numbers.
For the most part you will only overclock miners and oil extractors.
The max amount will be 780, or 26 smelters off of 1 pure node. 20 for a normal node, 10 for an impure node (at the end game)
To start; this is usually 1 miner into 4 smelters, as you get mk2 belts pretty quick
From there, you would merge those 4 smelters onto a single 120 belt of iron ingots, and go from there..
First game setup before I was even aware of exact match and numbers was a thing
2 Iron Miners
3 Smelters
Ingot > Plate
Ingot > Rod
Ingot > Rod > Screw
Now if you are working off impure nodes; you can start with 2 smelters, as you'll either overclock or get mk2 miners (to bring an impure up to 60/min) pretty quick
I need the iron miner #s, eg; 30, 60, or 120/min?
MK2 miner pure
sorry mk2 pure; thats 240 per... so are you on mk3 belts*?
Defaulting to mk3 belts since I have a ton of steel beams
I assume you mean Steel beams
so each miner can support 8 smelters (240 iron ore a minute = 8 smelters worth at 30 per minute per smelter)
In that first time layout, Industrial containers were full of plates and rods, but I was nowhere near enough screws without overclocking
Screws are always a pain; Do your best to get away from them via Hard drive (Crash site) hunting.
Tried out Ingot to Screw but that felt even slower
its faster; it pulls the rods out of the equation.
So; general building tip; usually you want to either 'set aside' an amount of ore (a multiple of 30), or a mining node, to a specific part
Plate, Rod, 2 Screw?
this allows you to sectionalize things a bit easier.
@hallow girder Example factory working off 235 ore/min (keeps the numbers cleaner) https://www.satisfactorytools.com/production?share=gm8J1enHSztEJaaAV8sg
Hmm, thanks. Just need to figure out how to read the numbers and all. ๐
Numbers in Orange = # of constructors/smelters etc..
The smelter number is odd due to the ingot demand; The concept there is to build 8, but 1 of them is set to 83%.. hence the 7.83
Note; I used the casted screw alternate in that example.
Alright, I suppose I'll figure this stuff out eventually. Thanks for the advice.
What is this sorcery in here
i have been working with a big main smeltery that i just retool to produce different space elevator parts and it works fine, but I have had to rework things a couple times...
Really bugs me the space elevator parts arent utilized in end game recipes. If they had a shared use we could build factories for getting tech levels and glide into end game without dismantling everything associated with elevator parts once unlocked
You can sink elevator parts right?
Iโve never tried Iโve just gone with the destroy option
Or the ignore option
I dont consider the sink a "use" it's more a last resort
I think it partially bugs me from a lore perspective too. All items besides elevator parts serve multiple uses and purposes, usually to build higher end items. Are the elevator parts so specialized they cannot be utilized elsewhere?
If you look at them they have a very different look to them that to multi use parts
They look very modern in comparison
Also yes they would be specialised
Yea, like, why isnt the modular engine used for making turbo motors or something, makes sense no
You never know what they have planned for the game tho
Still EA so things can always change
That's true, I'm not like pissed about it lol
Nothings final
But I know the devs read this occasionally too, maybe that will see it and I'll get my wish :)
You never know
Also I like discussing stuff like this cause I admit it's possible im crazy and the only one to feel this way ๐
I'm lowkey glad they arent cause they take so much stuff to make lmao
They are a pita, maybe that's why they are separate. The tech should be hard to unlock, the challenge level atm is on point
True, until now the purpose of the space elevator is still a mystery
We only know it unlocks higher tier, but nothing more
Space elevator will eventually take the engineer off world to planet 2 mb
I know they said that's not gonna happen, but still, could be cool
No more a mystery than the Sink, that "stress testing" malarky doesn't ring true, what do Ficsit get out of it?
Is it just makework?
If you can deliver the space elevator parts in a timely manner then the planet is resource plentiful enough to be worth mass exploitation?
oh about the sink, lemme think
The sink is the real goal for going to planets, to get people to build a bunch of sinks to get the real wanted thing - Glitter
Makes sense. The sink has a large spinning grindstone thing not dissimilar to shredding machines. What do you get when you shred something fine enough?.... glitter
This is also why more complex things give more points. They have many different material types, which lead to different colors. Rainbow glitter is preferred
Ohh no. It's some 5 year old kids birthday party. Unsuspecting parents want to amaze their kid so they rig glitter to rain from the ceiling. Too late did they realize it was actually metal shavings...
Including Uranium shavings!๐ซ
Poor timmy
Or it could be Kenny!
my mega turbofuel project went up to 2000turbo fuel/min, and i need 444 fuel generators to run this project :DDDDDDDDDDDDDD WASSUP BRO
I'm hesitant to build anything huge rn with the fluids mini update due soon
Yeah, I see all these screenshots of rows of refineries and get nervous thinking about the power draw ๐
They will probably introduce mk2 pipes with 600 cubic meter capacity... no big change for existing setup. Where I think there will be a change is the packaging / unpackaging ...
If you used refineries for that you might need to adjust things in your base
hey i think i remenber looking at a belt balancer calculator online a while ago but i cant find it anywhere anyone got tips on that
Going through a full reorganization of all my bases
On Oil Island would it be better to have
- Polymers to process at main base
Oil > Fuel
-
> Polymers
Oil > Plastic > Canisters > Package Fuel
-
> Residue > Fuel
- Or have Plastic and Rubber made on site?
"Oil > Fuel
-
> Polymers"
i use that one
is good u can put 6 or 7 fuel generators on 1 oilpump in max (250%)
I think my first time setup was
Oil >
Plastic > Canisters > Package Fuel
Plastic
Rubber
Residue > Fuel
Residue > Petroleum Coke
But I wasn't making residue or fuel fast enough to fill the large buffer so I used another and have now unused polymers
Oil > Fuel
-
Polymers
it's good to, but that is enough to suport all that u need of fuel?
Fluid buffer was draining away quite quickly though which made me think everything was too slow
Do I go with fuel and polymers only to deliver to main base for processing? Or have it all made on site by attempting a closed system? ๐ค
you will have a lack of rubber but this I think with another oil pump you can solve this
I can print for you if you want
...
Still trying to figure out this numbers game ๐
ok
it's a closed system anyway.
i don't transport the rubber and the plastic
to anywhere
Initially it was deliver all to main base with autopilot tractor
Fill industrial containers with rubber and plastic
Empty packaged fuel to fill buffer for fuel generators
Sink the overflow
my system basically depends on the oil pump sending oil to the two refineries and these two refining on fuel ... which is sulfinciente to run 6 or 7 generators simultaneously (that all on max upgrade - 250%)
Alright, guess I'll try some things out tonight
Ah damn, I still need at least one Residue for Petroleum coke
If I have a bunch of fuel refineries I guess this could work?
Plastic > Canisters > Packaged Fuel
Residue > Petroleum Coke
I made a factory that takes the oil and turns it into rubber from the 6mยณ of Residue you can try this if you want
Polymer can become either plastic or rubber right?
If so, I guess I could move towards delivering to main and processing from there
do you have a central transport station?
Transitioning from tractors to trains
like use the train or anything
Transitioning from tractors to trains
@hallow girder like that
At the moment, three remote sites
I use the train for transportation it is the best means of transportation if you compare speed
u need the Coke for the aluminiun?
Yes
Yeah, I'll send a few screenshots
u have unlocked the map yep?
Yes I have
my markers is on portugues but u can understand i thing
now is drown on it
u know where is this?
Yes that's the same sites I have
try this mines it's the better set
when building megafactorys, for production, whats the optimal ammount of walls i should have between each floor?
Well you need 7.5 for refineries
So you could do 4, and then have the occasional double height floor for refineries
i'd say walls are for aesthetics
My go to for almost all factories is to have a 8m tall space between each floor, so that you could put a 1m tall foundation on the top and bottom of that to act as the floor and ceiling of the floors it separates, and then have all your beltwork underneath the machines
Yeah, that's what I was planning on doing with my next
In the long run, is a Pure copper ingot alt recipe or a copper rotor alt recipe more worth. Or the pure caterium ingot alpt recipe better
Limited Caterium is a hindrance in the late game, but i'd say pick whatever is more useful now
You will be able unlock all recipes eventually
yea, you'll have them all eventually, so I say go for the most immediate one first
Im not sure lol Its a tough decision
I think Ill just go with the copper ingot stuff
Pure copper ingots are p baller
Alloy ingots are quite nice too
Screw production will be my downfall until i revamp my entire system
I have a ton of solid biofuel. Is it worth liquifying and packaging for vehicles?
Also, why are color cartridges more valuable than all the other fuel besides Turbo, Batteries, and Nuclear? Maybe I'm thinking too realistically. ๐
Idk, but they are limited (if not counting doggo farming)
I would save at least a few stacks of solid biofuel. It's useful for chainsaw fuel if you need trees removed, and it's great as portable fuel for unlocking hard drives as a lot of them require some amount of power. Easy to just place down 4 bio burners and hook em up quick to unlock. Well, easier than other power sources or long wire lines
You may need the non-solid bio fuel as well for making fabric if you don't have the alt recipe for making it out of plastic.
small question
I have 120 raw quartz per minute coming into a storage unit, and from there it gets divided for 4 constructors, two of which make silica and two quartz crystal
everything is at 100%
the constructors supposedly use 37.5*2 + 22.5*2 = 120 raw quartz per minute, but for some reason they keep filling up with raw quartz and the numbers in the container go up
anyone know the reason?
The output belts aren't backing up are they?
no, they're running smoothly
How about the outputs of the constructors?
How fast do things fill up?
last I checked silica and quartz crystals weren't stacking inside the constructors
are they hooked up correctly?
I think? I'll go recheck everything again
take a screenshot while you're at it
mm the silica seems like it's getting delayed after it exits, when it joins other materials to be dumped into the awesome sink
I'll recheck how much of everything is going
ah yeah, found the problem
I had written 25 quartz crystals per minutes as the output instead of 45
so when adding everything to 270 for the belts it was in reality 290 and it got stuck
thanks guys
Is turbo heavy fuel worth the effort, or should i stick to turbo fuel/ fuel
havnt seen the numbers yet for the heavy fuel, just unlocked it last night
@granite glen in general the viewpoint is that Turbo Heavy Fuel is the 'laymens' best turbofuel.. as its a bit easier to make, requires less work/setup.
However, efficiency wise, and most bang for your buck (oil #), normal turbofuel is the better one, assuming you use the diluted fuel loop.
can i get help in #old-questions-and-help
If you have the direct to HOR, using Turbo Heavy Fuel can be ok
Or using hor from plastic/rubber production.
But the best for turbofuel is the diluted package fuel method
Adds a few steps of refineries, but turns 1 crude into 2.22 turbofuel
I'm a duck, moo
good to know.
@pale marten https://satisfactory.gamepedia.com/Alclad_Aluminum_Sheet
That has some good starting points. An in game example, calculator example, and an interactive map example.
Not exactly the pure node size. But easy to scale from there.
guys what item you suggest for sinking
What have you got?
Go down the list on the Wiki Sink page and see what you get.
At endgame Turbomotors seem to be the thing.
Basically I'd say the most complex stuff you can make, but also, any resources you aren't fully using just sink the excess, but if you can set up a few constructors to upgrade it before sinking the so much the better.you can make several sinks.
I usually think about sinking if I max out storage containers
Some stuff is low value like cable and concrete but if you have a lot of it and it's made quickly, might be worth considering
Yeah, when my containers get full I stick a splitter on the belt to send the excess to a sink. Sometimes I even set it up to send half to a sink even while the container is filling.
You can just stop thinking about it once you get smart splitters
Just stick set it up so all the overflow from storage goes to a splitter
Everything I make ends up in the sink once storage is full
@fierce ruin everything, but i'm looking for most effective one
for example quartz is 15 points, i can put 1 miner to sell 750 quartz / minute and get 9k points
or i can sell radio control units 1 item = 98k points
most effective? most of the community thinks turbo motors are the best, but I think adaptive control units are a decent second
realistically, a smart splitter sending overflow production into the sink lets you build a surprising amount of points over time
tnx
Rigor Turbo motors can output a massive 1.3 million points/minute per factory, followed by normal turbo motors at ~870k
Radio Control Systems come in 3rd at ~370k
That alt uses super computers so id hope it makes alot of points ๐
Sink everything that you dont store or use directly for a next process.
Also the parts always make the same points per part. Regardless of what alts are used to create it.
Think the difference here is the alt makes more per machine
the difference is that alts usually make more from the same amount of raw resources
That qualifier usually is important since there are some horrible alt recipes lol.
This isnt a complaint about the game, there def should be some bad ones
I don't think there are clearly bad recipes
every recipe is good in one way or another
Could be fun to use it in a biomass power only run, but otherwise I don't see the point of it
Explain how a form of coal could be used in a biomass burner
Not a biomass burner only run, just a run where all energy has to start as biomass stuff
So it'd include biocoal and liquid biofuel
oh my god why is liquid biofuel so bad, you get more energy turning biomass into coal
????
alt recipe that basically trades wire for quickwire to save a bit of steel
it makes them faster so you don't have to make as many machines, so it's not strictly worse
just not something most people on here want
Iโd rather extra quickwirrr
hmmm i suppose the speeds alright, though it still isnt as good as the other fast/inefficient recipes imo.
I just have a vandetta against that particular alt lol
mine is crystal beacon, which makes them faster, but because of the complexity added I'm pretty sure it's actually a net negative in both footprint added and power used
so it fails at accomplishing the one thing it's supposed to do
Any of the recipes that introduce rubber into the mix are p awful
Like coated cable or layered reinforced plates or rubber concrete
Not really true
Coated recipes are technically the most raw resource efficient recipes
Coated plates
True, but usually oil runs out quicker than iron...
Unless weightage are included into the calculation
Well, 27 oct, hopefully oil production can be buffed
Weighted calculations are indeed included
honestly 90% of oil's use is in alt recipes not vanilla recipes, I mean what's using up all the oil? turbofuel?
personally I'm put off by them because of the added complexity, but that's a different thing
oh yeah crystal beacons pretty bad too, but imo thats more because of how good the base beacon recipe gets with other alts that let you make it from nothing but iron
This is gonna be a noob question, but for early game I want to maximize power efficiency as much as possible. I had straight line until I started making smart plating. I've got my main assembler making it at 50% so 1/m. Further back the line I'm having issues with ugly percentages causing decimal variances that are choking up my power line. Has anyone cracked a way to do it where I'm not using numbers like 42% or 63% in messy ways? The main problem stems from the rods into screws, since the 5 surplus causes it to scale down differently when I'm underclocking the screws too
My main focus is power efficiency, not production speed. Trying to keep power usage low and consistent
there's no way to clock to fractions of % unfortunately
but if you have it as close as possible that will still level out your consumption
That's what I thought, but I have 3 machines in the line slowly bleeding in a surplus 0.3 here and there, and within ten minutes of running I noticed my nice flat power line is bumpy again. Would I be better off making a larger system? I really want to avoid overclocking as much as possible but I'm open to doing up to 150% tops
if it's bumpy down that's fine
its if the bumps are going up that is a practical problem.
Expanding the system is another way.
Tbh I'd just go for more power and automate solid biofuel production, by the time i set up coal i had 20 or so biomass gens
just go for some nuclear and no more problems
I'm not even at T3 yet. Still building my space elevator. Trying to start the game efficiently right off the bat so it's a little easier to maintain late game so less things to redo. I also want power efficiency, not surplus. If I can bring my usage to 0.1 below what I'm producing and have a flat line, I'm happy.
I'm on 5 biomass generators and I can make it work until coal, I just need to flatten my line while I get there. These smart plates are doing me in and I cannot get how to do them at peak efficiency. Maybe I'll have to scale up but I'll need more power which I wanted to avoid
automated power makes it impossible to have a flat line because power production is scaled to power used, so you'll have the machines running power turning off an on all the time
https://www.satisfactorytools.com/production for people in need
You can use sinks to force things to run constantly. If I can get my power production to be as close as possible to my usage I can make it work
@worthy copper didn't you have a discussion just yesterday or something about how it's impossible to get a truly flat line
like yeah you can minimize variation, but a true flat line isn't possible
The calculator says I need to split at rates of 9 and 14.25, how do I get a split for that rate? I don't have smart splitters yet
As long as the sum of all machines on that belt equals what you're putting into the belt, the machines will balance them selves out.
Also called a manifold.
The calculator says I need to split at rates of 9 and 14.25, how do I get a split for that rate? I don't have smart splitters yet
manifold
That's what I was doing already, but I'm still having the issue where I'm getting some problems with percentages. Like 0.03 variance for a few machines and I can't figure out how to resolve that
I wish we had a way to set flat production rates and the percentage broke down to decimals to accommodate, instead of the other way around
@bleak coral dont think that was me
I've gotten a flat line before
You can't get a truly even and equal consumption and production, you can only ever aim for consistent hysteriasis
how many coal generators for 2 water generators
8 coal for 3 water
5 and a bit generators for 2 extractors.
thanks
1 extractor can provide water for 2.66 generators (if it isn't overclocked.)
Is this setup okay for computers? just starting to produce them
If there's a better way to produce them pls let me know
best encased industrial beam production with all alternate recipies?
All alts?
Then probably pure iron ingots + solid steel, wet concrete, and the recipe that uses pipes instead of beams for the encased industrial beams
Tho I haven't done much looking into using coke steel instead of solid steel, just seems like there's more better to do with oil than make coke
me using coke for power because i dont have alts ๐
Eh if the HOR is just a byproduct it's a quick way for some energy without much fuss, and is better than sinking it
it's a pretty nice use, you can get a lot of coal gens on coke easily. the only problem is my oil area ended up 3x bigger than i expected because of dozens of coal gens lol
Lol but at least it's almost self powered
i'm pretty sure it produces more power than it uses actually
underclocking the refineries to 70% helps
@nova orchid looking good!
@bleak coral oil goes into turbomotor and supercomputer if you decided to sink them
start off sinking them to keep the refineries going, then use the resin later for fun stuff
I just used the resin I was sinking from a Gen-1 fuel power plant to kickstart a gen-5 turbofuel power plant's empty containers
@oblique hollow any feedback would be much appreciated.
The buffer headlift is only when its completely full
Yes, of course, it scales with fill height
I guess the red arrow is the limit in doubt
But the Buffers being able to apply a head lift greater than their height seems a little counterintuitive 
I really gotta look into that, but again, im waiting for that Fluid Update
improved.
@stark bronze buffers still output maximum head lift equal to their building size, but strangely, the head lift is calculated from the pipe center, not the base. So it can fill a pipe up to 2 meters above.
I hope this is what they are trying to rework
I thought it was reduced past 20m, did your tests prove otherwise?
didnt know buffers had headlift, that'll sure be a help!
if you put a buffer every 4 m fundations you do not need any pumps then ... LOL
buffers require headlift to fill though right? so a buffer should only be able to raise fluids up to its own height?
@obsidian sluice it cant. If you come straight out of a machine that only has 10 meters of lift. Youll only fill 10 meters of the buffer.
That's only really a problem for the industrial buffer.
since their headlift is dependent on how full they are too, it's less that the buffers give that much head than they restrict headlift to that after them
How do you define "after" given that pipes are bidirectional?
What happens if you have a pump on a pipe with a junction and a buffer off to the side?
Is the headlift at the end of the pipe 20 or 12 meters?
gravity.
"after" should be contingent on the flow direction? I would presume that the game splits a stream of liquid entering a junction into its outgoing pipes equally, before using the pump to add 10 meters of head lift to it
up = after
headlift isn't additive too, so chaining 2 pumps back to back doesn't double the headlift, it just adds 10 meters to the last pump's height
20 meters!
10 meters is for extractors.
Oh, this would be the same as in the exploit with a single extractor at the top of a cliff increasing the headlift of all the pipes coming from the bottom isn't it?
So in my example the headlift would be 20 meters?
@obsidian sluice I think a pump adds 20 meters to it's OWN height doesn't it?
It cancels any remaining headlift and makes the headlift 20 meters,
it just adds 20m from that point, yes
so if your first pump is at 10m, but your second pump is at 15m, it will push it to 35m height
Right!
@bleak coral pipeline pumps fully functions up to 22 meters
Is that reliable?
The base point of a pump is near its inlet (its butt), not the center point. Yes @fierce ruin the result is repeatable
I think the last 2 meters are unstable
so best to just play the 20m range for 100% success
It's a nice even number. Easy to work with.
Last time I used calc.exe it was 100.
Thank you @glacial hemlock, that absolutely explains the weird behavior I was experiencing when trying to build my oil overflow system
I feel like i should clarify:
1: Buffers require head lift in order to be filled, a normal production building like the refinery could be struggling to fill an industrial buffer (12m buffer > 10m applied head lift)
2: Buffers dont transmit previously applied head lift until they are full, and i mean full
Got a pipeline pump connected before a buffer and a 20 m wall after the buffer? Have fun waiting until the buffer is full
But if you split the pipe from the pump and put the buffer on a side branch what happens to the pressure then?
Wouldn't that be the same situation as the exploit with one extractor at the top of a cliff giving it's headlift to a whole bunch of pipes from the bottom of the cliff?
Once again i recommend reading my guide and graphs https://www.reddit.com/r/SatisfactoryGame/comments/h0xkaz/pipeline_infograph_guides_updated/
270 votes and 35 comments so far on Reddit
Ah, thats a good one
will it fill to the green line? or all the way to blue?
Green line
another one of toms magical drawings
nope, right one
Its funnier when you try to connect 50 buffers in series and have 1 pump at the front: it will fill all the buffers, but its gonna take an eternity
he was disappointed in me making actual screenshots for my examples lol
I see you realized the error of your ways.
MS paint ftw
I have.
Since a full buffer propagates pressure as if it wasnt even there
yeah buffer is just very large pipe
Yep
Giggity.
Oh hey. I'm off again. Back to Halloween decorations.
have fun!
me not celebrating Halloween at all cause of the annoying people trick or treating at midnight while im trying to build a factory
Give them Spaghetti instead of sweets 
i prefer to not open the door
then theyd just walk in?
Obviously when you remove a door it leaves behind a solid wall
The Sims taught me that
๐
anyone think an endgame goal of 1 780 turbo noted belt is a bit much?
100% not enough
shit you right
I feel like thatโs still not enough
idk what anything is cus im still doing tier 1 and 2 lol
lol
finally got among us on steam
I need help figuring out these ratios, and ive tried so many trees of splits and merges but I cant get it down
considered just using manifolds?
manifold will probably be better, but if you really want to use splitter and merger that totally balance the load you can use the 2:3 exemple bellow, and merge each of you 3 remaining input to one of the output https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/3/34/Belt_balancer_schematic.png/revision/latest?cb=20200602073845
Aha, I was reading that the other way, with items flowing from outputs at the bottom to inputs at the top.
Just in case I'm right and because I've already got it figured out here's how I think that could be done.
that can work only if your cconveyor are good enough to merge everything
here is my solution
@sage sparrow you can always use a manifold - merge all outputs and then split for each input.
--S--S--S--S--S
| | | | |
X X X X X
@fierce ruin Your second solution is exactly the same as your first.
And you're still assuming that the flow is from top to bottom, which may well be correct but I was working on the assumption that the flow was from bottom to top. (Three machines on the bottom outputting 5 each to be sent to 5 machines at the top using 3 each.)
And if the numbers are items per minute than even mk 1 belts would suffice.
@pastel oxide it is too much.
@fierce ruin your example has throughput issue
@fierce ruin yours are good, but they are not true balancer
my exemple keep the balance (if input are balanced, output will be; and the question seemed to be like that from the numbers).
and imo numbers here just give ration,not total number of item passing, so we still have problem with merging everything
How about this?
yes
Unless the inputs are maxed out max tier belts in which case one would need to start with splitters.
@fierce ruin you can easily spot throughput issue, if a merger is placed on a belt that could be full.
every conveyor goes up exept the one with an arrow, and put merger on the 5 line up to be ok.
@fierce ruin nice synchronization for the same result !
But your diagram is a lot more readable!
Of course you left out 5 mergers! (Just from the diagram! It's obvious that they're implied.)
but anyway, i would suggest using manyfold; it's way simpler
I concur, but this is kinda fun and perhaps educational.
belt balancer/compressor are interesting to think about, but what i don't like is when i have to build that diagram ingame: it's either not clean or take too much space (unlike manyfold)
Belt compressor is ridiculously simple to make compared to belt balancer
belt compressor?
it's some splitter/merger used to reduce the number of belt you use, if you want for exemple go to 5 lines to 3 lines
Thatโs in Update 4 @sand garnet your packing worker that makes use 20 of the item to make a pack of the item
๐
packaging in update 3.5 or riot
You know that there is an packing processor in 3.7
Is there any calculators that calculate power draw?
not sure, i know that greeny's calc doesnt have it yet
๐ฆ
is the guilt-tripping working yet?
@cedar mica i think embetterer does
the problem is it might not use the same recipes as greeny's calc for example so depending on what route you take to get to your build your stuff may be skewed
you could calculate the upper limit for power draw by just adding everything up, without considering underclocking?
most players just produce a massive amount of power and hope for the best
this is incredibly wasteful and probably not a great idea, but isn't it possible to create a resource outpost where raw materials are trucked in to a central factory, and the trucks are powered by nuclear fuel rods
you could, but you now also have a vehicle on autopilot that can randomly kill you if you get too close so....
trucks work as long as you're not staring at them though
idk, this was mainly a thought because part of me wants to turn the grassy fields into a radioactive nightmare
its not so much staring at them,
it's more about being in range of them
there's a range where the vehicle will just teleport from node to node, and a range where it actually drives
yeah it's probably more feasible to power it with batteries and to send a shipment of batteries down every week
instead of sending a car of NFRs every month
technically, you can have a vehicle teleport back and forth across the map lol
all you need to do is record the whole path across the map
and then delete all the nodes inbetween
then stay out of range so it'll teleport from point to point
massive amount of work but could be fun for shits and giggles
yeah it sounds like I could set it up, then flip a switch and get the fuck out
I wonder what that does with fuel..
would it just calculate fuel based on distance? or would it actually just need fuel for the driven part at the node
according to the wiki, trucks will only be refueled every 138 hours
link to source?
you could probably eke out a few more hours by coasting down hills, but there's no need to
yeah but im curious what happens if there's only 2 nodes
because if it's just time-based, and not distance based, that would mean a truck would be super OP for item teleportation lmao
just make it so that the first node is covered by 4 loading platforms exactly
I'd imagine we could set up vehicles to travel back and forth between miners and the factory inputs? might have to pave over the entire grassy fields for this
so you get the quickest loading of the truck possible
I might consider doing this once I'm done with my mega-factory? but I might wait til update 4 in case the devs revamp any game mechanics
dont expect vehicles to be touched anytime soon
tbh I think allowing vehicles to use nuclear fuel and not produce nuclear waste might be a bug or an oversight
its not really practical in any real way though
if you put in more than 1, you'll take damage while driving
and if theres more than 1 while autopilot is active, that means you'll take damage if it drives past you
You'd have to find a way to extract that waste from the vehicle. Which is 100% doable. But not worth the effort IMO. Similar issue if vehicles produced empty containers from packed fuel.
I just read this on the wiki: "Engineers are immune to Radiation damage while inside a vehicle."
Is this accurate? Anyone tested?
yea, you can take a train right beside a uranium node and be fine
Powering trucks with nuclear fuel rods somehow seems to be an interesting idea for me ^^
Trains are different because you dont get any damage.
the problem is when you are close to the truck you will take damage
Sounds funny
You have to have a vehicle to take you to the nuke vehicle, so you minimize the amount of time outside
Factory carts ftw!
train is different from a vehicle though, imma test it
welp, radiation has no effect either yea
so im guessing radiation is coded like the damage barrier, where poison gas is not
interesting stuff
all sorts of vehicles provide radiation protection.
yup I stand corrected ๐
I guess the particles hit the vehicles instead of the engineer ?!? and thus shielding it
if thats how it works poison should work too
but it doesnt
which actually makes 'fixing poison gas damage in vehicles' not that hard
they just need to change how the damage is applied: through the damage barrier mechanism/ radiation
either is broken. Players should equip hazmat suit in vehicles to prevent damage. I guess that is overlooked in coding
interesting stuff
@sand garnet btw, long belts of quickwire doesn't seems efficient
when you're in a vehicle, the game unequips everything
thats why you take poison damage
but since that happens, but you dont take radiation damage, poison and radiation are coded differently
so they just need to yoink the damage code from the radiation thing and apply it to poison
I think, when you are in the vehicle, you are the vehicle and you inherits its equipment stats, but vehicle lacks the ability to equip the gasmask
yeah but then why doesnt it get affected by radiation?
because you normally need a hazmat suit to prevent radiation damage
yeah, probably coding overlook
the game doesn't unequip everything when you enter a vehicle. vehicles are characters you take control over and relinquish control of your on foot character which gets disabled for the duration
you used to take no damage from poison aswell in the alpha, but people complained that it didn't make sense you were immune to poison gas while standing on the open back of the tractor
The page is more or less cleaned, feel free to add / edit your findings 
So all in all straight up uses less resources is what your saying?
lol, that is one of the point, but not the main
The main point is that you can do anything horizontally, head lift only affects your vertical
If you put a huge initial head on a pipeline and then arc it back down to the ground, you could conceivably run the pipe absolutely anywhere and over any terrain without loss of flow.
@sand garnet since you've been testing pipe junctions, could you tell me if this works (cloud is a coal plant & star water extractor)
water extractors earlier, I just didn't want to draw the full layout, just the possible chokepoint
still confused lol
I donโt get it neither
ok, so like say you've got 225 m^3/min coming into one side of a junction, 120 m^3/min coming in from another, would it be able to supply a pipe needing 300 m^3/min and another pipe needing 45 m^3/min
yeah but in what setup do you have 225 per min? or is that an arbitrary number
it's an arbitrary number
that's what I was wondering
So you would get in the pipe going south 300-45 = 255
if you use a 2x2 grid of crossings it should work
but weren't you supplying 600 in your buffer test from one junction, Tom?
what's this about 600 fluid in a pipe?
Not in a pipe, in a junction.
You can have 2 X 300 m3 going into a junction and 2X 300 m3 comming out.
@bleak coral I'd say that should work.
300 + 45 = 345 m3 per minute going out in two separate pipes, so that's ok.
120 + 225 = 345 m3 per minute coming in in two separate pipes, so that's ok.
Total in = total out. Looks perfectly fine to me.
Maybe you need for thepipe to be lowered for it to fill first
Or it might split evenly, but it definetly will fill the lower pipe first
@bleak coral ^
thats how it went
blue lines = input of junction from stars ( extractors )
red box= pipeline junction
red line = output from junction
green = fluid buffer
the best kind lol
however, I've grown more mature
and by that I mean
I have a class that's making me use adobe illustrator... so I can make things look a bit nicer than in paint
so my shitty paint diagrams can become not-so-shitty illustrator diagrams
use illustrator to make mspaint style art
excuse me.. shitty paint diagrams?!
I'll have you know this is the finest art there is ๐
factory floorplans will be so much easier for me to design that look good
cue copy of mona lisa made in microsoft paint
yeah, that makes sense thanks!
good stuff
how tf do u draw such straight lines in paint? my lines look like they were drawn by someone with raging Tourette's syndrome
line tool lmao
I could probably draw straight lines normally though, but with a mouse? nah
oh yeah they have a tool for that...
line tool is nice
in illustrator you can give a line a specific angle with the horizontal and it's fantastic for people who want to draw diagrams but have OCD
then again, draw.io does the same thing... but I need illustrator for more than just satisfactory diagrams, soooo
@sand garnet since you've been testing pipe junctions, could you tell me if this works (cloud is a coal plant & star water extractor)
@bleak coral It will not. The junction itself can't handle over 300 mยณ/min. It will become a bottleneck on your setup. BUT, you can use a SECOND junction. The first one for you 225 -> 45, the second one for the 120 -> 300, and a pipe connecting the two junctions
y'all keep saying that, but that's clearly not the case by testing
According to toms testing earlier you can flow 300 into 2 sides of the junction, and 300 will come out of 2 sides.
Essentially giving 600 through the junction. But not out any single pipe.
yeah I repeated it just to be sure, so junctions don't have a 300m^3/min limit it looks like, just the pipes attached to it
tom is mot
quick question, how many rubber/plastic we should produce at endgame?
Depends what you're producing and what kind of alts you're making use of
its the wrong question to ask
you dont ask someone 'how much does a house cost' without giving that person an idea of what kind of house you have in mind
you can technically live in a garbage bin, but you could also want to live in a 5million dollar mansion
what you want determines what you need
Don't make 1000 rubber because you might need it. Make 1000 rubber because you do need it.
With that in mind. My needs might be very different than anyone else's.
well, i do want to produce a bit of everything
Decide on how much of certain finished goods you want. Work your way backwards.
oof
The worst that happened was them changing the basic item recipes. Which didn't reset. Just broke everything.
pipes changed a lot of the core game mechanics, but it never reset any factory
if you just want a bit of everything 200 rubber and 200 plastic can be enough (i have a factory running with that, producing all items), if you want a bit more... well i have another factory using more like 3000 or 4000 of each. So that's up to you.
But producing an intermediate product in the hopes that you might need it tends to be an ineffective way to do it
there's going to be a small update regarding fluids around november, we dont know yet what will be in there though
just build 100.000 iron plates 
156 turbo motors with no alts. That should give you a bit of everything.
thats a lot of plates.
can you produce that much turbo motor without alt ? i think it's the limit if you use alt, but i guess the limit without alt should probably be lower
Thats really interesting.
you use way less heat sink with the alt, and that's the main limiting factor (as it's the part that really use bauxite)
10.6 heat sink/turbo motor without alt, and 5.5/turbo motor with alt, if my math is right (assuming you use the radio control unit alt)
I'm really interested in the update to fluids, right now, it's very hard to get them balanced right in huge overflow systems+
Teaser video supposedly on Thursday. Jace mentioned it in #off-topic-general
thanks
@near fractal there is only so much oil in the map. Use majority of them to make rubber and use a small part for plastic.
tbh if 600/min is allowed then I would need to recategorize all of the alts that involves oil.
its a fake 600 though
I think they mean "if" regarding potential mk2 pipes
because it's 300 from 2 connectors and it was measured into 1 buffer filled from 2 sides
ahh
how come everybody is speculating on mk2 pipes?
its a logical next step
mk2 pipes would be nice
(plus they said that the next update would include updates to fluids, so something's forthcoming. mk2 pipes seem like a not-unlikely assumption)
yup
Or a fluid packager. That would be amazing. Or a fluid mixer.
And we know pipes were originally supposed to have 600 flowrate
maybe they'll just upgrade the current pipes, no mk2s
with 600 pipes though they'll need to buff fluid freight again
mk2 freight wagons hype lol
lol, they just stack another box on top and make it taller
that would probably break the system though, at least visually
the current state of the fluid wagon is already defying the law of physics, fluids were compressed ridiculously.
we have to go further..
solid storage makes no sense physically, why should liquids?
game balance > logical sense
pocketdimension freight wagons, problem solved.
Pressurized Fluid Wagon: stores 5000m3 of fluid. Description: An improved version of Fluid Wagon, capable of storing more volume than the normal ones. How the fluids are compressed? Only Simon knows.
what tool is being used for production spreadsheets? @sand garnet I've been needing a good one instead of constantly using calculator math when looking at my factory
cool, thank you!
I wish there was a tool for splitter calculation. Have a number of inputs where the user provides the number of items per minute on each input and then the user defined the output as whatever the want and then it'll try to do the math to figure out how to do it. The user would also have to specify what belt levels they have and if they have smart splitters or not.
Most of the folks that do those tools are fully behind the manifold designs. So most of them don't see it as a high priority tool.
what exactly do you mean by referring to manifolds?
--S--S--S--S--S
| | | | |
X X X X X
Nothing wrong with that. I prefer manifolds because it's much simpler and quick to set up. Time is short.
what about liquids and oil? Is it meta to preprocess oil to plastic and feed that into the manifolds?
i don't know if it's meta; but i prefer to do that to have less liquid to deal with: just process oil where it is and just keep plastic/rubber/other material to feed to your factory.
but i still use manifold to distribute oil and stuff in my petrol factory
you can manifold liquids, easier in fact cause pipes are bidirectional and junctions are merger/splitters combined
so injecting more stuff into a manifold is easier
but its still 300 water/min capped isnt't it?
It is.
We dont really need bigger pipes, just more outputs on the oil pump and more inputs on the nuclear reactor... Way less work
i disagree
it's way easier to make new pipes with more capacity using a similar model of the current ones instead of creating another 3d model of the oil pumps and nuclear reactors with another output
The reason they didnt give us higher pipes to begin with, is that they had issues with the coding for it. Hence why its easier to fix the 2 models, as you just need to add the code for 2 outputs on the oil pump
does anyone have a spreadsheet with what inputs you need to produce a certain amount of X per minute?
nvm i scrolled up and saw link
@oblique lake the spread sheet with all items thing is somewhat useless because of the alternative recipes changing things alot. Also we have a wiki with every item listed.
I'm hoping you found greenys calculator.
Hello !
so I had this formula for train math:
InputSpeed * TrainLoopTime / (32 * ItemStackSize) = NumberOfWagons (round up)
But not sure if I can tweak it to answer my need :
I need 2205 items per minute ( 32 x 500 item stack size)
My looptime is 300s
Input 2 x 780, output 2 x 780
Which formula can help me figure how many wagon I need to achieve that please ?
(ping me please)
@tawdry olive I think you're in trouble, if the stack size is 500 it takes 10 Minutes to load a freight platform with 2 Mk5 belts with 16000 items... https://satisfactory.gamepedia.com/Tutorial:Train_Throughput
Thanks @winged dagger. Well I guess it can be solved by adding more and more wagons
...but wait... the round trip is like 300s so you'll only get 300 s of load time ... with 2 Mk5's that's 7202300/60= 7200 items on a half full car... but 7200 items every 350 seconds (2*25 second load/unload freeze) is 7200/350 items per second 20 items per second or 120 items per car per trip... I guess that checks out... you may need 2 or 3 trains staggered running 2 or 3 cars each
the load/unload was counted in my looptime
I try to smelt/ore/refine/compact before I load the train to increase the throughput... I just built my turbofuel factory fed by train but need to rewire it so it stays up when the grid fails...
You think 1 train with 5 wagons could make it please ?
@tawdry olive rule of thumb: 1 wagon per belt, always below 4min06s. If longer than 4m6s, use 2 wagons and so on
You don't want to deal with the 25sec of down time during train unloading animation. That will screws up the throughput
thanks @glacial hemlock
this isn't good then ? because of 2 belts ?
With the ISC I buffer so the unloading/loading don't affect it.
I'll try to get under 4min
@tawdry olive if you use 2 belts, you have to keep it below 2m 3s, subtract 25 sec which is 1m 38, which is quite unpractical
For 1 belt you don't have to consider the 25sec downtime because you can doublelink the freight platform and ISC to even them out
So you mean 1 belt as input in the ISC, and 2 belts between ISC and Freight Plat ?
Yes
Sorry I have a hard time understanding why having a higher input can be a problem. It seems to me that it can only be better or useless, but not worse. Can you quickly clarify it please ?
it's worse mainly in term of planning: having a highter input in your ISC will not necessary mean a highter input of your train, as your limiting factor will be how much your train can take (and a full container is filled, with mk5 belt in 4min6sec, so i guess kwjcool want to have just 1 belt of input to make that the limiting factor is the input, not the train).
thank you @fierce ruin I understand better now
guys i have that traditional 8 coal generators power system but today something strange happened my power system fused so i go check out whats wrong than i saw that the production writes 600 mwh it must be way too higher than that you know
what can you say about that situation ?
i mean what must i do
@fierce ruin did your consumption go over 600MW?
If it didn't, do you have the pipes set up properly? Feeding enough coal with mk2 belts or two separate mk1s?
@fierce ruin
- if you follow the wiki guide to construct the golden 3:8 generator setup, it will never fail
- if still fails anyway, that means your power is not enough, just build more copies of them
Most people fail the coal generator setup because either
A) they have yet to learn the pipe mechanics
b) they do fancy pipe setup which deviates from the guide (but yeah they are free to do so, just need to add pumps)
Bro im sure that i made it properly
I removed some sink machines
It all works again but it shows 600 ne production
Mw*
You know the generators are failing if: power capacity is not a straight line.
you know the power is not enough if: the power consumption peaked over the capacity line
Yea i checked ever single one of them
Feed is %100 efficient
Both coal and water
But i dont know what's wrong
what's the problem if it shows 600MW ?
@fierce ruin share the screenshot of your power graph here?
Is this way stupid? I can not figure out if my flow will be weak because of it :(
A cool soul who can answer this? 
not a cool soul but as long as no headlift is involved the shape of pipes wont weaken the flow
the first 10m are free of headlift issues anyway so this is perfectly fine
@fierce ruin Coal generators produce 75
MW, 8 x 75 is 600 so if that's all your power generation then 600 MW is absolutely correct.
So you should build more generators.
@jade osprey heavy oil takes lots of refineries to be processed into other products so it may be simply because you have insufficient refineries to do so
For super early stage 5 i will just build 10 or so buffers then flush them into oblivion
@fierce ruin i thought i got more power than that but if you say so then its ok, i may have forgotten that ๐
time to put some more coal gens and more work then
it is very easy to go over 600MW even at tier 2 tbh
especially if every machine is running at the same time
i automated quickwire blackpowder and modular frame at %200 production rate so my cute coal setup cant handle it anymore
gonna' do it again
the burning Smell of overclocking. That's it
just don't overclock, you're wasting power ๐
I'm new here, and I have a quetion, possible a repeated one. I'm using a mk3 belt(270) with 240/min item flow and using a spliter with side speed belt 60/min and a central overflow with mk3 belt. The point is. If I use a smart spliter the process occurs exactly as I expect, but if I use ordinary spliters I have some inconsistencies. with less than 60/min to the side.
Is that a bug, or exact control just works with smart spliters?
it'll just send whatever items you need through the central line
@wispy cradle The first example you listed isn't working because the standard 50/50 split that the splitter tries to do (when only 2 exits utilized) doesn't work properly due to the 60 speed belt being 'jammed', and so this will create gaps.
To avoid this, if you MUST have a 60 speed belt limiter... , use a SHORT Mk3 270 speed belt out the side, then put a 60 speed belt attached to it, this will ensure the 60 speed belt gets filled the moment each opening becomes available.
@keen patio , I will try it now
It worked, thank you. I'm waiting about 5 minutes and no overflow, thanks.
Now I can get correct spliting without smart ones.
i need a way toautomate my leaf collection for biomass
You can't, maybe if you pay your friend some pocket change he will do it for you
Are you automating the creation of the solid bio atleast?
Early game, you are spending plenty of time waiting for resources to be made, so lots of time to gather biomass
Time you are spending hand crafting, is time you can spend automating and gathering biomass
all your friend needs to do is find an unbreakable tree and abuse it all to hell ๐
@jade osprey In that photo you sent earlier, it looks like you have a pipeline pump on a horizontal pipe in the background there.
The pump serve no purpose if there is not enough refineries to convert HOR into cokes
I've been wondering...
Is there a way to get 100% efficiency on turbofuel production refineries (for power) without storing the excess? ๐ค
Is "exact packaging" the only solution?
you mean producing exaclty the right amont of turbofuel without storing any, with machine at 100% ? if it's that, i guess your only possibility is to package the overflow of turbofuel and sink it.
If pipes fills, machines stops. So in that sense, its auto 95% effiecent (start time)
you mean producing exaclty the right amont of turbofuel without storing any, with machine at 100% ? if it's that, i guess your only possibility is to package the overflow of turbofuel and sink it.
@fierce ruin
Exaclty. But even if you package, unless you have a stable power draw, it's impossivle to package EXACTLY as much as you overflow so the packagers still get less then 100%
Such a headache...
well, packager won't run at 100%, but you can package all your overflow
It's the 100% that bothers me, though ๐คฃ
Otherwise, I prefer to underclock the turbo fuel and convert the excess fuel in more plastic/rubber. It's fun to see the rubber production spike up when the power draw goes down
well, you can't have everything alllways at 100% to produce something that varies with time.
so your only other choice is to allways use 100% of your power too
well, you can't have everything alllways at 100% to produce something that varies with time.
@fierce ruin if you say it like that, it sounds like you COULD, by adding some storage and carefully underclocking... ๐ค
that won't really change the prbblem; you would still need to use allways the same amount of problem.
just adding 1 machine would, in the end, use too much energy and make everything run of.
that's seem way worse than wasting a bit on turbofuel
There is a simple way to solve it. Package all the turbo fuel, then unpack what you need and sink the rest.
There is an optimal way to solve it, overflow all the excess turbofuel and only pack the excess then sink them.
the unpack wouldn't run at 100% either.... you can't really have erything run at 100%
There is an optimal way to solve it, overflow all the excess turbofuel and only pack the excess then sink them.
@glacial hemlock And how do you overflow just the excess?
There is an optimal way to solve it, just ignore all the excess turbofuel production, because why care about it?
Havent seen a smart splitter, for pipes
An slightly raised pipe handles it.
Thats not an exact science, as even at 100% power usage, pipes will be full...
The overflow pipe will only take excess. At 100% load it will dry up.
at 100% load it will neither fill up nor dry up, only when 100.0001 it will start to dry
"when its dry, let it dry"
An slightly raised pipe handles it.
@hot ginkgo
I second that. Works wonders for my rubber production (using excess from unpackaging fuel)
@elfin crag - This?
nope
Thats not an exact science, as even at 100% power usage, pipes will be full...
@cedar mica tearichally, if you have an exact power draw, you could unpack (or pack) only the exact amount you need. And store any excess (if you have less the 1 excess you'll take tend of hours to fill a storage anyway). But you can't work it without a light overflow unless you have exact numbers or you end up with no power
Kinda like this @jade osprey (anyone correct me if wrong)
Orange's the input while red's the excess going out (2x300 in, 300 max excess)
You sure it works even when that compact, @hot ginkgo?
I might steal that ๐ค
It does. That particular picture isn't mine. But I have systems that are similar. And the person who made that I fully trust.
fluids are affected by gravity
bottom fills first
if bottom is full, then top gets filled
It does. That particular picture isn't mine. But I have systems that are similar. And the person who made that I fully trust.
@hot ginkgo Right, I didn't notice he didn't raise any pipe after the split. That makes sense
Yeah @jade osprey. You don't need that pipeline pump there.
engineers first build a thing that works. Then remove extra components one by one until they barely works.
Engineers first build a thing that works, then remove excess modes of failure until it works reliability... Then they are pressured by salesmen to remove excess material to make it cheaper until it only barely works reliabily.
Back on topic I agree with Niro, that pump isn't needed.
i saw a picture post showing whats each machine head lift ratio
it was on this discord ill try to find it back
it realy helped me at some point
@odd flume I know what you are referring to... but I forgot to favorite it; basically if you assume its 8m from every 'exit pipe' from a building you'll be fine..
its supposed to be 10m from every building.. but 1 of them was 8m... and a few were 12 and 14.
not realy
the pump is max 24
bunch of other storage is 8
some are 12
its actualy in fan art
so any smart ways to belt this puppy? I'm open to suggestions
Left right bus
A spaghetti can't trigger OCD if it can't be seen. Build belts freely and close the front wall.
So im experimenting with storage setups, i got this one with the minimum possible overlap between the conveyor belts, its 1x5x5 (25 storage units). I could probably optimize this for aesthetics , but i think its pretty good rn.
man you gotta unlock conveyor lifts first.
And this is my most efficient setup iยดve figured out, not caring about overlap.
man you gotta unlock conveyor lifts first.
@glacial hemlock You mean mergerlifts?
hmm....
Oh i got those lifts.
Havenยดt thought about using them, but the way i see it, it would make things difficult to separate different storage units, i would have to make one of those for each kind of item i want to separate.
With that forst setup, i know more or less exactly where everything goes in the end.
ok, i see
But thanks for the tip, you gave me some ideas.
I could use the stackable poles as well.
Soo... If i use storages in a conveyor, they technically are instant transportation, right?
Yeah, but they still need to be connected by conveyors. Which will limit it.
yeah
@glacial hemlock you were right, the lifts solved my problem. lol
@lyric tangle instant? Yes. But they are more expensive than a normal belt
Depends on the mk
Would it be ridiculous to try and draw conclusions about the speed of the pac-it from the speed it operates on the teaser vid?
@neat light The problem with that is; Lets say you DID identify the speed.. and even identified it correctly... 3 possibilities:
- Its the same. No change... Does this mean no pipe capacity increase? Does it prove it 1 way or the other?
- Its faster. Does this prove a pipe capacity increase? Or did the recipe just change slightly?
- The same as #2 in reverse
And we won't know any of the 'whys' either.
I would imagine the speed is unchanged from the refinery to the pac it
From what i see, it is much slower. Water is packaged at 1item/sec at current refinery speed
Oh no
Rest in Pac-it.
Doesnt seem that bad
Maybe it is still thin enough to fit just in there
Or just move the machines. Flipping the model would cause issues too with that setup.
I really dont see an issue here
Not exactly sure how large it is either, there's just too little info to go on right now. And it's not like updates haven't broken setups before.
Right now it seems more narrow than a refinery
Thanks to the support rods refieries are wide af so hopefully my concerns are invalid
From what i can tell it is really tiny, it is tall, but not very wide
Yknow what, once i get time, ill see if i can make estimates on its size compared to the refinery
Might be 6 x 10 x 12?
Is this just what this chat is now lol, I get why itโs cool as itโs a new machine but in theory itโs just a resized refinery
Maybe with different rates but still
It could means packing now cost less power
Yes there are lots of little things Itll change which will make life easier but itโs technically a small more power effective refinery
you could make that argument that we should just haev a single machine for everything since they are all just machines that do stuff, having them specialized and thus smaller and more power efficient is the key to everything ๐
refineries for (un)packing are pure power guzzlers, and waste space like no tomorrow
It might make packing before shipping a little more viable.
For climbing maybe, but not likely for trains
does anyone know a good way to setup a pure iron ingot factory?
I am limited to mk4 belts, and want to use 8 full mk4 belts of iron ore (3840 iron ore/min)
Build 8 manifolds of 16 smelters each.
Ohh wait.
Pure.
That comes out to 13.7 on each manifold.
If you ready have the belts separated into those 8 mk4s. I would just keep it like that and do a manifold per line.
it's a little unsatisfying because i cannot seem to get it at 100% efficiency
Underclocked machines will achieve that for you.
but never exactly
Clock each machine to only take in 32 ore. That's exactly 15 machines. Should be able to get close to they.
so any smart ways to belt this puppy? I'm open to suggestions
@coarse ermine When it's the same resources attach splitters at the bottom of the lifts and belt right through there
thanks! i'll see if that works
@hot ginkgo unfortunately that strategy messes up the output
Lol
I would show you my pure iron factory but it took 3 days to make and idk if you have time
are you on greenlands
@wise hamlet the output is going to be massive and you wont be able to manifold the same machines on the output side.
Iโm on first map which is green
I had one 780 belt in and 2 730 belts out on my setup
@heady zealot there is only one map. Just different locations.
Yup. Eveeyone plays the same map.
jak
At the start of creating the world you wouldve seen 4 locations
They are points to spawn on the map
Basically if itโs your first play through go grass lands and itโs easy to get the basics
Then Iโd say move somewhere challenging
Like desert for a more difficult start
Then I went back to grasslands for a more difficult ending
And the node purities are awful in grasslands so you have to expand far to get big
@wise hamlet is that your pure iron setup in #screenshots?
yep
i want to redo it, to make the belts and pipes look all neat and semi hidden.
at the same time, I want to make it more efficient - full belts in - full belts out, and no over- or underproduction
should I move all my base stuff to not green area for better ores
I was gonna say
How long did it take you to complete that cause I made a tower design with I think 190 -200 ish inside and it took 3 days
Iโm wondering if I shouldโve went with the flat way
Cause the pumps for water were a pain in the ass
it takes about 1.5 hours
but i used area actions to achieve it
then a vertical build would take the same amount of time
that took 1.5 hours? ๐
AA doesn't yet copy belts/pipes and their supports
yes ik i have the same problem
i think i had 5 floors with 42 refineries on each
im glad ive done it but it took a long time
I am going with a vertical design too - at least it must be vertically scalable
so I probably only have capacity/need for 1 floor now, but if i want to double production, all i need to do is copy paste an extra floor on top.
gimme 1 sec ill show you the pain i went through lol
@wise hamlet left one is iron and right is copper
copper is about half the size of the iron but it looks huge here cause angle and that
i believe its around 12000 iron and 3900 copper
i only have that for mainly ai limters
with the quickwire copper alt
and then sheets
do you make the reinforced plates with iron wire?
yea
the stitched plates
with iron wire
keeps it simpler for me
as only one resource
right. I found the ratios for stitched reinforced plate + iron wire a bit hard to equalize (full belt in - full belt out)
i just got close to a full belt out
idk what it is exactly but its around 700 i think
idk
can you sink a hard drive? lol
nope
what are your thoughts on using iron wire vs wire for SIPs, if you have the copper to spare?
iron wire's great for iron-only RIP production, but copper isn't that uncommon?
I'd personally just use copper
I'd only swap to iron wire if I really needed the copper for something else
and it would be easy to swap out the copper wire for iron wire later on if I figured I'd need the copper for sheets instead
iron wire is only really worth it if you're strapped for copper
Since usually you need a lot of wire for recipes, and iron wire doesnt provide that
Iโm using iron as all my copper basically just boosts quickwire and sheets for Ai limiters and some other stuff
if I have the caterium to spare, I actually prefer fused wire over wire
just to minimize the number of refineries I use for pure ingot production

If one wanted to efficiently use all the ores on the map, would it be better tu use copper only for wire and sheets or use it to make quick wire too? ๐ค
@frosty owl the latter
caterium is less common than copper, so you'll wanna use copper to reduce caterium consumption
caterium is less common than copper, so you'll wanna use copper to reduce caterium consumption
@obsidian sluice I thought that too, but at the same time making quickquire requires 4 times more copper then cat and you still need plenty of sheets ๐ฉ
Maybe it makes more sense to use only part of the copper...?
I use pure copper to increase copper ingot production too!
I use pure caterium and pure copper, then I use both fused quickwire and fused wire for my quickwire/wire needs
I use pure copper to increase copper ingot production too!
@obsidian sluice a man of culture, I see! Efficiency first!
I thought of doing the same, but then I realised that making quick wire took an unholy amount of copper and got doubts... But being that you get more copper ingots out of a node then you do for cat, your strategy might be the most sensible one...
I think it might be worth looking for other caterium nodes if you're running out? my base uses 1 pure and 2 normal nodes, but I'm building an outpost that processes 3 pure nodes to produce all the caterium ingots I'll need for the foreseeable future
I think it might be worth looking for other caterium nodes if you're running out? my base uses 1 pure and 2 normal nodes, but I'm building an outpost that processes 3 pure nodes to produce all the caterium ingots I'll need for the foreseeable future
@obsidian sluice I'm just planning a way to use all the nodes efficiently ^^ (I mean ALL of them)
Thanks for the help, even just talking about it really helps! Ahahah
no problem! have you seen this post btw? https://old.reddit.com/r/SatisfactoryGame/comments/fmmjcg/i_calculated_the_highest_possible_sustained_point/
this guy's trying to do something similar, to use all the nodes to maximise awesome point generation
I have a question: my turbofuel plant has 4 manifolded rows of turbofuel refineries consuming 1440 compacted coal/min, and I'm bringing in 3 freight cars of compacted coal every trip
I plan on constructing a 3 to 2 balancer then split it into 4 equal outputs, but is there a better solution to this?
each row has 24 refineries :/
true, it's just loading the refineries that takes time
time is irrelevant in case of automation though
connect it and just go do other stuff while it fills up
I think the main issue is that 1440 compacted coal is coming in per minute? so I can't combine all 3 freight stations and manifold it from there
I could inject each station into the manifold, but I'll have to figure out when to do it so I don't overwhelm my belts
I'll probably experiment and see how much compacted coal each car brings? if it's horrendously unbalanced I might build a 3/2 balancer to even things out
but otherwise the plan's just to manifold it
oh the solution I came up with involved 5 splitters and 2 mergers! and a lot more spaghetti
it's fine, I plan on entombing this part of my train station anyway
Manifolds. All the time. Every time.
manifolds whenever I'm running <780 items/min ๐
I considered building a balancer only because I couldn't be sure where I should inject each car's output
and I didn't wanna sit down and calculate where I should do it
connect it and just go do other stuff while it fills up
@sand garnet That should be the name of this game. Anyone else plays it like an idle?
no problem! have you seen this post btw? https://old.reddit.com/r/SatisfactoryGame/comments/fmmjcg/i_calculated_the_highest_possible_sustained_point/
@obsidian sluice not 150+ turbomotors? bruh
Intranet portal for FICSIT employees (an unofficial Satisfactory fansite)
dam Tom, you're hogging the glory here too
Who is steve who broke that page
Between storage.1 and storage.2 there are 40ish belts, each from a freight train. The belts vary, but they contain ore from either normal (600/min) or pure (780/min), none of them are organized. If I didn't want to have to account for the throughput of each belt, whether that be 600 or 780, would a system like this work?
planned to pull the ore out of storage.2 on lines of 700 ore each
it's all the same ore, but you wan't 700/line everywhere ?
ya, 20 refis per line of iron ore = 700 ore/min
makes the math easy since my refi lines are 120 long
that probably wouldn't work.
hehe, have a reason why
if you have too much 780 belt in the begining, you would reach max throughput and block
so i'd need a way to move the material from the front of the storage.2 bus to the back
(and i guess it's 700/line in average when refinery start to fill, like a manyfold, and you don't look for a true balancer?)
ya, manifolds on my refi line
i've never worked w/ balancers
at least, nothing complicated
have any idea how to accomplish what i'm after?
and also, you at least need a belt that come back to your last storage to your first (left right, not nb1 nb2) else if firt one is 600/min, it won't get more items).
i don't have a good and easy way to do what you need; but as a "ugly" fix, you can just add another layer like what you have with your storage 2, but instead of sending excess to the next one, send them to the 10th after them; that will strongly decrease the chance of not working if too much 780 lines are together (you would need 20 in a row instead of 10 in a row, i think)
or even just sending the other way, it would be easier
if i did organize the belts between storage.1 and storage.2, placing all the 600 belts towards the front (or right side of the storage.2 bus) and the 780s at the back, i should be ok then, right?
if you keep this system, i think it would make thing worse (but it would be easier to construct a system that work if you know what belt do what)
with your system you want 600 and 780 to be well mixed up i think
but if you have 8 600 belt in a row, you won't be able to feed all of them (even if the first one get an 780 additionnal input)
how do you balance 600 and 780 lines?
if you can have 780, then make 780, no need to go for 600
but if you don't want exact balance, but just it too work in the end, you just need to group 5 780 lines and 4 600 lines together in a system like your previous one and your are done.
@glacial hemlock not sure what you mean. the 600 and 780 lines are input lines from miners
you have some exemple of belt compressor on the link i put. Basically it reduce the number of belt you have by using full belt (changing your 600 belts to less 780 belts). That way you would have only 780 belts (instead of only 700)
ya, think i just need to go back and redesign this
After analyzing the trailer again, from what i can tell right now, PAC-IT machine seems to be 10m long, 8m wide and 16m tall
so smaller than a refinery, which is 20 x 12 x 30 m
still curious why a bottling machine can be that high. Somehow I'm under the impression it's roughly the size of a smelter
its that liquid tank on top
height might actually only be 14 or 12 m, my reference unit of length was a bit wonky
want me to do my own test?
though definitely taller than a smelter
you can you you want to
i, of course, only used the best tool to analyze it:
MSPaint
mspaint is actually quite good for its size. only thing it seriously lacks is transparency
it has transparency for selections, so thats good
MSPaint is dumb, but so effective. I actually used that to do QA work in the past. I still use it to this day as an alternative to buying Snagit