#math-and-meta
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it sounds like just having your calculations of the ratio is really what i needed. much appreciated.
i'll scribble out the details of conveyors and such before i get into it.
(don't tell anyone...i like working with conveyors)
Most welcome. I'm always up for skme mathing and/or nerding π
In my case I used 2 floors underneath to manage belts and pipes. I don't suggest having the machines this close if you don't
it's not apparent when you're early-mid game, but conveyor throughput - specifically, the speed at which machines are loaded by conveyor to get the next part's stuff - is a HUGE bottleneck for some processes where a lot of parts are involved, like screws
i think i've doubled or tripled production just by upgrading old conveyors.
and not even mk1 conveyors
That's the reason why I prefer having those sort of machines (screws constructors, quickwire assemblers or allu scraps refineries) close or even right behind the one using those parts. Avoid having massive amounts of conveyors just to shuttle the items around
All items that stack in 500 are prone to throughput issues xD
no doubt. any super-high part-count stuff needs at least mk4 conveyors asap. would have been helpful knowledge.
frustrating part now will be doing the aluminum stuff twice - once with mk4 conveyors and mk2 miners, and then redoing it with aluminum mk5/mk3 stuff later once i've got some aluminum available in quantity.
https://cdn.discordapp.com/attachments/553550313533997057/778658958868348988/Screenshot20201115-02574600000.png
Not just shameless sharing: the point I'd like to make is that "combining" different machines in one building can lead to interesting results in your buildings' design
Treat the first one as the "trial"
Learn as much as you can from it, then scrap it and go as big as you need/want
@frosty owl I learned this the hard way when I had to make 40 high speed connectors a miunte
freaking 3200 quickwire a miunte and I built a factory on the other side of the building from where the mfg's were that needed it.. never again
Those moments when you realize and are like "why TF did I not think of that sooner?!"
any idea what your power consumption is? or, maybe just what you've got built would answer that
dealing with 6000+ quickwire a minute overall was just a nightmare overall ngl. but like it was a learning experience overall.
Are you referring to the whole turbomotors setup I'm (still) making?
That's a very clean, very nice al setup by the way
well, i'm specifically talking aluminum production, because while i will need turbomotors, i don't see anything requiring truckloads of them
Thanks. That's a bit of an old screenshot (no colors, no hypertubes, no pillars, yada yada) but it is one of the designs I'm most happy with up to now <3
Power requirement for each array (going from the 6 allu solution refineries to the allu sheets) is 330MW for refineries + 48 MW for foundries + about 160ish MW for assemblers (not sure due to the 80% overclock on the last 4 of the array)
also, i find the whole cycle of aluminum production in the game odd, given the largely electrolytic nature of actual aluminum production irl. but, game.
hey, that's not bad. i might even have to ramp up.
So about 538 MW total or bit less
I think you forgot to replace M with G sir.
We'll see about that after update 4 ^^
did someone say hydropower? π
No? That's the power usage of ONE of the arrays I use for allu production (11 refineries, 3 foundries, 12 assemblers)
Oh
Not the Devs π
my mistake, I thought you ment your whole turbomotor setup was going to use 538GW XD
solar would be interesting, too. batteries or flywheels for storage to expend during nighttime. though this is less of a concern in-game due to lopsided day/night ratio.
You need nearly 20 such arrays to consume all the bauxite, so it ends up in GW in the end
And that's not including the radio control units and the turbomotors manufacturers
Right, I included the heat sink assemblers in the equation @lyric bloom. It's probably less then 500 MW if you take them out
Devs addressed this, but said that geothermal will be the only renewable power jn the game
But mods got you covered π
lol that they do
allllrighty:
- fix train stations (not able to stop, eek)
- get bauxite mining operational
- collect bauxite and quartz via train
- dump bauxite and quartz at central hub
- set up one 5:3:4:4:3 aluminum production pod to start
wish me luck!
And, most importantly... Have fun!
wouldnt be here if i wasn't, LOL
Anyone knows how many fuel generators you can pump w/ two max clocked refiners?
While it depends on your recipes, since Oil -> Rubber/Plastic -> Residue -> Fuel or Oil -> Fuel -> Resin
Assuming Oil -> Fuel with two refineries, then you'll make 200 Fuel per minute, and since each generator consumes 15 fuel per minute, the math says 200/15=13.33, so 13 should be fine.
But keep in mind that you'll have Polymer Resin byproduct, and would require 300 crude oil input per minute
Recognize that each fuel gen provides 150 MW and a refinery at 250% consumes 130 MW so it's a net worth of only 11 ish fuel gens.
Nice, and I use the byproduct to make plastic, though it is powered by an external source
If the fuel backs up, then your byproduct will stop being produced too. And if your byproduct backs up, then you stop producing fuel.
If I want some kind of useful sink for biomass items, which is better, biomass to biofuel to liquid biofuel to fuel plant or biomass to biocoal to coal plant?
It's not worth trying to incorporate biomass items into a production line that is being mined at a flat numerical rate from an infinite source. The source will always provide 15/min infinitely. If you add a burst of 200 coal, then you've taken β + 200 which is just β.
Just trash biomass items once you've surpassed their necessity. Save 2000 that you'll never use for chainsaw.
Personally I wouldn't sink biomass stuff at all, doesn't seem worth the hassle
You've already done the work to stop having to collect biomass, why regress?
I just prefer not to waste... Y'know, in the Ficsit spirit and all that.
biomass into filters and iodine filters.
If you want to use biomass after progressing to coal, then power your hypertubes with it.
Biomass burner(s) next to hypertube entrances
Just don't power your landing pad with it. :p
Lol
Yeah, I power my really remote Hypertube cannon "airports" with biomass burners.
I just aim for lakes or use a jetpack.
Lately, I've experimented with making "nets" out of ladders placed side-by-side.
I mean I wouldn't incorporate hand-fed power into sustainable power, but I did do the math once for a theoretical hand-fed only or biomass only run and you can get more megajoules going down the charcoal and biocoal route than the liquid biofuel route
I had a feeling that might be the case.
why'd you think that was the case, my first instinct was liquid biofuel resulted in more energy because it uses later tech
But it uses a lot more biomass per unit of liquid biofuel than per unit of biocoal.
ah I hadn't really looked at it before I ran the numbers
i liked the idea of liquid biofuel, because you could in theory, completely automate the generation of power from biomass after hand loading a container.
and packaged liquid biofuel would be alright too, but the stack size is too small and the run time is too short to compare with solid biofuel for radar towers
completely automate the generation of power
Completely? Like you put in Leaves / Wood -> Biomass -> Biofuel -> Liquid -> Power.
This isn't automatic unless I'm missing something. How are you able to get more without manually feeding?
Oh unless I'm misunderstanding you, as you liked the idea of it, prior to learning it's actual implementation...
Industrial Encased Beam Blueprint
Motor Blueprint
Steel Beam Blueprint
Steel Pipe Blueprint
The numbers are inaccurate... JUST A MAJOR FYI!
Also this very complex way of making screws/iron plates/ iron rods
There is no way to automate biofuels, even liquid biofuel
Yes we were talking about machine ratios. In that example it's 5 refineries -> 3 foundries -> 4 assemblers -> 4 assemblers -> 3 manifacturers
So you're not actually thinking about splitting 60 in 30, 15, and 7.5x2 like the iron in the motors blueprint... right?
...............right...?
No, those numbers are very wrong in my opinion
It is the Satisfactory Tools website
Yeah, it should be 30 each in that example... well, as long as you know what actually needs to be done xD
@exotic ledge I mean, it's automated after the point of collecting and loading biomass into the container. I experimented with it a little just for kicks a long time ago, for a small base, this is about the time I learned that fuel gens burned fuel even if they're not powering anything, they don't use much, but they use some.
unless there's something else called Satisfactory Tools, that is not my website
https://www.satisfactorytools.com/ <- this is SFTools website π
Yes liquid biofuel is in this horrible place where everything it wants to do, something else does it better
Fuel generators and truck stops: you have to hand feed them
Packaged: can't be used for chainsaw nor jetpack, and stack size means it's worse than solid biofuel for personal transport and portable biomass burners.
Biomass power: you get more energy out of charcoal and biocoal
It's literally not good for anything
Batteries and liq bio really hope they rework. Because as of now they are not useful
By the time you automate batteries, your most likely not using trucks. Like in my world is either belts or trains.
Batteries do their one job really really well, but it's very niche: personal transport without radiation issues
Yea the vehicle transport options need to be better
I never liked tractors, and getting trucks timed right isnt fun
Trains are good but need some work, truck stops need an overhaul and trucks (as funny as it is) need to be less bouncy
Yea the bouncy bit is why my distance transport is only trains
I had a truck launch itself into low orbit, and another decide to take a trip into the void
Which I'm laughing at that right now hahaha, but this isn't goat simulator so it can't stay that way
I had one gently touch a small rock and then do a somersault into the lake I was driving by
I always imagine the "be right back" music playing when that happens xD
breaking news:
Head Lift has been defeated by:
2 Mk 2 Noddles on a Slope
( @frail finch shared the save with the issue with me. Managed to replicate it)
Can you explain a bit
2 mk 2 pipes, connected at the bottom with junctions. They run along ramps, so no true vertical pipes. Just apply a flow rate and the fluid slowly climbs to the top. right now, i am about 60+ meters up
Are they self-sustainable? That means, after the flow drops to 0 for whatever reason (either pipe being full or empty) it can still auto startup afterwards?
yes it can
had the pipes connected to my coal generators, with no power lines hooked up, and the pipes were completely full before i got around to hooking them up
continued to provide water after i hooked them up and started consuming
if you flush it all, it simply goes back up
I wonder if it takes horizontal distance into account
It seems to be more of the intensity of gravitational pressure
shouldnt that be equal everywhere?
How many of these issues have been brought to the attention of CS so far?
Also, good job spotting and testing this Zergslayer and McGalleon 
Im assuming the QA site has them
Huh. I could have sworn Batteries given speed boost to Vehicles O_o
Apparently, this is not the case.
Only using power shards as fuel does
||Except it doesn't, but would make sense, kinda||
Looks like all this time I confused it with Factorio, there better fuel give better performance in vehicles.
With that, no reason to use Batteries at all, looks like.
if you are part of the blade runner gang, it's better to carry batteries than fuel
Except really long routes - but this is big maybe and Trains are The Thing.
I use nothing but batteries in vehicles
At the rate they go through 'em, the dent in the production line is hardly noticeable
Has someone a good hint what kind of Steel Beams/Pipes is a good ratio to produce? I am not sure how much Steel Pipes I will need (Steel Beams are MK3 belts, so I NEEEEEEED them ^^)
Personally, I only produce things if I have a direct need for them. Plan a build that will encompass all the items you might need using steel, and knock it out in one go. Encased beams, heavy frames, pipes, beams.
If you dont have some of those things unlocked, just built what you need for now, and re make stuff later.
yeah, you can always add more later, so only build what you actually need
I have unlocked Tier3/4 for a while, but only has an "adhoc" factory for beams/pipes and encased beams... not that I got to the point where I cleaned up (and increased) the rest of the factory, I am thinking about how to do the steel floor proper... which will be limited by my remaining iron input at the moment (240/min)
so I am thinking about how much I should used for the encased beams and how to distribute the remainder for bars/pipes
@vast jungle at the beginning you need more pipes than beams, after that switch them over, at the end swap again...
hmm...
only basic recipes... the two alts that I got were trash
over 70 alts lmao
yeah... but going on a long alt-grabbing-tour is quite a headache...
you can always go hunt for alts while you're waiting for resources to produce
(and you should)
at the moment I have a full industrial storage (in my warehouse) full of everything I produce π
spent a lot of time and belts to get a good auto-filling warehouse
there's always waiting when new item is producing / you're doing next elevator stage or schematic
(and you should get alts in early game as well)
great... got to the closest alt box... poison plant AND 5 attacking animals... had to reload π
I usually di the big alts hunts once I have either hypertubes and parachutes or the jetpack π
early ingame you can just hunt the easier drives
Too much walking for my likings. I prefer getting them in batches of 10/20 once I can collecr them all in 1 go, rather then having to go far away for a single pod I couldn't open when I cleared the area before
well I prefer to go for pods when I unlock new stuff to get the alts for that stuff π
second pod, second death... I think I skip alt recipes for now.
maybe I just suck at combat in this game ^^
get a big stick and inhalers
no... the trick is to cheat... had to die 10 times to learn it
trick is to just evade combat, rush the pod, grab drive and get back π
I am not looking for pods anymore... I was looking for a bit more coal...
but the cheat could work for pods too
i use ye old foundation method
early is better to collect hard drives unless you want to be in teir 8 and get tier 1-2 alternates
especially annoying when late game and trying to get certain recipes
on the flip side, it helps not to clog the mam up with HD's in the oven while in early game and the mam upgrades are quick and immediately beneficial
it's a good idea to have them on hand so you can throw one in before embarking on a production line or similar
I just place a MAM next to the pod and let it research while I'm exploring or on my way home.
MAMs are single entity. Plonk one down, load HD, dismantle.
What do you mean by "single entity", I know it will continue the research even if I dismantle it but I usually don't bother, it helps to have stuff around so I can tell I've already opened that pod next time I see it. And also to stop the mobs from respawning.
I also leave all my ramps and forts and stuff, making my mark on the world by littering it up with buildings.
Hey, question. I'm trying to learn how to maximize my basic Steel production (using the alt recipes of Steel and Encased Industrial Beams).
Now, I have access to Mk2 miners, and Mk3 belts. I have one Pure coal node, one Normal iron node, and one Normal limestone node.
How do I maximize my production of Steel Beams/Pipes/Encased Beams (using the SCT Website)?
If I try using 'maximize' for all three, it seems to be assuming I'm going to throw in every single coal, iron, and limestone node in the world (instead of pushing the three Mk2 miners to their limits (and the limit of an Mk3 belt) with 1-2 shards each).
- you need to change the resources it'll use in the items, resources menu
- when you maximize multiple items it sets them all to the same ppm, so you need to play with the slider or do separate tabs and decided how much of each resource goes to each item yourself to actually make maximum use
I don't know the limits per ore node quality.
The wiki shows the maximum of all nodes in the world, not per node.
Yes, but... is there an easy way to do this, then say "I want X number of Pipes/Beams/whatever", because I don't know how many I need (only that my friends say I should max it out, and there seems to be a very delicate balancing act)?
it's all arbitrary, you can decide on an items/minute you want or decide how much steel goes to each item
and you can mix and match items/minute and maximize for different items
So there is no easy way.
there is no "ideal" number for an item, it's just what you want to do
anyone chasing that kind of thing is tilting at windmills
(That windmill did look at me funny.)
You need Solid Steel recipe - with Mk3 it will allow you to run 5.75 Foundries per belt.
I am using that alt recipe yes.
This will produce 345 steel per incoming Mk. 3 line of Coal+Iron.
Wait, let me check the math...
Right, Mk. 3 is 270 PPM, with Steel Ingots multiplying it by 1,5 this will give 405 steel or 101,25 Steel Beams.
This is very easy to setup if you have power shard to spare for overclocked Smelters.
That's 2 shards for a Normal node, and no shards for a Pure node.
Yep. And 7 for smelters, if you are lazy.
The ends result with Solid Steel and Encased Pipe should be around 38-39 Encased Beams per minute.
Ok, and what what about Pipes/Beams being thrown in there?
Wait. Normal node is 60/120/240 per tier of Miner. Pure is 120/240/480. So to fill up Mk. 3, Mk. 2 Miner need 3 Shards.
And I forgot to mention Concrete for Encased Beams.
'Normal' [Equivlant to Mk1 on 'Pure']
No Shards (100% speed): 120/min (!Mk2 MAX belt capacity!)
One Shard (150% speed): 180/min
Two Shards (200% speed): 240/min (!Mk3 @ 270/min is MAX belt capacity!)
Three Shards (250% speed): 300/min
'Pure'
No Shards (100% speed): 240/min (!Mk3 @ 270/min is MAX belt capacity!)
One Shard (150% speed): 360/min
Two Shards (200% speed): 480/min (!Mk4 MAX belt capacity!)
Three Shards (250% speed): 600/min
Warning: I am not in the best shape for this right now, so there can be some mistake :)
Understandable.
But your biggest bottleneck for Encased Beams is Concrete. With 405 Steel you can have up to 38,5 Encased Beams per minute. But this will need around 200 Concrete per minute.
Hmm. I'm not sure how that would be. Mk2 on Normal (with 2 shards) can do 240/min.
240 Coal/Iron will make 360 Steel, with Solid Steel Ingot.
Well we're talking Concrete aren't we?
Which is 240 Pipes. Which are still 34,3 Encased.
So yep. Single Limestone node is hard cap here.
Even with the alt recipe of Encased (to use less Steel and Pipes instead of Beams)?
Yes. You are capped at 18 Encased per minute because of Limestone.
Alright, that seems fair.
You can setup from maximum Coal/Iron input and produce 18 Encased Beams plus 160 (with a bit extra) surplus steel, which you can turn in to Steel Pipes and/or Steel Beams.
What Tiers are you on?
4 (maximum).
To the point I gotta do the Space Elevator to progress.
But I wanna take care of Steel first.
Oh, than it is easy. Make a two or three Assemblers for Encased Beams and send the rest for Beams and Pipes. You will need these more anyways.
Last Session I build 360 Steel PPM on site, whole output for Beams and than an Smart Splitter for overflow Beams to go to Encased Beams production line.
But this needed several switches between Beams/Pipes (you need a lot of Pipes for some stuff, but Beams are still in greater demand).
Alright.
Basically, before Tiers 5 and 6, dedicated Encased Beams production line is a bit of overkill, in my experience.
Noted.
Mk2 miner and hypertube entries is the only thing I remember for encased industrial beans in Tier 3/4
so i got 3 lines of 240 coming in, and i need to split and merge them to 16 lines of 45, cant figure it out myself so could anyone here please help me? sorry if this isnt the right channel
The only way I can see this working (but would overproduce by 2/min is having 5 lines instead of 16.
240^16=15/min
But 240^5=48/min.
60, Belt Mk. 1, is easy to split down to 15/45.
But whole array for 3x240? This will take a lot of space...
the thing is that i have a total input of 720, each existing of 3 belts with 240/minute going over them, i need to split them to 16 foundries(working on my new steel factory)
Why not simply Manifold it, honestly?
manifold?
Manifold, a.k.a. in-line splitting / merging refers to a type building style where splitters or mergers are aligned in a straight line, usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method to the balancer.
oh i think i have an idea now, thanks guys π
Extremely precise measurements on belts are not always reliable and consistent, and it is easier to just manifold with a bit of redundancy on top.
yeah i see, at first i wasnt sure if it could work with overflowing, but forgot that mergers were a thing lmao
^^ + Once Manifolds are fully operational they become just as efficient as load balancers (perfect splitting)
I don't see how that would work. The first machine would get the most, and the last machine would get the least.
The only way to spread that out evenly would be an injected manifold.
You should probably check Smart Splitter from Catherium MAM tree.
@marsh gate when one splitter becomes saturated (full) it will start to overflow into the 2nd etc
Simple solution? Just a bit of redundancy on input and it will works just fine with time.
Or you can just fill up the machines manually before starting whole chain.
yeah
My friend tried a manifold attempt with my 8 coal gens, but he felt the coal wasn't spread out evenly with the 8.
I run Manifolds exclusively since Free Weekend Acess back in the day and never had notable problems.
with coal gens its a bit different
because when running at max will use 15 coal/min
Generators are variable demand - this is indeed different.
however that only happens if ur using all the power you produce
so usually you can just use a manifold to feed it in as long as you can supply enough coal/min
so 8*15 coal/min for 8 gens
So a manifold would eventually get itself up to speed.
Hmm... Split each 240 belt by 4... Then join three of them together each and divide each of them by four again
or just have 1 line split each coal gen and use up less space
no matter how you connect your machines (assuming your belts can keep up), it'll eventually work at 100% speed. Manifold is just easiest to do (simple, expandable, small)
Manifolds aren't balanced at the beginning it takes time to even out... I forget where, but there's a manifold calculator out there somewhere... but indeed as you scale up, manifolds become the way to go
both when at 100% speed will be 100% efficient
manifold calculator - https://satisfactory.greeny.dev/machine-fill
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Which is why I love using manifolds over load balancers since you use up less space
If you are really concerned about last machines starving, just fill them up with whole stacks [shrugs]
(click on the "I know what I am doing" button, but keep in mind the website is outdated, with the exception of manifold and radiation tools)
You gonna put those in the new site greeny?
Honestly, right now Satisfactory not in the best shape for ultra precise belt work. Splitters/Mergers are major hard cap even with advanced versions from Catherium.
Takes wa~ay too much space.
Yeah
- imo Manifolds are visually more pleasing to look at
so thats a bonus on my end
Plus they are easier to setup.. π€
for now I have other stuff to do on the new website, but yeah, eventually they are planned to be there
yes
and since they work on the old site, they don't have too high priority in my todo list
That fair greeny... And for what it's worth, thanks for all the effort you put in, in my opinion it's the best tool out there
You are gonna have to do some work on your calc greeny when the new patch comes out lol
Do you accept small suggestions?
yeah, I'll download new patch, run two scripts and upload the new data π
Oh so itβs actually pretty simple to do ?
it's automated π€·ββοΈ
Might come back to play once the patch is out and you have worked your magic
wasn't simple to write the scripts, but with them it's pretty easy to do stuff
even big suggestions or even code changes. The project is opensource π
Have you considered "simplified display" for Calculator? Something similar to what Legorin Calculator does.
Personally, I taken one look at the scheme and noped out of that part of otherwise really great tool.
I think that's subjective, I much prefer how it is now vs legorins calculator... Especially with complex production flows
what would such a simplified display look like?
This is how Legorin Calculator from Github looks with end result.
Basically, the general idea behind my suggestion is to cut down on the arrows and group machines up like on screen capture above.
Right now your's does that, but the grouping and arrows going everywhere make it a bit hard on eyes.
But this is my personal opinion, so... :)
@pine tangle you can move the boxes around, I'm trying my best to organise it decently when I show it, but it's not easy and I think it's decent for now
the issue with legorin's calculator is that it doesn't handle loops and cycles
which are pretty hard/impossible to do with that kind of display
Oh, I completely missed end scheme being interactive! That helps a lot.
And yes, Legorin's have some issues, but GUI well compensates it for me.
one of the future features I'm working on is that when you move the graph around, the position of the boxes will save and will be the same when you refresh the page
I was thinking about doing that kind of display, but unless I figure out how to make it look nice with all the loops and stuff that's ingame, I can't implement it
Fair is fair.
if you have any idea how to do that, I'm all ears π
Heh, yeah, trying to find "reasonable" layouts computationally for graphs is bad enough when they're acyclic. That's always work which I am thrilled to outsource to a third party app/library. :P
I tend to just let graphviz deal with it when I'm doing things for my own purposes. I do not envy the programmer trying to figure it out themselves
yeah I have it "outsourced"
Honestly I find that Legorin display not particularly useful for actually building a factory after, its more what I would call a "management overview" π
but being able to move the nodes a round in greenys calculator is definitely very useful for organizing it for yourself
Agreed, I much prefer they way it is now... Legorins it's fine in the early game with simple recipes, but I find it awful for late game complex items and production flows
Not to mention that it doesn't support recipes with multiple outputs
It is useful if you want to see the overall flow of the resources
yeah but afaik it doesnt care about map limits etc
so you can get impossible results
example
1000 turbomotors? also possible on that calculator
so unless you already know the game fairly well, you may get impossible results and spend time building stuff that can never finish
it also doesnt seem to know what node types are available
The tools I would recommend are Greenyβs and Danielβs
What's the website for this?
any source about the maximum ressources available on the map? like with OC'ed miners mk3 everywhere etc
greeny's tool has that info
well the limit is calculated from nodes and max belts
what kind of exhaustive list do you want?
I want the exact values, not if what I plan to do will fit or not
thats literally what greeny's calc gives you
the map limits are on the input tab
and you can adjust the values as well
ah I guess I'm blind then
or dumb
or both
π
ah, thanks, exactly what I was looking for π
my bad
Internet isnt slow, discord is kinda suffering today
damn that's a lot of water XD is that actually computed or just the max value of an unsigned 64b integer?
google servers are fucked now
I guess that's part of the issue
water is just max int because I was lazy to implement infinity xD
Greeny using "xD" frightens me
water is effectively infinite, that is just and absurd number of what i guess is the max amount of extractors you can have
you could go the hard way by computing the best arrangement of water extractors on all the deep water surfaces available on the map
but it's probably more than what you would ever need anyway
what? xD
The miner page on the wiki also breaks the max resources down by node type if you want a more detailed look: https://satisfactory.gamepedia.com/Miner
And oil info is on its own page: https://satisfactory.gamepedia.com/Crude_Oil
do you think 400 m^3 of water are enough to restart a coal-powerplant when things run dry?
entirely depends on the size of your setup
at the moment 8 coal power plants... I made a mistake in wiring and my miners stopped working... but power continued until the power plants ran dry.
you need 3 water extractors then
so I am placing a storage container and a fluid buffer near the power plants so I can restart mining system when it happens the next time
(Fluid Buffer for emergency restart, not Water Extractor)
#old-questions-and-help message@vast jungle
if you think it will happen next time, you shouldnt try to put a bandaid on it
just fix it into a proper setup
I don't think you understand what I was asking... I have three water extractors... and more than enough coal... the problem was that the coal miners got disconnected and the setting run dry... so I was to have some local storage of water and coal to restart everything...
because without power, I cannot run water extractors and coal miners π
just put a biomass burner to the existing water extractors
So you want some spare coal and water disconnected from the system you can connect in an emergency if the power cuts out?
exactly... as an easy bootstrap... an industrial storage full of coal and (at the moment) a fluid buffer full of water... both disconnected until manually connected.
the idea is the disconnect the powerplant from the grid, then connect both buffers, activate the plant and reconnect the grid
easier than bootstrapping everything with biomass
yeah that seems fine, you just need to start 2 coal generators to start up the water extractors, so you could even cutoff the pipes to the other six to make sure the first two get filled and startup the water extractors/miners, then reconnect the rest
seems a bit overkill for just 8 generators personally, but definitely a good system to practice for larger power plants
biomass burners straight to the water extractors would;ve solved this problem
not if your coal runs dry ^^
biomass burner to that too then
plus, power outage doesnt mean there's no coal in inventory
if a belt has coal, it will feed it into the machine
I am still cleaning up stuff on tier 3/4... so 500 MW of power is more than enough for my current factory...
I spent the last day to get resources from 6 other nodes (4x coal, 1x pure copper, 1x pure iron) back to my base... so now I have 480 coal and 480 iron to play with (and some copper I don't need).
time to get back to the "steel factory"
500MW out of 8 gens?
525 MW... could be 7 gens, I left place for an eight one (not sure I built the 8 one yet)
yeah 7 then, 8 is 600
uses 120 coal so you can get 2400mw with that coal if you want
I have a belt with 240 coal dedicated to the place (don't know what to do with the rest of the coal), so I am good for the future π
you'd be surprised at how quickly 1.2GW runs out lol
i don't think that 1.2gw will last up until you get a decent oil set up running
yeah nowhere near it
did i read that correctly?
240 coal = 1200 MW
or there was someone with a number of 4+gw out of 240 coal?
wiki is a bit confusing with MJ and MW...
coal generator takes 15 coal/minute, right? (at 100%)
240 feeds 16 gens=1.2gw
yes
300 MJ each coal, yeah
Hah, sheesh, had been wondering if I'd been misremembering the amount of effort that goes into a nuclear plant, but no - 10x Nuclear Plants takes a hell of a lot fewer resources to build up all the machines than the 149-fuel-gen diluted turbofuel setups
The turbofuel plants: ```
Total Resource Stacks: 255 (6 ISCs, or 8 Freight Cars)
AWESOME Sink value of required resources: 40,432,478
And for 10x Nuke plants (which'll give you more power than the 149 turbofuel gens), first being rather conservative with alts used: Total Resource Stacks: 58 (2 ISCs, or 2 Freight Cars) AWESOME Sink value of required resources: 7,662,406 - or, using all alts recommended by greeny's comp: ```
Total Resource Stacks: 70 (2 ISCs, or 3 Freight Cars)
AWESOME Sink value of required resources: 8,372,466
More power, cheaper to build, more interesting to build
We'll see what happens in Update 4, of course. :P
Some crap code: https://gist.github.com/88771211269d1cf830d93cc6a85ef08b
(I suppose you can chop ~5mil AWESOME sink points off the turbofuel loop by using mk2 miners for the coal/sulfur extraction, but it's still >4x what you need for a modest nuclear setup)
Question: is it better to use the alt recipe for automating the Nobelisk (the explosive part), or the regular one?
Like, what would give the better deal (ratio-wise)?
IMO, at the rate you're likely to go through nobelisks, even if you're explosion-mad, it doesn't really matter much
Your bins are likely to fill up long before you're back from your expeditions regardless of what you use
Oh, hah, I'd forgotten that the nobelisk alt requires oscillators, to boot
Nah, stick with the original one.
Alright. The reason why I ask is I don't have access to Tier 5 (as I'm too lazy but that's another thing), and I was wondering if it would be better to wait 'till I unlock Tier 5/6 to get a better ratio.
You've answered that question. π
π
But yeah, for ammo in general, I've never felt the need to have more than one machine set up, running the vanilla recipe for 'em
(so: nobelisks, rebar, rifle ammo)
That's always way more than sufficient for my needs, anyway
Yeah, I can see that, going by the calculator. If I did anymore, I'd surpass the Mk3 belt limit (of what I already have, of 59/min pipes, 34/min beams, 11/min Encased Beams, and 20.5/min Black Powder).
I was doing this setup that I found on the wikia, but i'm curious if the refineries need overclock to work properly or not
no, you don't need to overclock anything
for most things it's better not to overclock
underclocking is great if you have the patience and space needed to build an extra 50% more machines because the power savings are significant
underclock everything to 1% and build 100x the amount of machines 
Hmm.. looking at the wiki, I'm not really understanding how one Assembler would be able to fill up with Nobelisks, when it's 3/min (1 every 20 seconds) with the standard recipe.
Isn't that quite slow?
how many nobelisks/minute you use?
this game has a way of making hours disappear and unless you spend those hours throwing nobelisk then one assembler should be fine
Hmm. Alright.
just ignore it for one project and boom you will have tons saved up and never use it all
if you find yourself running out of nobelisks all the time, there's nothing stopping you from doubling or tripling the factory
Belt capacity stops me sadly.
injection manifolds and/or multiple factories
yeah just copy the whole setup and connect it to mines
it's easier to build that way anyway
I don't see how that'll work when the calculator says "you're gonna need 280 coal/min" and I only have one pure coal node, with Mk3 belts powering my entire Steel factory.
And the limit is 270/min.
well then find more coal π
or use alt recipes
also, 3 nobelisks/min only need 60 coal/min with standard recipes
Well here's the thing. This is what I'm currently doing;
https://www.satisfactorytools.com/production?share=K7OkQzbRYNmJJPjDhDeF
And this is what I have to do with a single Assembler for the Nobelisk.
https://www.satisfactorytools.com/production?share=Qv0r0UhIDUsar7yvX6fk
but... why do you produce extra black powder with nobelisks?
I questioned that myself, and went with this instead;
https://www.satisfactorytools.com/production?share=uweuSwfDfgsdObZzohk2
57 Pipes/min.
From 59.
I'm not sure if I even need that many pipes, but I guess I wanna prep for unlocking Tier 5 and beyond.
I don't really see myself building a mega factory, so.. I dunno what I should do. Should I keep these numbers? Go lower? ..This doesn't even include automating Motors which are gonna be a thing when I get to Tier 5.
I always say - build only what you need right now, you can expand later, there's no need to overproduce anything
That's the kicker, I dunno how many I need. My friend told me the opposite-- to always plan ahead.
"Plan Ahead" and "Build Excess" are two separate things.
there's just two real usages of any item: research and building. If you unlock new item, check how much you need for research, how much for building, build a factory that provides that amount and repeat π
i would build the minimum until you finish out T6, because you're gonna want mk4 conveyers, mk2 miners, and access to most recipes
I most definitely want Mk4 conveyers.
lowers Pipes and Beams to half of their default /min, with 2 Assembers producing two sets of Nobelisk.
...Still getting over 270/min use on coal.
Wow.
https://www.satisfactorytools.com/production?share=LYGaeE5ha7uQNGzNBcyR
get more coal π
I just played with the numbers till I saw 270 lol
you're welcome π
and 10ppm encased should mean you have plenty in reserve for mk4 belts when you get them, I lived off 5ppm for a while with a reserve of 2 ISC
That's what I've been doing, and it's always been like '269.37' or '254.13' for the coal belt.
The black powder was throwing those numbers into a tailspin, with its 7.5/min.
Again, huge thank you. I'll reconfigure my factory for this.
pondering, stand by for pictures
1 Constructor does
How do I split off 30/min for general storage, then have the rest for the Encased Beams?
If you're asking if I have Smart Splitters, the answer would be yes.
sweet, then this is easy: overflow splitter after the assemblers
Sorry, I'm not following. So throw all 5 remaining constructors (that are doing pipes) into the 3 Assemblers?
yeah so you do the manifold, but on the last one you use a smart splitter that has *any* on the side going into the last assembler and *Overflow* going to your storage
overflow means that side will only get used when an item has no where else to go, like if all the assemblers are full
you could also use a splitter, have a side belt be a mk1 belt. then have a splitter on that, 50/50. one of those goes to storage, the other merges back into the first line.
you could also stick an extra smart splitter behind that splitter going to all 3 and set one side to overflow
would do the same thing
I guess this works, simpler to just use a smart splitter and do the overflow explicitly, the mk1 belt is also unnecessary because the total is 100ppm so the first split would be 50/50 anyway
Uhh... maybe I still quite don't understand. Here.
Putting the Smart Splitter at the end, it only has one input. That's a.. problem (when I got two inputs I gotta deal with. The manifold and the constructor's output itself).
when I said end of the manifold, I meant the one for the assembler's input I was presuming you had
for this setup, just put it between the mergers and the splitter for the assemblers, and set the side for the assemblers to 'any' and the side going to storage to 'overflow'
yes, 1 more merger, then the smart splitter
Ok.
Oof.
Guess I'm gonna have to back the assemblers up, yes?
Actually I got it. Center is Overflow, left is Any.
ok, I just setup a diagram, maybe it's still useful (not to scale just a demonstration)
Ah, didn't see the 100/m as the main line
Oh dear... another bullshit choice of Alts (I think)... "Pure Caterium Ingot", "Alternative Signal Beacon" and "Iron Wire"... I am thinking about taking the first one, the second one seems to be pure crap and the third one... I have too much copper anyways. Anything hidden I miss in this three in terms of tier 4+ production chains?
Iron wire is a natural match for stitched plate, and the nemesis of steel rotors
You won't be needing that much caterium in t4
LOL... I got Steel Rotors from my last Alt... -.-
You can still use stitched plate 
@vast jungle iron wire and pure caterium ingot are both great choices. Not understanding their value does not make them bad choices
yeah... still waiting on a recipe that I can use "now" π
Iron wire.
i use iron wire with stitched plates, its the best "simple" reinforced plate line afaik (ie. without oil)
and thats all tier 2 π
do yall properly plan out stuff or just make it and hope it works?
Early and mid game, I just make it work.
But once I have the the important alts for most things, i dismantle it all to plan it out and rebuild
i kind of plan as i build then realise nothing has power
I love iron wire. Early on it it's great with stitched plates, later when you start needing more and more copper for electronics, it's a great way to save copper for use in other things.. Plus you can then use the copper for fused quick wire and make the caterium go even further. Overall I think it's one of the most consistently useful alts.
So the overall idea is "get more alts to make alts more useful" π
alts also make regular recipes easier but yeah, if you want the most optimal stuff, alts combind with other alts is the way to go
hold up, i just had an amazing idea s I woke up. what if they added like, a bucket, into the game that you could carry fluids in? Like you can add a spiggot and a funnel onto pipes to take liquids out and put into a bucket you can carry around, and then put them back in with a funnel. this definitely servers zero purpose in the game, but just imagine
Maybe they could implement it that you can exchange fuel between pipes/machines-with-liquids and containers for fuel in the inventory... this way you don't need a new type of personal storage space
I somehow feel worried... I will get "smart splitters" in a few minutes... this means redesigning ALL the belts around the warehouse π
dunno, I feel its kinda weird having to carry around a bucket for fluids when we have a literal pocket dimension at our disposal
seems kinda.. backwards
Maybe things are free-floating in the pocket dimension and unpackaged fluid will just spread everywhere and become impossible to extract
Or there is no gravity in the pocket dimension, which makes retrieving liquids nearly impossible.
this was a very joke suggestion, I just thought it'd be funny if we could have a bucket to carry around fluids
Imagine filling up a Industrial Fluid Container with a bucket π
@night jay we have βempty canisterβ already. The mod would be to allow a canister(stack?) to be equipped and filled manually.
why would you want that tho?
Not sure itβs incredibly useful, but could refuel a jet pack or chainsaw. assuming the canister can be emptied as well, a player could short-term refill a coal/fuel plant to overcome a power-on spike
Lol, pretty much. Some of the alts are pretty great by themselves, but the really good stuff is combinations. The petrochemical alts are like that. By themselves they're nothing particularly special, but some combos of 3 or 4 together; like turbo fuel, heavy oil residue & diluted packaged fuel; or the recycled plastic, recycled rubber, heavy oil & diluted packaged fuel for example - just insane.
has any built "smart storage" warehouse with multiple input belts?
Ive got a small one. It takes a while with mk4 belts and the 500 stack items
yes, is there an issue you're running into?
it seems dealing with the overflow takes a huge amount of space
I tried to retrofit a normal warehouse to deal with the overflow, but never got a design that didn't increase the size a lot...
the biggest increase in size is the extra sinks if you want to take full advantage of belts' throughput
then I tried to design a smart-sorter warehouse, but dealing with the overflow became a headache... I feel I have been brainstorming/running-in-circles for the last hours π
I'm not sure why would you want to have mixed belt input into your warehouse
so you can have a row of storage and just one belt feeding them all instead of a bunch of them
I use the same smart splitters that sort for the overflow, left and right are to storage and center is overflow, sink at the end
is that what you're trying to do?
and I just merge the end-product lines where it's convenient/space-saving/makes sense
the last one needs to be at 1/3rd% usage not clockspeed though, clockspeed doesn't match usage rate for generators
I just use this to find the right clockspeed (thanks greeny): https://www.satisfactorytools.com/codex/buildings/fuel-generator
seems like 24% indeed
Funny how you say that z but I have seen so many screen shots or world saves where they use mixed belt to storage
yeah and I'm still not sure why would you want it
I am trying at the moment... I think I have found a patter than is 2 foundations wide (and two high) that can handle 8 containers (sideways). I use 2*2 walls, each with 2 belt holes.
What I plan for my storage is send a seperate belt from each production to storage . Then split it off to merge into a sink line . Up to a point of course . May need multiple . Then my line is always moving and it looks cool lol
If your plan is to merge it all into a single sink line you may as well merge it into a single input line of the same speed.
At least that's what I do. Most of the production from a specific area goes into the next chain in the production, and the rest overflows and merges with my single storage input line.
The exception is things like concrete and iron plates which I need I large quantity when building, they get a separate warehouse and belt though
@vast jungle
Sinks are visible at the bottom. Auto sorts into each bin. Center if the splitter is over flow. Left and right sort.
Infeed belt is a mixed line coming from a train.
Henning my setup is one belt feeding 3 rows of industerial storages which feeds item depensors 1 floor above, with programmable splitters and smart splitters set with overflow
those 3 overflows merge to go to the sink
I am having an odd math problem and I'm wondering if I'm missing something
2 miners (300x2 = 600) on 780 belts going to 7 refineries (87.5 x 7 = 612.5) so my 600 ore going into 612.5 production. It shouldn't be backing up, but it is
the production out is not backing up either
are the refineries full?
going in, yes. Going out no
if the outputs aren't full, i don't see any reason why they wouldn't be able to process even more than the input
are you sure that all the refineries are working at 100%?
250%
i have an exact same set up next to it and it's not backing up
I just checked each one and they are running correctly
maybe it's just having a traffic jam effect
i meant efficiency
yes 100%
if they are running at 100%, they should not only consume the input, but be consuming the clog too
because its only consuming 12.5 ore/min faster, it may still need to work out the back up from production
did you just turn the refineries on?
i'll give it a min to see if it self fixes
yes ... they are running, the issue is the ore is backing up when it shouldnt be
are you sure that the refineries are set to consume 612.5 and that all are running at 100%?
yes, i believe that it's just trying to work out the 200 ore back up and that takes 16 mins
still, i find it odd
once that it consumes enough to continue extracting, it should be working even if it still has to clear the full inventory
yes but i just did the math and it takes 16 mins to clear 200 ore
so expecting it to clear up faster may be the issue. In a few mins it should be running correctly
or I could pull out some ore and give it some room
but once that it clears, say 10, for it to start extracting again, since the output is more than the production, it shouldn't be able to fill up, so it should keep producing
check the miners if they are running at 100% and if they are emptying
if so the system is working correctly
I mean, I already answered the question. And it's been 20 mins. So yes it's working now
I think I am now happy with my "compact" Smart-Overflow Merger" design... for 4 belts, it needs only one foundation depth, two foundations high and no extra space left/right beyond the space occupied by the four elevators down to the Industrial Storage Containers... each of the four belts go into a separate container, overflow of all four is merged. π
https://photos.app.goo.gl/pYfYZwxnKAZjkBWD9 (the four pictures of today at the end)
Photo blocked by zapper and the walls. So yeah... nice walls!... and zapper.
@viscid shadow check if all factory indicator lights are green, else it may be due to rounding errors
what do you mean "blocked by walls"? (You are referring to the last four pictures?)
kw, i already answered my own question
@vast jungle I am referring to the photo in your preview π
and you have a lot of your storage photos, there is no clear shot about your assembly lines.
Like I said, the last four pictures in the album (all others are from earlier this month)
I also added a comment to the four pictures for the overflow and merge belts
Thats really complicated for overflow.
I wanted to retrofit my existing warehouse... unfortunately there was limited space, so I though "lets make it tight" π
now I have a 16 box warehouse that overflows into four belts
and I think its just 6x5 foundations large and 5 foundations high
Do you use the overflow for production or just sink it?
they will go into sinks
at the moment most of my factory floors create everything they need from scratch
My system is significantly smaller as far as overflow goes. I manifold most of my splitters, overflow right down the center and into the sinks.
I think I have 60 containers in mine.
Split into 3 sections.
Check your mentions. I tagged you in the picture 12ish hours ago.
I saw the picture... I have only MK3 belts at the moment, so some factory outputs saturate a belt... so I wanted a single input belt for each container and then combine the overflow afterwards... and got carried a bit away in my quest for "compact" π
All. That explains it. I use common input belts. Because I use one 6 car train to transport everything to storage. I didn't want to ass around with individual belts.
But I also use mk5 belts. And have 2 infeeds to make use of both ISC inputs. Allowing for up 1560 PPM of throughput.
ok... thank you for the explanation
next time I come online I will hook up the Sinks to the warehouse...
and debug belt problems π
wut da fart
Warehouse works... constantly running Awesome-Sinks are Awesome! π
Any advice for making my storage room ?
I rceommend you use storage containers for it. They work a treat!
for the room part, you can... use walls and foundations
bando's post from earlier has a good layout: #math-and-meta message
you sort the stuff with smart splitters and the center output is set to overflow and it goes to a sink
I would suggest planning additional vertical space...
not only you want to hide the delivery to the store room "upstairs" (or downstairs), you will also need MORE space there as soon as you get Smart Splitters (so that the overflow can go to an Awesome Sink)
If you "rush" the Caterium tree, you can get Smart Splitters... which would allow you to join multiple (low rate production) items of your factory onto a single belt and sort them out later into different bins. That will make your life much easier.
I am thinking about redesigning my "standard" warehouse like this... but its always a headache to redesign a connected and working warehouse π
Idunno . My thoughts are to never merge stuff . For mine . Iβm gonna have things made . Then drop directly down a floor . Fill up a warehouse . Then have a split and send it to my hub which has a bin for every item pretty much . But they will all be on seperate lines . But I have also built my base to allow for all the belt work
I really want to design my base in a way that has a central bus. If you do central bus -> storage -> load balancing -> production -> central bus, it would scale to industrial levels really well without worrying about precise amounts of material. Youβd just need to worry about the percentage of material going to the next part of its chain
I'd disagree, having separated productions near nodes is way more manageable in lategame
My idea for load balancing is that youβd be balancing the ratio of each material going to each recipe.
Right, the machines themselves would be managed by manifolds. But the material coming out of storage would be load balanced
you can put manifolds there as well
Maybe the better word is distribution. I want a central building where I say βsend 50% of all iron plates to reinforced plate factoryβ
If all my iron plate production comes back to the storage facility, then I can manage that allocation in one location without any hiccups. But with separated factories I need to map that out individually everywhere
you don't because all production would be local
Each local production factory would have an allocation chart like that, it would just be more precise about the numbers. You would know that station has X parts incoming and they are split into specific stations
But with the way Iβm suggesting, you donβt need to worry about the actual amount you are taking in or producing. You just need to worry about where itβs going
what I'm suggesting is that each factory makes final products from raw ingredients
so there's no transporting stuff between factories
only transporting final products to storage/overflow to sink
You eventually need to ship parts somewhere. Like, you can make some easy localizations, like putting electronics next to your plastic production. But something needs to get shipped somewhere
fill 1 large container with a part, send everything else to sink
you don't understand. If a factory needs item X, it makes the item, it doesn't import it
every factory has raw ore input and final product output
no intermediate product transportation
lets say you're making heavy modular frames.
everything gets made on that location
Say youβre making computers. You have one factory making plastic, screws, and cables? Then you need to ship in iron ore, copper, coal, and oil
the ore, the plates, the frames, the steel, all of it in 1 spot
yeah
or rather, depends on alt recipes
and you just build it somewhere near iron, copper, coal and oil
Lets say default recipe for simplicity
Right, oil usually feels best to build around since itβs highly localized
and oil may be exception, I'd make a global processing of all oil to fuel and then transport fuel to the factories for plastic/rubber production
but even without it, it's still easier than having a main bus and messing with balancing
(and again, this is not me forcing you to do it, I'm just trying to tell you how I would do it)
bus is just a pain to manage
So, the advantage of my design that I really like is that you can just add resource nodes to your network without changing the structure of any part of your base. Since all resources go to central storage, and that storage gets distributed on a ratio basis (with excess being sunk or stored), you can just build all that once and expand however often you want
its really hard to keep track of item counts etc
The only maintenance is adding a new floor every so often to scale
I love theory crafting this sort of stuff :^)
structurally, nothing changes between your setup or a local full production chain
and if you add new buildings that e.g. eat plastic to produce computers, how do you know that you have enough plastic? you have to count if you have enough
You donβt, but you also donβt need to add new infrastructure to increase that amount. You just harvest any new nodes
meanwhile with my design I know how much ore do I have available (all the untapped miners), so I don't have to keep track of anything
If there are no new nodes, then you need to adjust ratios in load balancing to satisfy that load
and if I want to increase production of X, I just copy-paste the factory that makes X and voila, doubled production
yeah, I wouldn't like to mess with load balancing every so often, especially since everything balances itself naturally anyway
But you still need to find new nodes to power that copy pasted factory. Here you still can copy paste that factory but itβs being fed from the same location, your central storage
yeah, but in your case you don't know if you have enough resources in your central storage to feed the new factory
Right, but if you only build out the manifold on the next level to where that next level can support, then you donβt suffer anything
And you can do that progressively. If you notice any material being sunk from a line, then it means you can safely expand
(though, maybe donβt always expand, you want some of your throughput being sent to storage so you donβt run out)
Its definitely a bit of a guessing game, but you can eyeball it from how much is coming down the sink line. Close to a full belt, then you can power a full floor
yeah, not a big fan of "guessing game" and "eyeballing stuff", especially since we're in #math-and-meta π
haha
I'd rather do some 100% safe and self-contained setups, rather than giant box where you randomly add factories until it stops working
i wouldnβt characterize it that way - you just have exact guarantees on those setups since you have exact numbers, whereas this method is easily scalable while also being location agnostic
as a software engineer, i like my black boxes :p
well location doesn't really matter. In your case you bring everything to one place, in my case I bring stuff to nearby factories, in the end it's the same thing
fair! but my satellite locations all end up just being collection
and I don't see how my method isn't easily scalable, it's literally modules that you can copy-paste to scale easily π
in terms of scale itβs all about logistics to me - you have to find nearby nodes to satisfy those factories, or combine particular nodes from far away to meet an exact ppm requirement
you have to do it in both cases π€·ββοΈ
assuming both methods need same output, you need the same input of nodes
right, but you donβt need a mapping of a particular node to a particular factory in my case
you just collect the resource and send it to storage, where it is eventually distributed
well you don't have to map anything, you just start building a module that needs e.g. 2 pure iron nodes, so you find 2 pure iron nodes nearby and build there π
(and also, since you build close to nodes, you transport way less stuff across the map)
yeah, large scale transportation is definitely a problem with this case - would love train signaling to solve that issue haha
right, itβs the finding those nodes that i see as painful - obviously you can find them with the web tool, but what if i decide one day i want to change where that iron is being sent?
or i need more of a particular part being produced right now
well if you want the iron to be sent somewhere else (because you don't need the items it's used on anymore), you just disconnect the factory π
for instance, i could reroute all my production to space elevator parts when i want, then shut those production lines off once iβm done
as I said the setup is more for lategame
in this case the factory would just end up scaling down
where you don't do stuff like elevator parts anymore
right, but you will once update 4 comes :p
and even if, you can still just cut the belt and build the space elevator part factory for that π
it's the same as yours - just build new stuff and connect belts
whats the ratio between turbo fuel refineries to fuel generator?
just divide the amount of fuel you're making by 4.5
that's how much turbofuel is burned per minute in fuel generators
do you need pumps for a pipeline that is perfectly flat? or will it eventually fill itself up
specifically on these
@fierce ruin The turbofuel recipe on a single refinery produces 18.75/min, and a single Fuel Gen consumes 4.5/min, so every turbofuel refinery (at 100%) provides enough fuel for 4.166 fuel generators (or 4 1/6)
@sullen glen No pumps required -- they're mainly only used to provide vertical headlift
yeah I'm using them there
I suppose you could underclock the turbofuel refinery to 96% so it provides exactly enough for 4, if you wanted to have some nice even numbers
those supports look nice
Indeed
thx
The Ficsmas Predicament:
You cant use more machines to accelerate hand-fed lines, be it load balancing or manifold.
Sorry a bit off topic
Part of a mod haha
whats surpising i'm not even using any pumps on my setup and the chain for rubber then turbo fuel is above the fuel generators
@stark bronze hand-fed lines?
and its flowing quite well
Presents that are picked up instead of from trees
yeah on the last like 5 presents they just get stuck in the buffer, but load-balancing absolutely helps for everything above that so stuff is built in parallel
hand-fed is one of the few places manifolds fall flat on it's face though, cause without unlimited resources there's just a bunch stuck in the buffers
and depending on how much you dump you may not even turn on all the machines
Even with load balancing you can only produce recipe x machines amount of something at once
Heh, if I ever pick up gifts by hand I just trash 'em right away now
Basically only pick 'em up when they're directly in the way and obstructing me. :)
The trees are a bit slow so im thinking id still transfer tree gifts to respective lines by hand
Then i run into this issue
Y'just need more trees is all. :)
I mean you can use trees to make more trees like a recursive function
52 of them will completely saturate a mk5 belt
I've got 155 of 'em in my FICSMAS Village, and my setup's fairly modest compared to others I've seen on here
Or maybe because im still in a stage where gifts > something > mam, so i dont want to spend all gifts on one recipe
Yeah, just build more trees and merge merge merge.
If you can't afford a lot of trees yet, just focus on making tree-building parts first and then expand once you've ramped it up a bit. :)
So yall just hook everything up and let all containers be filled with ficsmas items like normal production lines?
Yep!
Well once gifts are unlimited this is viable i guess
Gifts are unlimited as soon as you've got Gift Trees available. :)
But ill have to stick to one overclocked, hand fed machine for everything now
Ficsmas Predicament (tm)
Funny think that you have to package the water...
it's classic diluted packaged loop
Yeah, it's basically a side-effect of the fact that we don't have any buildings which have two fluid inputs
So if you want to combine two fluids (say, Heavy Oil Residue and Water), one of them's gotta be packaged, at the moment.
dose someone have an optimized smart plate, roter, and reinforced plate factory's
I don't understand your question. Yes, I have a few factories that use alternates, if that's what you're asking.
yes
ok? Is there anything I can help you with @manic steeple ?
Jumping in late about my post prior, those graphs arent the normal graphs, its maximized for sulfur, and because both methods output exactly the same amount of turbo, it gave me one that uses less buildings. The second i reduce the oil input or the sulfur input, it gives me the diluted fuel loop because itβs more efficient for everything pretty much. The only caveat is the fact that at 1200 sulfur input, both methods are exactly the same.
well the main difference is that one method uses way less oil
and also produces less byproduct
Yep. Good news is iβm just gonna make poly fab out of it so supply my filters so it all works out for me
how much does 1 coal plant eat for coal in 1 minute (no oc)? is it 15/min default
15
ok that give me a lot of room to play with then, thanks
wish me good luck that I finally also get some good Alts... looking forward to open 7 harddrives to get some alternatives to the default recipies...
Up to you, but consider two options if you haven't unlocked some new content yet (MAM / Spelevator Tiers):
β’ Option one, if you don't unlock new content, alts are limited to what you have, which could help force a specific alternative if you're looking for an early one.
β’ Option two, if you do unlock more content, you can get alts for future production that can be easier to put to use before building said future factories.
Did a huge tour through the North-Western edge of the map today... and nearly died when I tried to open the pod that needed damned Turbomotors (which I had not)... damned... shooting Monsters, Radioactivity and a pod on top of a mountain... for nothing π
hmm... it seems I cannot research the purple Power SLug... I have all the parts, but the MAM said "cannot afford" (tried before started the scan on the first HD)
wdym by all the parts? it's just a single purple slug
facepalm I think it was the cost of the reward (the purple power cell)... still it said "cannot afford"... will try after the first HD
First HD: Pure Caterium Ingot, Cheap Silica and Fine Concrete... hmm... great, another "3 time shit" LOL
cat is useful
next hd...
Pure Cat and Cheap Silica are both dece
at the moment I have more concrete and Caterium that I use... but this will most likely change in the future...
but still 6 chances left for ALTs that are useful for me RIGHT NOW... grml
Caterium becomes a decent expense in the future if you want to utilize specific alts.
Next HD: Cheap Silica (again G), Bolted Frame (nice?) and Compacted Coal (hmm)
Bolted Frame wants Screws. Always say no to Screws IMO.
Compacted Coal is π― here, for sure.
"You are screwed..."
Compacted Coal gives access to Turbofuel later on, as well as improved gunpoweder recipe.
Keep in mind that if you don't have oil or sulfur unlocked, then those alternates won't show up until you unlock their products
I have sulfur, quarz and caterium unlocked... no oil (I am tier 4)
next HD...
the best things I got in the last 20 hours of the game was the Smart Splitter and Bladerunners G
I have set up an experimental "Iron Factory floor" based on Manifolds only and Smart (Overflow) Splitters... looks much nicer than the mess I did before.
Good job!
finally the headache "how to I get the extra 7 screws from the belt" is over π
keep in mind that the smart splitters tend to take a bit longer to have the whole line running compared to normal splitters
Same with Manifolds... still, much easier to handle...
and much easier to get the products into the warehouse... they can all move on a single belt (for low capacity production)
Next HD: Pure Quarz Crystal, Bolted Frame (again) and Rigour Motor.
Pure Quarz sounds okay... if I ever need lots of it. Water is cheap π
And another HD... Fused Quickwire, Rigour Motor (again) and Gun Powder?
Fused Quickwire could be useful, the rest looks strange.
Gun Powder alt that wants Compacted Coal? That's a decent one so that your Sulfur + Coal -> Compacted Coal doesn't have to be split for Sulfur + Coal -> Gunpowder and can instead be chained into Sulfur + Compacted Coal -> Gunpowder, but it's optional as there's enough Sulfur + Coal for a decent Gunpowder factory and it doesn't need to over produce.
Fused Quickwire is pretty good if you don't mind the little bit of extra work to get Copper near your Caterium.
Which did you go with?
Fused Quickwire...
The natural choice, IMO.
the gunpowder Alt just switched the rates of sulfur to coal from 2/1 to 1/2 I think
It switches the product from Coal to Compacted Coal
I have more blackpowder than I can ever use, so I stayed away from it π
Alrighty, yea, if you already have a gunpowder factory, then you're probably fine. Gunpowder doesn't have a high demand right now.
just checked the manifold/smart-splitter factory... its working on 100% (now that I fixed a belt error)
now I just have to start working on the second "Smart warehouse" tomorrow
Next HD: Gun Powder (again), High-Speed Wiring (??) and Compacted Steel Ingot...
hey, the last one makes Compacted Coal useful
already took it G
one of the best alts in the entire game tbh
Solid Steel Ingot would be even better I think π
i read solid, lol, sorry
.......... ?
i thought you said that you got solid steel ingots
two chances left...
Still, at the moment I have 240 Sulfur/min at my base and only make some explosives from it...
Next HD: Steamed Copper Sheet, Rigour Motor (again) and Fused Wire (again)
Caterium into Copper? WTF?
the steamed copper sheets looks okay
last HD scanning... after this I need SLEEEEEEEP ^^
fun fact... I am running out of things I want to buy in the Awesome Shop... does it get new stuff in tier 5/6?
nah, once that you get the utility stuff you just farm statues
I want foundations with conveyer holes π
OMG, last HD...
Steel Rod, Solid Steel Ingot and Casted Screws
IIRC the only shop "unlocks" are:
Power Poles Mk2 and Mk3
||Elon Musk's Car||
you meant the only aircraft in the game*
Shame because you just got a Steel Ingot alternate; I just instantly ignore anything with screws. My personal preference. So it's up to you if you want to make Rods more ( δΉ(γ)γ) or to get the better Ingot
best screws are no screws at all
there you have the solid steel
i mean, solid steel is as good as steel gets
Agreed, but he did just say he got Compacted Steel so it's a bit redundant / waste for a Hard Drive cuz he ain't using both. Though I guess he could do w/e he wants π
I have lots of HDs with recipes I would most likely not use... ^^
Yea, that's a majority of hard drives for me XD
well, it's inevitable that you will waste a couple of the hardrive with inferior or straight up bad alts
okay, looks like I have to redesign both the copper and the steel floor of my factory... the copper rework will be a bitch, I have no water directly close to my factory... hurray for lots of pipes G
Which is a bit sad to me, but yes. *stares at biocoal and charcoal*
You could always go exploring and build a second factory for copper. Look for water and then ping for Copper Ore
maybe... but I have a pure copper node closeby, have to think about this
my terrible math tells me 2850 crude oil can be converted to power 1407.407333333333 fuelgens via turbofuel from diluted packaged fuel from dedicated heavy oil residue recipe
is that correct ?
using diluted fuel?
yeah
yeah aboutish
You are in math and meta. No aboutish here . You gotta be sure
aboutish in the sense that even the calculator has decimal errors from floating point numbers, so I got 1,407.4111111111 from 6333.35 turbofuel
I have 8 iron mines going into 4 lines of 600 going into 4 sets of refineries 612 outputting 4 lines of iron ingots at 487.5 and 4 lines of iron ingots at 650. My first 650 line is making screws.... I need an entire building just to make use of this line.... ffs lol math
the best screws recipe is literally any alt that ditches the use of screws
what?
screws are the worst thing in the game to deal with, followed by aluminium lines decimals
if you have the chance to get a recipe to ditch their use, take it
how do you figure? Reinforced plates can be made with almost nothing but screws
makes layouts a lot easier when you only have to deal with one material
you can make stitched ones with iron wire, you get them out of the same iron node and they are also more resource efficient than normal ones
ill look into it
Hey. I need to produce 607.50 Iron/min. Since I only have access to Normal nodes, that's roughly three Mk2 miners on Mk3 belts.
Problem is, that's 720/min.
So if I go..
720/min minus 607.50
I get 112.50. Is this what I need to set the 3rd Mk2 miner to? Just wanna make sure my math is right.
https://www.satisfactorytools.com/production?share=q8vSK6rQdE9H4nRzDuv7
in all honesty, i don't bother setting miners, just overclock them to the max possible, you will most likely come back to it sooner or later
So, backing up the belts wouldn't be a bad thing for this?
it wouldn't mater, your inputs will be filled, only thing that will happen is the miner periodically turning off and on
@marsh gate You want three miners to produce 607.5 Iron Ore/min? Three Mk2 on Normals?
It's all I have, that and Mk3 belts.
However.. if I ignore the belt capacity and go with a "fuck it, overflow isn't gonna be an issue" approach (as Ianxcapo suggested).
Total all three, as if they were 100%... 120+120+120=360
Now you want it so that 360 becomes 607.5?
360x=607.5
x=607.5/360
x=1.68
If you set a miner to 168% they'll produce 201.6 ore.
Total all three to double check the math: 201.6 + 201.6 = 403.2 + 201.6 = 604.8
So we're off by 2 ore per minute due to rounding errors, so just overclock them to 169% instead: 202.8 + 202.8 = 405.6 + 202.8 = 608.4
Which is the closest we can go while being over the target; if we're under the target, even by a small fraction, there'll be a moment in our factory that skips production because of that fraction.
=========
So I kind of showcased all the math, but there's some tricks I tell myself to remind me of what I want:
I have, at 100%, three miners, total them.
360 Ore / min.
I want 600 ore/min
So I know I want the percentage to be greater than 100% (greater than 1)
Thus which number is the numerator? The larger one. 600/360 is the overclock ratio I want.
If I wanted to produce 150 Ore with two miners:
240... 150... I want to be less than one... 150/240 is the underclock ratio I want for both miners
Two of them would have 2 power shards each, that's where my math comes from.
Two Shards (200% speed): 240/min (!Mk3 @ 270/min is MAX belt capacity!)
If I cranked it all the way up (three shards), I'd need Mk4 belts. I'm still on Tier 4 here (so I don't have access to them).
First off, just because you give it a shard doesn't mean you need to overclock all the way. Up to you if you want to. I give shards to my minors and overclock them to 107% sometimes, for example.
Secondly, you're right, I didn't talk about your belt problem. You are limited to 270/min via belt, and thus, you can't put all 607.5 on the same line.
Your best bet, if you want to be precise with the numbers that I listed above, you would have three minors outputting 202.8 ore each. Don't merge them yet. Run them each into whatever you need that ore for and then you'll have less material on the line. THEN Merge them to fill the remaining lines.
======
Now what lanx said was that Miners overclocked past the beltspeed are "simplified" to the beltspeed, which is true. The miner would spit out content as fast as the belt speed, produce more content faster than the belt speed, and turn off, saving power, just as if it was underclocked (||kinda||).
IIRC, it actually consumes more power to produce that ore than it would if underclocked, and when it turns off, it saves more power than if it was underclocked. Pseduo-equalizing the two situations, but the suggestion lanx gave offers a bit more fluctuation in your power grid. If I recall correctly, since I don't actually use this method myself
So, should I go with the 202.8 for all three? Because this is going to be fed into.. 21 Smelters.
21 smelters with the normal Iron Ore -> Iron Ingot recipe?
See that website link I posted.
Ah
I found it.
I was a little confused becuase 21 smelters isn't divisible with 607.5 ore XD
shrug
That being said, that is one of them at 25% clockspeed, yes?
If you want, yes. You can have 20 @ 100% with 1 @ 25% or you could have all 21 at 20.25/21% clock speed (96.4%ish). If you do the latter option, you'll end up saving a little more power, but you should be sure to check if Satisfactory's rounding will make 96.4% inefficient enough.
I wouldn't know how to check that.
I mean, I know how to access where it shows the efficiency, but that's about it.
When you have three lines of 202.8 sending into smelters, you can Manifold each line into 6 smelters (a total of 180 ore consumed): 202.8 - 180 = 22.8 and then merge them: 22.8 * 3 = 68.4 to fill the last two smelters.
*In my example above, you have 8.4 ore left over. This is untrue since your smelters won't be 100%, so don't worry about this misnomer right now
When you set clockspeed, you'll see it also changes the numerical output
So if you have 30 output per minute with 100% and set it to 90%, then you'll see the value change to 27 output per minute.
If you change it to 96.4% then the numerical value should go to 28.92 output per minute, but Satisfactory could round it up or down due to decimals. Make sure when you divide your ore into each machine, you have some excess ore on the line, so that every machine has material for production.
Clarification: "Divide your ore into each machine" I'm talking about double checking the game's math. If you see Satisfactory rounding down the machines to 28 ore per output, then 28*21 is only 588 ingots but you need about 607 ingots. It shouldn't be that dramatic of a rounding error but that's the idea. Double check that you're producing equal to or greater than your desired output (which should be 607.5 ignots, since ore:ingots are 1:1 ratio)
Ok, for now, I'm out. Gotta do some family stuff. π I'll be back in a few but I'm sure other people can pick up where I left off, if you have more questions.
Take the StarCraft approach to simple math: Produce as much as you can out of power and mines, have more production than it can use and you will never back up. Power is only used when functioning so having an extra production doesn't hurt you.
For example I feed a 600 iron into production that can support 650. I could lower that, but why bother
What about what they said, that when the miners start up with 3 shards each, that means more power spikes?
they removed power consumption from shards
Huh. So they just made my life a little easier. That's great. π
I mean I always run at 200% power
also the more stuff you have running the smoother your consumption line will be
Noted, I'll definitely keep that in mind.
shards do make the power consumption higher, it's consistent, but higher
What about wild jumps from 300MW to like 700MW when they kick on?
At oc 250% you consume 400% more power or sth.
Would I need to worry about that? Though I do have 2,400MW in total.
Overcooking on Tier 4 is the one thing where two normal resources nodes are better than pure nodes... You cannot overclock the Pure mk2 miner nodes because you lack the belt speed
i just noticed the new animation for water pumps, that's neat
@oblique hollow the first versions of spinning animation was less noticable
so if i have 3 pure nodes of coal with mk2 miners on them, how many coal power plants can i have, and how much water do i need
Pure and Mk2? That's 240 each.
So that's a total of 720 Coal/min
Coal gens consume 15/min coal so that'd be 720/15 = 48 generators.
Coal gens consume 45/min water, so that'd be 48*45 = 2160 water.
Water gens pump 120 Water/min so that'd be 2160/120 = 18 water extractors.
Keep in mind that Mk1 Pipes are limited to 300 water per minute.
nope
you showed the red circle
coal lake is yellow circle
I guess we could call the red circle crater lake, since the yellow circle is coal lake π
To me, the Blue Crater is Oil Lake
is this map made by community or CSS ?
us, probably. An image of the ingame map overlayed with color zones and names
The map image is a replica of what showed up on Hannah's screen
just checked. Animation is still the same.
The 2 sides of the extractors have slightly differrent animations
The side with the vertical exhaust pipe has smoother animations, while the other side is very janky and clunky
π
so still the same as when it was first added
had somehow a patch note in my head saying that animation visuals changed..... nobodys perfect
could have been factorio
for 18 water extractor how many mk 1 pipes do i need
18*120m^3/min / 300 = 7.2, so you'll need 8
realistically you could cut corners and fit it with 7 instead, since water consumption is reduced when the coal power plants produce less electricity
I constructed a 48-generator power plant at the crater lakes too, and I fitted mine with 7 pipes
48*75 plants = 3600 MW, but if you fit it with 7 pipes, you're limited to 3600*7/7.2 = 3500 MW
and I was certain that I would upgrade my power grid before I hit that
Distributing 18 extractors to 7 or 8 puppies sounds like a pain
9 pipes would be easier
you could line up 5 extractors to extract 600m^3/min and feed both ends into 2 pipes
5 extractors to 2 pipes sounds good... So 15 extractors to 6 pipes... And 3 extractors for the last two pipes.
here's how I configured my 48 plants, for reference
the water extractors are a mess because I built this a week into the game, so I really should go back to clean it up
I think I have a total of 6 extractors at the moment (for my coal power plant) π
so you can't produce more than 117 turbo motors per minute because of the aluminum production, am I right?
incorrect
you didnt say no. π
I have to admit I would have never guessed that the Alternative Stiched Iron Plate Recipe is THAT good... especially with Iron Wire together
I'm really starting to get frustrated with decimals on this game, and between that and them breaking my factory..
Decimals mostly get eliminated by using 10 times as many machines
How about 100 times as many?
Also works
Because the deciamls are in the 100's place
What about the fact that I'm almost at the machine limit?
But there arent any recipes with 0.001 parts/min
1 decimal is the limit with most things
Anywho, sorry. I'm a little sour because I need 53.4 mod frames, and I'm producing 53.42 and It looks like it's still trying to run out.
Where does that 0.02 come from
Not even Over/Underclocking produces these numbers
And there are plenty of recpies with .001.. supercomputers, computers, highspeed connectors etc.
heavy frames.. and yes, it does. 71% * 2 = 1.42
1.875 x 8 = 15 for supercomputers
If you dont clock them They are not that ugly
The way clocking is rounded also makes it worse
you still have decimals on your inputsides.
Well, that base recipe is pretty crap, imo xd
I just noticed that machine is running at 1% lol. that's wrong.
Anyway. you can make the decimals go away if you only needed 15, or 30 supercomputers a min, but what happens when you need 5, 10, or 20? you end up with the same issues :/
That's good logic yes, somewhat. but it makes no sense if you need 18 supercomputers a minute to make 30.
Then go to the nearest nice integer
I'll agree, but disagree because it waste resources, in a way. I've complained about the integers handling before, and it's been beaten to death. I hope they do something about it. How come you don't like that mod frame recipe?
Also, use alternative recipes to their full potential
oh because it's not an alt. lol
That was suggested by satisfactory tools, and I went with it. combined with steelrods it was fairly cheap.
Well, I'm going to turn up that machine so it'll output 1.5/min and hope it fixes it
how many gifts/min do gift trees give?
15
β€οΈ
So 52 of them will saturate a mk5
I am running numbers for a Motor/Stator/Rotor factory floor... based on Solid-Steel-Ingots, Iron-Wire and Steel-Rotor... do these numbers make sense to you?
I would like to use up the 35 remaining Iron, but I am still looking for a good idea... 35 iron is not that much ^^
Yes the numbers make sense and look correct. You could always opt into overclocking the 240 ore from the initial miner so you would have more than 35 iron left over.
You can also use some of that coal (since there's some left over after 80) as well.
You can make another Solid Steel Foundry for Steel Beams
hmm... 13 additional Steel Beams looks like a good idea. This would consume 239.67 Iron Ore/Minute π
lol I only use one alt recipe and still get 5 motors/min
its worked out nicely, like really nicely.
I hit a few good Alts with the last 3/4 harddrives
Including "Stitched Iron Plate"... which is GREAT together with Iron Wire
Yea, but using his way save a big factory footprint as he only needs Iron and Coal inputs. I was hunting for Steel Rotor but couldn't find it, so I'm just gonna have to mix in Rips
unfortunately this means starting nearly all factories from scratch ^^
True
Fun fact... I got an Alt I cannot use... because I am only Tier 4, not Tier 5 (and it needs a Refinery)
which one is that?
Steamed Copper Sheet
But I did find Solid Steel Ingot, Pure Iron Ingot, and Encased Industrial Pipes...
So I'm making 520 Steel Pipes per minute into seven different recipes.
Mmm... well I figured out my issue I had this morning that had me really heated at the game. lol
Apparently wolf can't count.. oops.
A burst of quality items from a storage container
That's common if you dropped a handful of some leftover construction stuff (Heavy Mod Frames, for example)
i'm just feeding ingots and concrete though. i'd sink more but i'm thinking of ripping my base apart, so i haven't bothered with much assembly lines
"quality" items
as far as sustained sinking.. well, most of us build purpose made factories with the idea of feeding a sink in mind, you can look at the wiki to see what's worthy of sinking, turbomotors and supercomputers were pretty good candidates, but with the update coming in 2 months, the next safest bet might be adaptive control units, they're worth 88k a pop, after that. the next closest that won't be affected by update is probably the computer at a measly 17k
Lol yes, Quality items. Things that are worth more than basic building blocks but not as rewarding as super computers, cuz it was only 400k in that burst. π
i might sink those truss things (i forgot the name) later
Would be funny if you could sink nuclear waste for a negative number of points
what if... Sinkable plutonium waste...
you can sink nuclear fuel rods, they're like 77k a pop
but.. update :/ @shadow kite versatile frames? honestly, I'd hold on to them because you're going to need them again to reach the higher tiers, if you have a factory that makes them all the time, by all means, they're worth like 1.2k a pop
like i i said: just a thought
when i go nuclear, i'll put the cyber truck in the center of the waste dump :p
you could build a factory that makes them, for some fairly decent points early game. and you'll have them when the spekalavator ask for them again
With construction technology like this you could go orbital-solar-collector instead of nuclear π
And then you build a "solar satellite"factory and go dyson
i have 1 save running on nuclear, another running on turbofuel. current one is producing 4GW on coal
I got some good alts and decided to redo all iron related factory floors... So I am still at Tier 4 and happily run with a 1.2GW coal plant
imagine a tier 6 factory, but it's all running on biomass burners
if you're good with efficiency, you can run on 900mw for a miunte
I wanna do that in the future. Biomass Burner Challenge run.
I might have to use a farming mod or wait until farming is implemented into this game.
hoard lizard doggos and pray they find edible stuff xD