#math-and-meta
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Indeed... I have unlocked everything through Tier 5 and 6
(They are probably going to simplify it, too, since a lot of folks hit a stumbling block there)
IMO it's still far enough away to make investing in aluminum well worth it, though. You'll want a big stockpile for mk5 belts. :)
yeah good call, currently planned for february march
so if you can accept MANY hours of lost work, then go for it ๐
Everything else in Tier 7 will be seeing reworks, too, fyi
otherwise, just build a smaller setup and enjoy the process
it's what I did with nuclear before update 3 got released
decided I wanted to build nuclear before the process changed
I'll just wait to make the setup.... because I am not redoing the type of organization that I do lol
Despite all that, at this point I think I'll try finishing my setup. Just for the screenshots and experience (would love to hear some comments in #screenshots !)
go big or go home lol
Indeed, I mean legit I manifold EVERYTHING and EVERYTHING is Organized to the T.
I mean, what I saw of yours wasn't bad though (even for my peculiar tastes xD)...
Although it was more about scale then small "perfected" buildings xD. Like seeing a giant clock's machineries at work, you know?
Stop manifolding, start your balancing journey. You will find peace within the balancing church
the Gospel of Manifolds is too strong
stay on our side, we've got cookies.
and more sanity ๐
YOU DARE?!
fite me ๐
You're lucky I'm having bad internet so I don't have energies to, today -.-
I manifold most of my serious stuff simply because I'm stupidly lazy in this game lol
I got that smol brain when playing
We do what we can, to balance between lazy enough and satisfactory enough (no puns intended) 
So obviously my math is wrong here.
Going by the wiki, a single coal gen can go 75 MW of power. Thought of upgrading what I have to 32 coal gens.
I take 75x32.. and I'm getting 2,400. How? 2,400 is what I'm currently getting with 16 coal gens.
Did you overclock those 16?
keep your herecy away of the new blood
No overclocking, that's what confuses me.
if you have your biomass burners or something hooked up that could be contributing
the only balancing I can agree with is the balance between being lazy and having fun ๐
#screenshots New creature? Wth??
No other generators are attached. My only power's coming from the 16 coal gens. They're all 100% clockspeed.
weird, the 16 gens should only have been making 1200
theres literally no way to get 2400mw without overclocking out of 16 coal gens ๐
so you either OC'd or you have more stuff connected
Hmm, I'll double check then. Thank you.
@frosty owl Sorry mate, the best is Manifolding =.
@sand garnet Don't you worry I'm never leaving the DARK SIDE
glad to hear that
I just had to increase my coalplant from 16 to 24 units to get 1800 MW
but the problem was that they said they had 2,4gw while only having 16 coal gens
That sounds "very efficient" ๐
Question, should I start the Oil Refinery process or wait until further notice.... the only problem I have with waiting is the fact that I will be leaving for basic around the beginning of February...... soooooo....I just want to know if I should start.
Further notice of what?
Like the next Update.
lol, feel free to start
Oil processing should be fine
They said Tier 7 will change... Not Tier 5/6
the things that are gonna break in u4 is the aluminium and beyond lines
I wouldnt wait for the next update.
oil will remain the same
Especially since there is not release date on it yet.
you can do the full tier 7 in one or two hours, and U4 is comming in march or something so you have plenty of time to have fun
personally, I'll probably not build a new aluminium plant or nuclear power complex until the update, but then I still have loads of tier 5/6 stuff to fully automate and improve, and I don't have that much time to play, so it all works out
Okay coolio thanks a bunch, I just finished getting all the Tier 5 & 6 stuffs.... so Now comes the amazing fun part of building a seperate factory, laying out all the foundation I believe I need, getting the resources up, then finally organizing the CRAAAAPP out of it.
1 or 2 hours? damn you are efficient
2 hours isnt even enough to plan the floor plan for any factory for me ๐
well my friends wanted to store every items in a single place, so all I had to do was launch the two milestones that doesn't require aluminum and then just build a quick aluminium setup
I was really surprised how quick it went
ok maybe 4~5 hours idk but it was fast af
like except alu, I had everything in containers
i want to do that, but a design to properly do that escapes me still
I legit spent 3 hours setting up the Motor/Automated Wiring/ Versatile Framework Factory.
and even the simplest aluminum setup is fast af (40/mn)
me too, but that's when multiplayer comes handy ๐
i should probably start building a train line to make more areas of the map practically usable
i have a nice spot in mind for a computer factory, but its so far away, so need to get infrastructure first
I like to buy local XD
Like this legit took 3 hours.... I think I have like 30 Constructors and 10 Assemblers.....
I legit MANIFOLDED IT ALL
why not
i tend to build factories that are fully self-contained and produce their tier 4-5-6 materials for shipping to a central place with local resources etc, because it feels more efficient to not ship tier 1/2 materials all over the place, but on the other hand I think it would be rather cool to have a network of trains that ship materials where needed
I may or may not have spaghetti...
it looks even better in game, since the game decided to respawn the forest in that mess
this isn't as bad as my firsts playthrough
Im at that part of my build. 31.5/min nuclear fuel rods is tested.
Now time to build 158 water extractors and 158 nuclear plants, and the nuclear waste silo
rip your setup in a few months
With luck the reactors themselves will continue to work using whatever nuclear rods you've accumulated, at least
So you'll have at least some grace period for keeping that power online. :P
My main belt input is one of my best tho
not with luck, with storage
I have 20 ISCโs prepared to recieve alot of stored NFRโs
Well, we have no guarantees that reactors will still take the same nuclear rod as before as fuel
So there's a bit of luck involved. :)
-facepalm-
Nobody really knows exactly what's changing on the nuclear line (unless I've missed something)
yea, the devs telling us what will be changed
Is there a video for it? I've seen all the ones in #announcements
Last I'd heard we didn't really have any specifics about what was changing, apart from knowing For Sure that a few specific things were gonna be broken
(plus that little preview we got from Jace showing off some new items)
you talk alot for someone that doesnt know what they're talking about
Sheesh, ๐ง
All what was shown was a different isotope of uranium waste
I mean, I think it's a pretty safe bet that reactors themselves will still work, given a backlog of NFRs plus water, but I don't think anyone should necessarily count on that.
I too added some NFR storage in front of my reactors just in case, of course. :)
If you're aware of any other specific confirmations from devs, I'm all ears!
and new spekulator parts xd
What was shown was plutonium waste. That is a element that is still based off uranium soo I doubt that map resource will change
Looks like a centrifuge to me
Yeah, I like the centrifuge theory
What I hope is that the reactor and extractor for water and shit all stays the same . I had just placed 400 odd plants or something that I hope I donโt need to delete . Iโm super happy with my set up lol
Gone max 94.5 a min build?
I didnโt think it was that much . If I recall it may have only been about 340 I placed . I lost count after awhile . Actually . No I chose to forget cause I didnโt wanna experiance that ever again
@torpid robin Yeah, I'd guess that's a safe bet
I have done one previous big power build 2333.33m3 turbofuel going into 596 fuel gens
Thatโs gonna need to be my next go to. Cause Iโm gonna need something instead now . I was hoping to skip that stage
And just power yo slowly with geo and coal
geo is so useless it makes me sad
Still free power
i wouldnt bend over to pick up a penny on a sidewalk
Geo isnt useless. Just...less useful
But I agree it could be better
i wouldnt build a geo plant for 5.6 watts
I mean it was gonna be useful for me . Cause I needed comething to start my nuke factory lol
This is kinda outdated
But majority of that is my nuke factory
The NFR manufacturers are above that large manufacturer array towards the top
It started life as my alclad factory and grown
How many rods ?
Oh so you we expanding it
I found I was running out of um quartz I think
Cheap silica
Or cat. If I did everything I wanted to
Your best friend
I think as going to be using it
Cheap silica and fused quickwire are kinda mandatory
I sorta just punched in numbers for full production of everything and power
Yea pretty much and pure cat Ingot
Best way to build fused quickwire
Pure copper is cleanest to setup a 750 a min output
And cat is cleanest at 300 output
And each 5 fused quickwire machines = a belt of 450 a min quickwire
I know you break it down . But is so scary to see like 60k quick wire needed ๐
Ooh thats alot way too much
Thatโs what you are looking at if you try to max out production of the nodes
Oh havent done that number yet
Thats my quickwire floor, close to the center of the base
A LOT of belts but remember each is only 450ppm
And I think 10 of em are still untapped
I do it for my planning . So I go into a calc and just max shot out . Then I can plan where to put my@buildings . Cause they are all going to be on a 135x135 foundation . No point putting something that only needs ro move 300 next to a buulding . Where instead I could put the quick wire buildings close instead . As I can see that there will be a lot more belts I total
If that even makes sense
I would build quickwire not too far from where it will be used
It wont be fun to train quickwire.
Training the ingots tho isnt bad
i decided that the best use for geo is to run my trains lol
yeah.. you want to make and use quickwire aka screws mk2 on site ๐
Yea quick wire will be right in the middle of the foundation right beside the 3 things that use it most . So they will only need to travel 5 foundations
My pile feeds many things. High speed connectors, ai limiters, stators, and encased uranium cells
And my silica feeds alu ingots, high speed connectors, circuit boards, encased uranium cells
Arrh I was gonna do my nuke stuff off site . But Iโm not so sure now . Kinda just waiting on that update
Is it crazy to say I love the planning in this game almost as much as I love playing it ?
Your in this channel. ๐
This is true lol
Could someone please do the math for me of just how many of each resource I'm going to need to make Versatile Framework and Automated Wiring to reach Tier 5/6?
Like, how many Modular Frames and Beams I'll need for 500 Framework, and so on.
you have a basic calculator ingame
you can make simple maths like that in it without the need to log out of the game
Take the end product and work backward
If it was 'simple' I wouldn't be asking.
There are tools you can use but that is the best way to fo it
here you go
Oh yes, that thing. I forgot.
i mean, it's a simple multiplication
there are no decimal shenanigans going on luckily
on a side note, screw the decimals for aluminium
Looks at some of my alu build...some of my foundries are clocked to 8% ๐
Gotta do what you gotta do . I struggled when I started . Cause all I wanted to do was run every machine at 100%
I was like you canโt be 100% efficient if machines donโt run at 100%
machines can run at 100% even if they are underclocked tho
Yes I know lol . Took me awhile to accept that Iโd all lol
Hopefully they make it nicer update 4
Yeah, their intention was to simplify it a bit
Honestly with mk2 pipes, the alumnia solution step is a bit more tolerable
Getting a clean 600 or 780 a min bauxite input isnt...easy
don't
the 600 flow rate is a lie
it loses something like 20 flow rate
you still need 2 pipes
i dont think thats true @sinful vale , i have used mk2 pipes extensively and they always work reliably @600
the ui will always show that it's taking 600 but if you connect them, they get a loss, where that loss comes from i got no idea, if you want more details, refer to the pipe man aka mcgalleon
i didnt say that because i looked at the meter and it said 600 i said that because i powered a factory that uses 600 at 100% efficiency
where your friend encountered inefficiency is a mystery, but it has never happened to me.
i've also encountered it too, tho my testing has been with hor, i have no idea if there is any variation with other liquids
im 99% sure that what you notice was just the pipe's internal volume filling up reducing the overall throughput. try running your system plugged for a while until the pipe network is saturated, for any long length of pipe the internal volume can be singificant
i initially ran it with a full pipe since i still hadn't finished the next step, once done i came back and manually flushed the network, it still had the same issue
@sinful vale your comment earlier about 600m3 being a lie for mk2 pipes. Was that just for alu solution or all fluids? Was considering using mk2โs in a upcoming diluted fuel > recycled rubber build
so far i can only confirm it with hor, haven't tried it with other fluids, gonna guess that if someone has that info is mcgalleon
Well hor wont be at 600 anyway, more likely 400 but good to know
Easier to setup that way
just to be safe, i would avoid having more than 570 in a pipe if possible to make sure there is no loss
Yeah, the issue seems to be with maxing out a pipe entirely (whether mk1 or mk2) but also possibly related to the number of junctions involved, but also there's some other bit of potential voodoo going on somewhere which might make it work in some circumstances but not others
Like re: junctions, a maxed-out 300/min pipe of mine ended up eventually starving 10 HOR refineries but like six foundations away I had a maxed-out 600/min pipe feeding 6 Wet Concrete refineries and have never seen any fluid loss with those
So go figure. No idea if the number of junctions is actually significant or not
Its some bull mumbo jumbo with junctions, pipes and other stuff.
Its not possible to pinpoint, but something is going wrong
If something is reaching 100, you can always split them into 2-halves.
except for pure oil nodes, tho idk if those work properly or not
well I have the issue with fuel. I think it's a bug and it affects all fluids.
I have tested this again over the past two days. A 100% 300/min oil extractor feeding 10 HOR (30/min crude) refinieries with a MKI pipe manifold results in the last 2 refinieries being underfed (~ 90%).
The same setup with a MK II pipe manifold leads to 10/10 100% HOR refineries
a smaller setup works fine? using two MK1 pipe feeds with 150 each?
(I just unlocked tier 5/6... and mk2 pipes are FAR away ^^)
great... Fuel Generator is Tier 6 locked behind stuff I don't have... so much for creating electricity on my (planned) Oil setup with the fuel I produce there... ๐ฆ
if you don't have a use for it for the moment, make the byproduct into coke coal to use it for coal gens, sink it or both
The problem is that it's no oil and coal together around my base ๐ I don't like the idea to sink something useful, have to look up the oil production chain again
Wait, petroleum come does not require coal? ๐
no, it's made straight from hor, that is why i'm saying that if you don't have a use for fuel yet, you can make it make coke for now to power gens and sink the excess
So a good plan for the first oil setup would be to produce rubber and plastic and use the hour HOR to power the setup... This way I only need Small bootstrap to get the first coal plant running.
yes, just keep in mind to make and overflow system when using byproduct for power generation, it's inevitable that the power generating resources will fill up due to it being nearly impossible to have them running at 100% so you will have to make an overflow to sink set up, this is a bit more complicated with fuel, but easy enough with coke
yes... and not only the fuel, but also the plastic/rubber... if they block, they will kill the fuel production which will kill everything
yeah, but it's easier to deal with solid products than liquid ones
the first oil setup we did had a lot of industrial buffers for HOR that we emptied once in a while
now I use it for aluminum since I don't have electrode scrap yet
My first oil setup is 1000m away from my main base... So transportation will be an issue for a while
pretty sure that the point of oil being relatively far away compared to previous resources is to bother you with how to deal with the transportation until you get trains
My coal plant 500m from my base was already a pain until I built a hypertube... This will be even worse ^^
being relatively far away compared to previous resources
and in both cases I have been building bridges and moving back and forth many times
yeah indeed
at the end I gave up and made an two airports to get to the aluminum and back
cyclotron style, it consumes less power
Maybe I can setup a truck station in the canyon below my base... Might be easier to deal with the horizontal and vertical distance separately
just build those hypertube cannon
For items?
no, for yourself
No jetpack yet
hi! can someone help me please.
I got 3 exit of 5 unity and i have to split it in 5 entrance of 3. how can I do it?
I'm tier 4 complete.
thanks
Join into single belt of
15, split into two parts, then into 6 parts, merge one of the six back into the input of the splitter cascade
I will try it thanks you
The trick is splitting into more parts then necessary (but equal parts), them merge back the parts you don't need
ho ok i understand
Or just drop the idea of a perfect split and build a manifold
what is a manifold?
A linear series of splitters... You exploit the fact that the earlier outputs (which get to much) will eventually get full and the overflow will skip the machine
ho yes I knew this technique but I didn't know it's called like that. I didn't think about it
Just ask youtube for "satisfactory manifold"... You will get tons of good tutorials
ok nice thanks I will see
Okay, finally got around to making up a little copy+pasteable thing for this. The most natural thing that most people build is a balancer, like this (M is a machine, + is a splitter) - ```
M M M M
| | | |
+-+-+ +-+-+
| |
+---+---+
|
Input>--+
A manifold would look like this, instead, and relies on the fact that the earlier machines in the manifold will "fill up" eventually, and after a bit of time, all machines can be running at 100%: ```
M M M M
| | | |
Input>--+---+---+---+
Manifolds and smart splitters make it much easier to design complex factories
You can do the same on the output side
They're most handy once you've got faster belts -- like I'd started building some on a fresh playthrough with just mk1 belts and waiting for stuff to fill was pretty awful. :) In early-game you'd probably prefer the more immediate response you get from balancers
ok thanks for all your advice!
Another idea is to activate the factory in stages... Wait until all inputs of a manifold are full before you activate the next stage... Makes it much quicker to balance a manifold
It's a good idea I will do it thanks
Yeah, if you've got the necessary resources in storage already, too, you can "pre-fill" the manifolded machines
That too
Generally I don't bother with that, but like most of the FICSMAS items stack to 500, so waiting for those was rather excrutiating
I have ignored fixmas because I am still busy on Tier 4 and now Tier 5...
But wire does also stack to 500 ๐ซ
Hah, yeah, wire can be a PITA
wire, quickwire and screws should be always made 1:1 or similar, it's just easier
I agree... But I also have the Alt "iron wire"
Iron wire can be useful. I use it in my beacon build. Uses alot of iron, but ๐คทโโ๏ธ
Simplifies the ingredient list a bit
I used it for a very simple motor factory... But it got ugly because of an unbalanced manifold with overflow
And speaking of wiring, did a audit of my build. Aperantly I have capacity for another batch of 7600 quickwire. When I add that, my total quickwire making will be a tad over 21000 ...
By capacity I mean unused cat and copper ingots
21000.... That's a lot of belts
Seeing as they are 450ppm belts...
Besides two because I have one pure node tapped so far so a bit extra there
48 mo4 belts and 2 mk5
450?
The setup at the small end is easier
For every 5 = 450
Just found it to be the best way to set up quickwire. Plus A.I limiters and silicone high speed connectors ironiclly work well too with belts of 450 quickwire
The latter needs 5 manufacturers per 450 which is nice
How do you make a chart like that
there are multiple online browser based tools that build charts based on the materials you want to build/have available to you. I like this one: https://www.satisfactorytools.com/production
This one shows the individual buildings: https://satisfactory-calculator.com/en/production-planner
The one above is from here
https://daniel2013.github.io/satisfactory/
Objectively it's perhaps not as good as the production planner that savage linked - but overall I prefer it because I can use it as a way of keep notes in the various tabs about different sections of my factories.
Horses for courses, innit?
I like to use danielโs mostly for the vertical layout but yes Greenyโs is objectively better
looks like daniel's calculator has a pretty big flaw ๐ฆ
it doesnt care about map limits etc
#teamgreeny lol
but you have Team Tom
im only team greeny on this specific issue ๐
Team Tom is now forming a specific alliance lmao
I still want to be on Team Tom.
lol
the whole point of Team Tom is that nobody wants to be on my team so I am always alone lmao
back in the days he wanted to be a pioneer and they didn't gave it to him so he complained a lot so they gave him Team Tom to shut him up
now he has pioneer lol ๐ค
I assume that was a missclick from someone
BRR... the "Oil beach" is infested with shooting Beasts!
#teamgreeny
lol Team Tom was given by Rekalty as a joke ๐
and he was demoted for it
has never let me down (except those awful waiting until update 3 refresh)
lmao if that's true I'll gladly give up the role to give Rekalty back his.
nah I think he just quit
DAMN... what is the eternal truth for long range expeditions? Bring MORE Concrete... sigh
set up a building train that can bring you resources
dismantle the foundations behind you so you always have some left
I was building a platform for my new refinery... or at least for the first elements (to get local power running)
ah I assumed exploration as you called it an expedition, my bad
it was an "Oil gathering" expedition... at the moment I am building a HUGE staircase at the front of my base... down into a canyon...
LONG LIVE WALKWAY RAMPS!
nearly 100 meters straight up/down
106 meters if youโre going from ground level into the north valley. Did the math at some point when i was bringing pipes up that cliff
I always said that role changed him
I think McGalleon wished that to be the case so many times... Ahahah
Y u bully me ๐ฆ
Concrete tower to base of canyon done... staircase done... powerline done... hypertube done... slowly this chasm is loosing its power ^^
I ended up building a hypertube launcher into the bottom of my tower in one of my play throughs. The journey up was painful otherwise.
That was before I had a jetpack. Many pioneers died to get me that hypertube.
Like. A lot.
okay, I think I must replan the "oil powered oil factory" again... I got my coal power plant running together with two refineries which produce rubber and plastic... but there is not enough spare power to run an Awesome Sink.
have to get more concrete before I can build a larger place to try again... at least I have SOME power up and running, bootstrapping this with biomass was a PAIN
yeah oil power is a pain to get going because of all the different things that need supplies
has anyone tried structuring their base around a main bus?
i have a video of one, only massive one ive seen personally
?
Pinged you with it in media
WTH? Suddenly I cannot rotate Splitters/Mergers anymore... the input/output schema does not change when I use the mouse wheel.
I've had that happen, need to restart
weirdly enough, if it isn't on foundation-level it rotates normally
like put one down and if you put 1 down on it, it'll rotate
I pressed a few times Caps-Lock and Alt-Gr (and similar modifier keys) and suddenly it worked again... no clue what happened
alt is the key used to snap things to the buildings near it, the game has a bug where it thinks you are holding the key when you arent. usually pressing left alt again fixes this, but on experimental for alot of people only re-logging will do the trick. @vast jungle
it can be useful in very few scenarios, usually trying to use the snapping feature just ends up in frustration and backwards splitters. consider unbinding it.
That makes sense... I remember the things much more "snappy"... ๐
Okay so I have THREE Mk2 Pipes.... How many refineries can that run lol
Full of oil of course
1800 oil
what od you wanna make?
both rubber and plastic are 30/min per machine
and output 20 items per minute(they heavy oil residue(HOR) varies between the two tho)
Well scratch that I have 5 Mk2 Pipes, I'm building a factory for each thing made with Refineries
See
Indeed.
Oil coastis funn
god i dont think i'll ever try to tap all of those again
I currently have five tapped.... working on the rest.
i usually just go to the east and make a simpler set up, it helps that the bauxite is nearby so usually i can do all my late-game refining in one spot
""nearby""" that bauxite is still a pain in the ass to plumb up
Well I build foundations to each place I build a factory, then all the resources I feel I need, I build foundations down to, then run them to the respective factory.
well yea but its still a pain since the terrain there is the -worst-
I linked the 2 pure bauxite and brought it down at the arch to my choo choo
I would use the alt that uses coal instead of petroleum coke for aluminum. Takes oil out of the process, better return rate, and easier to handle.
my oil processing is completely seperate
Alright now time for some serious mathematics.
This factory, per calculations will take the entire ocean lol
I think you are mixing up alt and ctrl here
Alt is used in combination with LMB to ping
By itself it does nothing
i might be, its also not impossible that ive just switched the keybinds.
either way im sure what i said helped them figure it out
True
Okay, "Oil City" with a cleaned up power plant is done... now how do I get the stuff back to base?
probably trains
I just stepped to Tier 5... in fact I just finished my first factory that produce Rubber and Plastic
id personally recommend you stay away from truck transport unless you enjoy cbt
maybe I just have to build a really long belt (or two)
also not a bad idea, but if you do that i recommend you run foundations 2 wide and keep the belts to the side, you can run your power poles along that too and later on you'll have space for trains
hmm...
have to think about this tomorrow... getting the stuff 100m up from the canyon to my Main Base will be funny enough...
I don't think I need power poles between the two bases, they each have their own power plant... and I plan to upgrade the plant of "Oil City" to proper Fuel (later Turbofuel) when I get the necessary Tier 6 stuff
I could get the Gas Mask (there is a poison zone between the two bases), build the Concrete Highway with belts and stuff...
sounds like a plan... for tomorrow ^^
just have to look how many curves and turns I need between the two bases... the canyon is not straight
Is this a good beginning setup for the Refinery I'm building??
Probably a lot more Packaged Fuel than you'll actually need, unless you're planning on using that for power
Indeed
(in which case it'd probably be better to build your fuel gens right there, instead of packaging it)
I thought fuel gens required the fuel to be packaged??
not since before U3
Nope, fuel gens only have a single fluid input. :)
I'm so far behind lol
So yeah, you can make yourself quite a bit more plastic/rubber with all that packaging you'll save. :D
(Resourcewise, it's nice to have some packaged fuel lying around just for jetpack purposes anyway, but a single packager producing that would probably be more than enough)
(Unless you do a lot more jetpacking than I do. :)
need 800 more in there my guy
If it were me I'd size the packaged fuel output to just a single packager, but sure. :)
Don't worry I have another Oil Node to grab
Well the packager will be Power sharded
When you've got a bunch more alts, there's some much more efficient ways to produce plastic/rubber, but for a mostly-vanilla-recipe setup, seems fine.
There's also some Empty Canister alts which let you use either steel or, um, iron and copper? I think?, to make the containers for packaging, if you wanted to make full use of your oil for plastic/rubber/fuel
Though it's fairly negligible; I haven't bothered switching my canisters up yet
99.9% of the time my packaged fuel packager is just sitting there doing nothing, waiting for some more space to open up in storage. :)
Well the build I'm going for it pure vanilla no alts.
i heavily lean on turning all my oil into heavy oil and just doing everything from there, and what little rubber and plastic i need i just make from the polymer
plus the diluted fuel recipie is kinda nuts
cloak, do you want to tour my -old- turbofuel plant? it will give you a good idea of some ways to structure oil/fuel
cool, add me
omg how do you do this? sorry im kinda newbie
upload your save here @errant leaf :
https://satisfactory-calculator.com/en/interactive-map
wheres my guy that loves building coal plants
i have a terrible idea that ive never seen a single person do because they dont have the balls to make it happen
and i dont want to share it with the general public because its such a forbidden move
I mean I like building coal plants but I probably am not the guy you're referring to
I kinda want to build a biocoal plant, does that make me deviant enough?
yes, but i found who i was looking for
@silk lintel talk to me when you have a second mr coal, i have a forbidden technique to share with you
coward
id rather make huge coal or nuke factories
I have a 450ish coal gen power plant
Is this a challenge ?
I do need a form of power seeing as I sent finish my nuke plant lol . Kinda cbf with turbo fuel
Alright I have 71 Refineries built so far.... I still have many more to build lol
@nimble ridge
My build is gonna need 770 refineries alone for pure copper. Its gonna be hige
Hah, sheesh
My current setup's just gonna be 98 for Pure Copper, and that's already daunting enough. :P
(plus like 62 for steamed sheets, I think?)
156 tm and 4500 turbofuel a min
This build is for 1000 fuel a min, 50 Packages Fuel a min, 500 plastics a min, and 500 rubber a min
It is my beginning build.... I hope it is good
Looks at my refinery count...north of 1800
Im still trying to determine the best spot on the map to make this build of mine and I keep going back to the desert
I legit am building in a pretty harsh area I have encountered like 4 Alpha Spitters so far and those little buggy things
Who needs 1800 Refineries?!?!?!
Like holy hell bruv
People making use of the "Pure <thing>" alts. :)
Ahh so not reg. Vanilla
(While also making very large bases, of course)
Iโm making everything Vanilla
oh vanilla as in vanilla recipes and no alts, not vanilla as in unmodified game
losing turbofuel and diluted fuel is probably the biggest hit, otherwise the vanilla recipes are already pretty good, so seems like a fun idea
well more specifically turbofuel, heavy oil residue, diluted fuel, and the recycled recipes all together make oil far more efficient, and it's rarer, so that combination makes it much better than vanilla, so yeah oil is probably the hardest part
alt recipes are vanilla ๐
Fair enough, I'll call it a NO ALT run then
we do call the non-alt recipes vanilla recipes to be fair
so we double-dip on the jargon
well I do not ๐ I call them base/regular recipes
that is more sensible
Polyester would be my saddest loss on such a run
no alts that get rid of screws nor alts for screws would also be pretty bad
Oof, yeah, the screw situation could get dire
you could be..... screwed ๐
Imagine making 10k screws a min. Just transporting them would be hell
that's why you make screws 1:1
I've done that before, but I made 480 screws/min without intent and used mk1 belts to attempt to move them
dark day that was
this man, on his knees after placing down 8 parallel mk1 belts thinking "what have i done"
new update to my tool:
- power consumption details
that's tasty
ayyy finally
awesome!
now I can see the exact horror this project could wreck on my power system
could be worse
6.6 GW ouch
This will help me SO MUCH when I start extending my oil setup ๐
finally... Rubber and Plastic have arrived in my main base... ๐
and I think I just crashed the game... tried to look into a container while in photo mode
Feel free to report it on the qa site ๐
first have to see what I lost... and have to reproduce the bug
reproducable... activate photo mode, travel with hypertube, go to a container and press E... game is still running but doesn't accept input anymore
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com
<3 @sand garnet
upvoted
Tried to keep the bug report to the point... and it was reproducible... hopefully its not a special case for my game status.
nah stuff like this is probably a general issue for everyone but also an edge-case so unlikely to be experienced by many
156 turbo motor per minute lmao
sweet baby jesus that's a lot of power
Now try to run the setup only with biofuel:wink:
only on leaves
now with 8.9GW of turbofuel power
should work if you underclock everything
but is anyone willing to place like 10k machines
wait, did I just said 8.9GW, that's close to 10GW, not 100GW ๐
how do you even power this madness
cough I'm pretty sure 8.9GW is 8900 MW not 10MW or 100MW...
Unless I've been wrong this whole time?
I said "that's close to" not "this is equal to"
141GW should be about 14*4 Nuclears
Then let me be more specific. 8.9GW is not close to 10MW.
It's close to 10 GW...
was it just a typo...?
yeah typo, my bad
for 155GW total you can have 94.5 fuel rod per minute
#awkward
Hmm
Nuclear Power Plant == 2.5 GW
140/2.5 => 56 NPPs... Idk how much fuelrods are consumed per min by 57 Nuclear Plants (since you need more than 140)
Uh yea, actually, that is close to 12. I think
0.2 per minute per power plant
as I took 150GW I have 60 NPP so 12 fuel rod
Yeah
yea 300 is what I got too
woah you "only" need 75 industrial storage containers to hold for 100 hours at that rate
enough to produce almost a million turbo motor
so, it is doable
you can produce 156 turbo motor per minute
Honestly the 141GW looked intimidating but when it's simplified down to 12 Fuel rods and 60 Nuclear Reactors it's like ไน(ใ)ใ
Yup.
yeah, also I expected a lot more storage for the waste, like 10 times that amount
with 12 fuel rod per minute you get under 120GW btw
I meant, producing those rods brings the total power consumption down to 120GW
OH
so 48 reactors, 9.6 fuel rod per minute, 117.9MW / 120MW
150GW was for turbo motor + 94.5 fuel rod per minute
dats a lot of power
so close ๐
my oil rig suddenly feels so tiny... ๐
94.5 NFR/mn is enough to power 472 NPP
which would produce... 1.18TW of power ๐
Started a new run, got them 6 biomass burners and the two from the hub for that sweet sweet 220MW of power. ๐
6 refineries (2 for rubber, 2 for plastic, 2 for creating petrocoal) and 4 coal power plants...
Now the real goal though is to consume so much power that you're consuming the fuel rods and producing adequate nuclear waste to send to FICSIT
easy
just overclock the 156TM/m setup
I once did this madness
damned, my future train-rail is blocked by christmas presents!
no mod
๐ฎ But no power... ๐ค
grind
400 NPP omg
๐คฆ Oh you just didn't connect it, huh... >_<''
lmao
Yea, not in the first image >_>
That's why I thought it was modded. I was like "how you do that with no power consumption? "
that 16GW power plant be like "dayum bro, ok"
okay... Tier 5 is completely unlocked... but now I have to create a HMF and a Computer factory... otherwise I will get nowhere... sigh
have fun
Computer and HMF don't look "fun" ๐
It is... just imagine all the time you have to spend to build it all ๐
HMF is my favorite setup
make sure you get some alts and it's really nice to set up
the alts you'd want to consider:
- solid steel ingot
- encased industrial pipe
- steeled frame
- heavy encased frame
using those means needing a LOT of steel pipes, iron plates, steel ingots
I have solid-steel-ingot and encased industrial pipe... I currently use Iron-Wire and Stiched-Iron-Plate for MFs...
but Encased Heavy Frame looks great
Your alts are great then. All you need is Encased Frame so you can get rid of screws.
there are three Alts near my Oil setup... I will try to get them
(hypertubes between bases are fun ๐ )
I need to try that in this new run I'm doing. I did lots of walking and then trains but I never did 2km+ Hypertubes.
and I am dead
high up (from the canyon), poison area AND two of these Green-Shooters... -.-
damned... got the drive and then got killed by poison because filters ran out
great that filters need a resource you cannot fabricate... ๐ฆ
๐ Yea, you definintely can't automate Fabric
have to get back to the pod before the Monsters respawn
and forgot to grab stuff to build a bridge... okay, I will do it later...
have to produce more filters soon... but getting the fabric from the Awesome-Shop is getting expensive
got my stuff... back to base, I just want to get home -.-
theres an alt for polymer fabric
hmm... I got "Flexible Framework" (or quickwire cable/biocoal, which are both "not great")
ARG
Flexible Framework is an Alt for Project Assembly
You are right "Polyester Fabric"... that looks useful if I ever get it I will take it
so its "Quickwire Cable"... sigh
What should this be? 250 hours? 500 hours?
depends on your definition of beating the game
If completion was all research from all tiers and all alternate recipes unlocked
75-150h or so
but not unlikely you'll get many more hours before reaching that point
Fair. I have almost 90 hours in my first save, and only 1 or 2 techs from tier 5
IT depends alot on how fast you decide to progress and how efficient you are on expanding etc.
I've been exploring more than building lately
Made one satellite base for power and another in the top right corner of the map (started in fields) with coal gens to eventually connect to the initial grid, for now to power any production closer to that area
there's over 70 alt recipes to get currently
so exploration can take up a lot of time
For sure. Simply revealing the map is a considerable task
i have 70h already lmao
not even close to being done
i'd say 200h minimum unless ur speedrunning
Depends, i finished MAM and tiers in about 50h (for a total of ~100h of gameplay with others saves and multi)
If I use website to find hard drive disks, i think i won't need more than ~20 hours to find all remaining HDD
If i need to do it vanilla, it can take 100 / 150h i'd say
Some of them need a lot of power still so dragging powerlines across the map can be a chore
game is not finished so there isn't any "how long to beat"
Not true, it just means that the "how long to beat" metric must include the time necessary to learn programming, get a job at CSS, and help them complete the game.
Is there a way to analyze a safegame to see which droppods were already opened?
yes
I disagree with this
you can beat the current content still
The grey ones in satisfactory-calculator.com are empty?
Yeah, when you upload your save there, it'll grey out the ones you've already opened
Not sure if that keys off of has-been-opened or has-had-its-HD-looted, though it'd be strange for someone to open it up and then not take the drive. :)
Yes but if you go to the harddrive tab it'll list all the ones you haven't grabbed and a list of parts you need
Lizard Doggo, you have forsaken me!
This valley is no longer in my save. It consists of my 4 level main factory
Gave me nuclear waste before i unlocked the suit
Always good to have nearby bin you can chuck waste into, which takes it at least a little ways away from your factory, if you're gonna keep doggos before the rad suit. :)
just a stupid question, how do I activate the parashute?
wiki says space, but I jumped a couple of times to my death without success
I took the "Metal parachute" (Walkway ramp down)... safe and easy. ๐
You need to equip it in the body slot
I had it equipped in the body slot (where I normally keep the Roadrunner)
why is the refinery so damned high? sigh
all the chemicals it inhales
I have this "steamed copper pipes" Alt and wanted to use it... unfortunately my factory floors are not high enough -.-
You can clip part of their smoke tube through the ceiling if you like the feel it gives. That's about 2 walls in height less
not sure I like this idea
the only "good" solution is clear... a new floor for the factory, this one higher than the other ones ๐
hmm... I need copper sheets for Circuit Boards... the issue with making Computers from this is the amount of Plastic... I could fuel ONE Manufacturer for Computers because my "Oil City" is currently connected with a single 240 belt to the main base
This would be my current plan to create Compuiters... https://www.satisfactorytools.com/production?share=yN9ryoPuJ3Lmc9AXHEWf
the alternative would be to hunt for a good Alt for Computers (and HMF ^^)
I am not even sure this fits on my current factory floor
no it wont... just to produce the Screws is already an insane number of Constructors
My refineries buildings are 9 walls high, plus 2 for belts/pipes ^^
7 constructors is an insane number? @vast jungle
Leaves enough space for the smoke to ventilate a bit (and show the effect of bending against the foundations)
Yea wait until you need like 2k constructors
Compared to the number of constructors needed for everything on the list... Yes, IMO
Welcome to Satisrefinery:
Its all Refineries down here
@vast jungle https://www.satisfactorytools.com/production?share=wyTKKWV0kgwLk9p3O4v1 There we go.. Sorry I had to ping twice and delete.. the tool decided you needed to use the standard and alt to make circuitboards.
And that's why I plan all production myself 
lol. well, I don't really have anything clever to say to that.
I will try to grab a few more alts... not sure I want to place a new floor with Refineries on the top of my factory ๐
got already 5 Harddisks... will gather a few more tomorrow and then open them... hopefully something nice will come out
your factory doesn't make 60 rubber a min? D:
It does... Or at least my oil outpost does so
Is more a matter of putting the first refinery in my main base 80m up on the air ๐
At the moment I would love a computer factory to get mk 4 belts
just arrived "home" with 6 new Harddisks... Christmas is coming early ๐
Efficiency tip, if you hadn't been aware, btw: You can construct a MAM out in the wild when you find a hard drive, set it researching, then deconstruct the MAM. It'll keep on doing the research out in the netherrealms
Oh... and how do I get the choice what to take? Do the MAMs store them until I choose?=
the MAM research is universal between all MAMs, once that the research is done you can choose the alt in any MAM in the map, in the same way you can claim your coupons in any sink in the map
just got "Recycled Plastic"... five HDs to go (one today, 4 tomorrow)
That is a great tip... thank you
idk if this counts as meta but does anyone know the best location to have a base at for my next playthrough?
I setup on a cliff in the north-east part of the map
lots of pure nodes directly around... coal and water ~500m away
the best locations resource to effort ratios is prob a cliff next to the northern forest spawn
yes... 4 pure iron nodes directly closeby
1 pure limestone, 2 pure copper, 2 pure quartz...
even sulfur and caterium reasonable close...
this area?
which map?
yes, this one
yeah i use that area
I went in the desert . Just for pure space
which map is that?
Satisfactory helper to calculate your production needs.
only problem i see about it is no reasonably close bauxite or uranium
yes... no bauxit and uranium closeby... but that is both Tier 7
but i usually play modded with a resource node creator mod so thats not really a problem
at that point you can easily setup a train ๐
i mean, by the time you hit tier 7 you should be more than capable to set up factories and railways all across the map
also which strat is best for hyper tube cannons
I just build normal hypertubes... much saver than cannons (especially without jetpack)
Hmm... "Heavy Oil Residue" or "Copper Alloy Ingot" ?
@warm hound, what map was it with all the pure ores?
its near northern
I mean map type
hor, copper isn't that great until later
or is the map select just for your spawn area
yeah its just for your spawn area
ok
all map selects are connected
ok
there is only one map, only thing the spawn points do is determine where on it you are gonna spawn
heres a map with labelled spawnpoints
so Northern Forrest and then a dangerous travel to the West...
ok, ty
Take a look to youtube, imkibitz "Starting location area guide".
https://youtu.be/uEJ3iC2bXaU?t=282
Satisfactory Starting Location Area Guide + Tips! (Update 3)
Satisfactory Update 3 Early Access gameplay! Today I'll go over all the Satisfactory starting locations and check out the best starting location! This is for both a new player guide and tips for advanced players, so hope you enjoy!
๐ด โคโค SUBSCRIBE - https://goo.gl/47a9J3
๐ โค TWITTER -...
at 4:40 he show the spot
Does there exist a spreadsheet or something with the length and width of each item's hitboxes? Many factories just mush things together super compact but I want elevated walkways every so often. But it has to align with multiples of 4 it seems.
Like this would be a perfect, if not small, blueprint if that dang conveyor lined up with anything ๐
i think the info in the hitboxes is in the wiki of each building
Thanks, I'll make a spreadsheet from that info. Also, are there any tricks to Walkway placement like there are with Splitters, being able to clip weirdly?
Boom, that's exactly waht I wanted. Thanks.
Wow... to get a clean roof over a Refinery you need 8*4 Meters...
yeah, i tend to work with floors of 4 walls high and work with 2 floors when dealing with refineries and trains
most of my floors are 3 high plus 1 extra foundation for underground beltwork... so I would need two floors and would have no extra place for belts
but having a special floor for all the Ingot creation might be an interesting idea
(unpacking the last Harddrives at the moment)
puff, i think that you can work with 7 of space tho i ain't sure if it clips, iirc refineries hitboxes are smaller than what the model may suggest
it's odd that you can build a roof over them but then buildings collide with it
yes it is... I built a measurement model ๐
I would guess there is a 5 meter cylinder looking through the floor at 7*4 meters
but I don't like the idea to build a floating factory over the valley... and it would kill the look up to my factory
My favorite place to build is by the waterfalls in the newbie area, there is a huge open area that you can flatten out or use the water
Unless you are really good at building modular buildings, there is no large flat areas in this map
I just counted my Alts... I have 5 good recipies that can use Water to improve other things (and one that is not that good ^^)
That would be a LOT of refinieries and water
this is why having no sense for aesthetics can be helpful
I just noticed I need a large amount of copper sheets to move forward
AI Limiters and Silicon Circuit Boards
steamed sheets are a good thing for that, tho it still needs copper ingots, so either you work with the alt that combines copper and iron ore into ingots or the awful numbers of the pure alt
These are my current Alts... as you see, I have both Copper Alloy Ingot and Steamed Copper Sheets :)
https://docs.google.com/document/d/1Ck-arIUGRjpAW_FHBqBoAYsDJ19PdqObryIXju-Er98/edit?usp=sharing
Biocoal Charcoal Compacted Coal Compacted Steel Ingot Copper Alloy Ingot Copper Rotor CrystalComputer Diluted Packaged Fuel Encased Industrial Pipe Fused Quickwire Insulated Crystal Oscillator Iron Wire Pure Iron Ingot Pure Caterium Ingot Pure Quartz Crystal Recycled Plastic Quickwire Cable Silic...
then you have free rein work with copper, using a couple of spare impure iron nodes should do the trick
I have at the moment 4 or 5 pure iron nodes brought to my base... so iron should be okay, especially if I start using the "Pure Iron" recipe too
maybe I will dismantle my current black-powder/quickwire/silica factory floor... the one below it is empty, together they would be large enough to house Refineries... build a dedicated efficient Copper-Sheet factory and then see what I do with the rest of the floor
@vast jungle if you can tolerate clipping, you can reduce the height
i'm afraid that ain't an option, they have a sense for aesthetics sadly
I know, I have a refinery with foundations left from it standing in front of my base to measure it
"let me get this concrete measurement tape" ๐
Hmm... Maybe a one/two floor? Half of it 7/8 foundations high, have of it split into two floors
anyone know a reason you would ever use biofuel or liquid biofuel after coal?
boredom
Biomass burner to power 3 packagers, feeding 15 fuel generators. Thats 2250MW of power to kickstart any production line
I would (most likely) replace the biomass-burner with a Fluid Buffer to kickstart the first Fuel Generator ๐
just put a valve between the Generator and the Buffer so you can keep it full until needed.
Lets try building something insane:
https://www.satisfactorytools.com/production?share=CQ4RPmKKsrIZbtjc435d
new to satisfactory, was wondering if there is a better way to split this 60 line into 45/15, considering the limited space?
The point of the biomass burner, is that you can build it anywhere, regardless of power situation
reject the load balancing and embrace the church of the manifold, we have cookies
if at least one of the lines is running into a machine that eats 15/45, then you can simply make a single splitter without adding any more merging and spliting shenanigans and it will work perfectly fine after a brief start up time
You could stack the second splitter on top of the merger and use a conveyer lift... Not sure it would be better...
it runs into another constructor using 45 for concrete
then you don't need to do more than having a single splitter into each belt
i present to you the way of the manifold
it took me a good hour to come up with this but manifold may be the way
since machines can only take so much input, once their internal storage gets filled, they will only be able to recieve that amount even if the splitting and marging may suggest other wise, only thing is that it will take a bit of time for 1 of the sides to get filled, but it's much cheaper space and effort wise for the same results
can i ask why you have that splitter in between the the merger and the other splitter
they are trying to load balance instead of embracing the way of the manifold
?
the idea of that system is that the left output will have 45 out of the 60 input while the right side gets 15 out of the 60
lol i see it, kinda pointless having that second spliter there since its taking 30 items then spliting it againg to merge it
it makes the thing look prettier and be aligned with merger once that it's done
ill visit it again before long, just unlocked oil so ill see if i can make a mess there
I still havent unlocked coal
well, idk if deleting 2 splitters and a merger and connecting a belt is revisiting
then you should unless you enjoy the leaves collecting simulator playstyle to power your stuff
just dont spaghetti your pipes like i did
Come to the Dark Side of (electric) Power!

dark side of electric power? is that when your grid shorts out?
(gonna put it here so i dont flood the main chat)
but i wanna store equipment. collectables. alien stuff. organic stuff. i dont wanna store nuclear stuff. stuff that can only be used to make another item. ore. fluids(not packaged) and ingots. so anything i need to add or remove from this list
A.I. Limiter
Adaptive Control Unit
Alclad Aluminum Sheet
Alien Carapace
Alien Organs
Automated Wiring
Bacon Agaric
Battery
Beacon
Beryl Nut
Biomass
Blade Runners
Cable
Circuit Board
Color Gun
Computer
Concrete
Copper Sheet
Crystal Oscillator
Cup
Empty Canister
Encased Industrial Beam
Fabric
FICSIT Coupon
Flower Petals
Gas mask
Hard Drive
Hazmat Suit
Heavy Modular Frame
High-Speed Connector
Iron Plate
Iron Rod
Jetpack
Leaves
Medicinal Inhaler
Mercer Sphere
Modular Engine
Modular Frame
Motor
Mycelia
Nobelisk Detonator
Object Scanner
Packaged Fuel
Packaged Heavy Oil Residue
Packaged Liquid Biofuel
Packaged Oil
Packaged Turbofuel
Packaged Water
Paleberry
Parachute
Plastic
Power Shard
Power Slug
Quantum Computer
Quartz Crystal
Quickwire
Radio Control Unit
Rebar Gun
Reinforced Iron Plate
Rifle
Rotor
Rubber
Screw
Silica
Smart Plating
Solid Biofuel
Somersloop
Stator
Statue
Steel Beam
Steel Pipe
Supercomputer
Superposition Oscillator
Turbo Motor
Versatile Framework
Wire
Wood
Xeno-Basher
Xeno-Zapper
probs could get rid of all the packaged stuff besides fuel?
and probably all the biomass by converting it into solid biomass... except for flowers.. because color gun.. and "stuff that can only be used to make another item" maybe I'm wrong here but that's like your entire list. I'd keep supercomputers, turbomotors, basic building material (concrete, beams, etc), and packaged fuel. and other stuff could be kept in hub chest.. the rest belongs on the production line.
Why would you store packaged Oil and packaged HOR
ive been working through the list. ok. and i wanna keep some of the biomass stuff. like alien stuff.. but i mean like. if i cant use silica for anything that cant be automated. then ill remove from the system
and what i mean by that is like. yeah sure plates can be automated into reinforced. but they can also go into foundations. and milestones. and equipment which cant be automated.
For flowet petals, it might just be more efficient to just store them as color cartridges, as you get enough biomass from other sources anyway
Omg refineries are even larger than I thought
When the FICSMAS event ends will i be able to build a FICSMAS buildings?
sigh doing some quick-and-dirty calulation tells me that the planned factory cannot fit into the space I would like it inside ๐ฆ
no, besides snowballs, all ficsmas stuff that isn't a buildings will become obsolete, the ones that are buildings will only be for decorations
oh ok
I would only store items that can be used to build something + batteries, color cartridges, packaged turbofuel and packaged biofuel
(Assuming everything is researched)
@stray moon
Yeah i figured.
https://satisfactory.gamepedia.com/Truck_Station#Round_trip_times
When I time how long my vehicle's "Round Trip" is (for the purpose of following the table in the link)...
a) Should I include how long it takes to load / unload at both stations?
b) Anyone know the load / unload time off the top of their heads? Doesn't say on the wiki.
c) If (a) above is true, then the minimum round trip time must be at least [double the answer from (b)], correct?
And yes, for the record, I'm doing this with Factory carts, so every second counts. ๐
Yes, you need to include loading and unloading. Make sure the station is full or empty, depending on location and the wagons is empty. So you get the full animation. Partial loading or offloading has different animation
it's from a truck station article, trucks unload instantly
To clarify, since I'll be using mulitple factory carts for a single transit line, if I'm loading, say, 75 Iron Plates, that's a different animation time than 100 Iron Plates?
but anyway I'd suggest not using trucks, as they aren't 100% reliable, trains are better if you want long distance transport ๐
Oh yeah, might be different with truck stations, but you can in theory do a drive by load and unload
Oh no worries, I'm not here for reliability.
Again, I'll state it one last time, I'm doing this with Factory Carts.
I literally could just belt it.
But for the sake of attempting to keep some decent amount of throughput, I wanted to know more about the maths.
With carts, its instant, as long as the station can empty fast enough
It's instant? So my cart doesn't actually stop at the station?
For the 1 stack the cart have, its just about instant yeah
yeah, the animation time is actually the time between multiple grabs if needed; the first grab happens basically instantly
๐ค Interesting. Either way, whether it's instant or takes a bunch of time, I should include the animation time when comparing "Round Trips", yea?
I think the Truck need 2 full grabs, to fill/empty
Good to know...
Jump into a cart and drive past, if you get a stack, no need to slow down
I see. I'll try that. (Not at my computer right now)
although, does it grab it in bunches or is it "flowing" into the station? I realized I haven't actually tested for that distinction
i believe it flows, i may be wrong (not 100% sure)
if you're not here for efficiency, why do you care about round trip time? ๐
Mmm, I'm not here for reliability ๐ I am trying to have some semblance of efficiency.
Its flowing, like if a belt where connected. Havent really timed it
weird
Also cuz if I can make it work effectively, as if they were belts, then I can keep optimal throughput for the rest of the factory, so I want to try if I can.
"make it work" being Factory Carts
If they docked, like the trains do, it might have been proper transfer. But since its just drive by, its flowing
What's the difference between Flowing and Burst?
I'm not sure I follow that ''lingo''
putting items in 1 at a time at a certain rate vs moving a set amount of stacks for each animation
Ah, so if it is flowing, then the longer the vehicle stays, the more content it gains? Like belts into a storage container?
What determines the speed of the truck station into a Factory Cart, if it indeed is flowing?
๐คทโโ๏ธ
I don't really mess with truck stops cause they're unreliable, I just know stuff from what other people say and the basics
xD Roger Dodger!
it flows pretty fast, not sure about the numbers
I think it flows at the MK5 speed, but might be wrong
Oh dam
i thought it moved stacks at a time
I'm pretty sure the description mentions transferring at mk2 speed?
Although I always used them kinda like trains...
that doesn't sound right, cause then they'd never be able to go faster than 120ppm
Oh nice catch, it's on the description. It isn't in the paragraphs of text on the actual wiki info, but it is in the description of the item.
It does say 120 stacks per minute
"Transfers up to 120 stacks per minute to/from docked vehicle."
So that means it's burst?
Stack of wire is same speed as a "stack" of portable miners?
For something that stacks at 500, its 60000/m... Damn, if we only had that speed elsewhere
Oh, that I did not notice ahahah. Sounds more reasonable
no, it's flowing it moves 1 stack at a time at a rate of 120 stacks per minute, not moves 48 stacks per animation played
think of how trains work, that's burst
So 1 stack every 0.5 sec
theres the numbers
Ah but for my specific instance of Factory Carts that can only have 1 stack... it's instant then
yeah it should be
Nice
haha yeah, just zoom on by
just go thru full speed
This is gonna be so much fun
are you gonna have an army of carts
Yes
they're gonna pile up and it's gonna look like a Let's Game it Out video
I've already crafted 100 of them.
I mean if that's your goal, congrats?
๐ It's one of my few goals for this playthrough.
From what I can tell, there is a limit to how many AI the game can handle, so if you feel the game start to get slugish, stop adding carts
*add more carts
I'll keep that in mind
new challenge: factory with only carts and conveyors out of truck stations
Thanks everyone for the help and answers btw.
I have no problem enabling nonsense
If there was a smaller truck station, I might concider trying it
I'd love a smaller truck station
cart station ๐
I'd love more reliable trucks
do trucks do pretty well on flat ground with no obstacles?
usually, yeah
Quantum Trucks... you never know what they do until you look...
Schrรถdinger's Trucks: they either work or they don't until observed
then they don't work
cause they're in a rock now
yeah, worst feature of them ever
I honestly wouldn't mind if they're normal pathing was closer to the teleportation and they just made it look like they were driving around while not actually touching anything
I would rather a fake pathing that looks right 90% of the time and works 100% of the time, than a more realistic simulation that doesn't work 100% of the time
considering that even with reliable pathing vehicles are kinda meh for transportation, I'd rather see trains earlier
great.... I think I got everything into the factory floor that should be there (a few machines have to be overclocked to 150%)
but now I have to setup the resource input... and electrical power ^^
Just noticed greeny update the calculator and added a power tab
yeah. I usually announce updates on my discord server, but I also sent a message here a few days back with the update
Nice update. Now I wish I could download the schematic without havine to move everythibg to a small area and hope a screenshot can still see the words
Just wondering, what's the most space efficient form of mass storage for items? (beyond just using industrial containers instead of normal ones)
It depends if you prefer to favored the floor space or the volume
Volume
I don't have exact number but I would then say storage box, and for something automatic the longest possible line of storage, with each exit as close as possible of the next entrance
Alright ty
Smart splitters for me are by far the most compact way to do storage. 2 rows of containers manifolded together with smart splitters.
The current way I've been doing it is for very large storage, string together rows of about 7-8 containers and connect em together and for smaller scale stuff, I put 2 double stacked containers next to each other and connect them
Just wondered if there was a more efficient way compared to just building up more or building out more
Ahh. I dont store more then 1 or 2 ISCs of any item.
I suspect we might get something storage related in the next update.
Until I know what to do with something then I generally put 4ISCs together and let it fill up
That and there's some things that prefer just having 2-3ISCs full of em (like when I went through the process of getting stuff for the space elevator to unlock T7, I went through so many cables and steal beams)
nothing is more satisfactoring than building a large factory and then slowly turning it on piece by piece ๐
You don't just connect it to power as you go? (or are you talking about power generation?)
no, I am talking about connecting it step by step to debug it... and I just found a bug sigh
Ah ok, also, that's unfortunate
@topaz hedge Check conveyor belts and check what else is using the coal
Might just be bottle-necked conveyor belts
nothing else is using that coal line.
the model of the Refinery is definitely broken...
the ladders on both sides block each other if you place Refineries in a row.
@topaz hedge Check to make sure the conveyor belts are hooked up right
mr smiles. They are.. This ain't my first rodeo. There is nothing wrong with my setup. it goes, coal mine -> manifold to 12 foundrys, with the last one on the row underclocked to 67%.
Honestly, This isn't the first time I've had something like this happen on my save, pipes started doing it first, now belts. This is the same machine that I've done nothing to 10 minutes later.
I didn't just hook this up, it's been hooked up with it's output feeding a sink for about a week
Weird
I know. thankfully it hasn't affected encased beam production enough that my mfg's run out but.. it's odd all the same, the only thing I've done to that machine is stare at it for 15 minutes and it filled up. lol
Are you using MKIII belts?
It'd only have excess of 12/min so it'd take a while to fill up all 12 foundries
the rest of them are full :/ @sullen cloud naw, you know how fast that'd run out at 270 a min? lol
Sorry I meant MKIV
yeah
Yeah, I am pretty sure that pipes AND belts are broken at 100% usage
It's be 14/min extra but idk,
I have tested a lot within the past days
I had another issue with a different line that should've been using exactly 480/min and it ran out too. I solved it with a mk5 belt
Same, part of me thinks it's not the belts themselves, it's our 2000+ machines messing up the tick that's causing issues :/
Small lag is probably the issue
Then again, nothing I've ran at exactly the capacity of a belt has failed me (tho I've only done that once or twice)
I try not to max out belts/pipes, unless it's on a mine or extractor. this is the first time I've had issues with belts coming from a mine
The most efficient thing I have running right now is my fuel generators but even that, for it to be a 1:1 of what's being produced to what's being used, I'd need to set another generator up at like 50% underclock and I don't need the extra 80mwh or so it'd produce so even that has a bit of headroom
i did some load balancing with smelters and i have 30 caterium per min with 2 smelters and i cant remember the resources per min for iron and copper but they're pure nodes with 4 smelters each
how should i divide the ingots to constructors
what is your end goal?
make all the of the basic iron product screws rods and plates
i think i figured out the math though
2 constructors making rods and then another two making rods into a third pair making screws out of rods
and then just one making plates
wait double that cause i have 120 coming per minute for copper and iron
If you hv 120 iron ores, then 60 iron can make 40 plates, another 60 for rods, and 15 of the rods can be made into 60 screws. You probably will need more plates than rods earlier on, and more rods once your modular frames starts running
Again this will depends on your choices of alternate recipes
dont have any for iron yet
My insane copper//iron factory is finally working... :)
a couple of small mistakes and three mayor bugs later... and a couple of overclocking shards ๐
main issue now, the belt toward the central warehouse is overloaded
as soon as the warehouse-belt is not overloaded anymore I can also grab some intermediate stuff from it :)
(need Computer factory to move to Mk4 belts ^^)
@vast jungle you can use awesome shop to jumpstart the mk4 belt production (awesome shop is incredibly helpful for unlocking techs)
next step... dismantle factory on floor 5, extend it to double height and build a computer factory ๐
sounds like fun
Done... my main-belt plus the warehouse (and the connection to the Awesome sink) is now mk4... this should help a lot (all factories are still mk3)
I have uploaded a few photos for the "Steel/Copper" Factory I built yesterday... was a little bit messy because I was running out of space. And I had a couple of bugs to fix ๐
back in my day we couldn't just buy supplies at the awesome shop; we had to lovingly handcraft them until we got them automated
would be easier to ignore this option if there would still be stuff worth buying in the shop for me ๐
Oh I'm just wishing I'd had an awesome shop the last half dozen times I grinded through upgrades.
Haven't played much lately; might start a fresh factory next update.
for me its just the first playthrough... got to tier 5/6 this week... I spend to much time tearing down old factory floors and building them in a different way again.
The last few days I built a Iron/Steel/Copper floor based on 10 Refineries for efficient steel production and Copper Plate creation... these damned Refineries are HUGE...
That they are.
The most obnoxiously large building, not counting the space elevator, is the nuclear power plant.
and now I have to decide if I switch the power generation of my "Oil Outpost" from Petrolium Coke to Fuel...
Yes, the space elevator is just insane... every times I increase the height of my base I look up and think "okay, still much larger than I thought"
I usually get bored once I've got 10GW of nuclear (4 plants) though I did once plan and build out 100GW. Sadly that was before fluids so the entire thing is broken and I haven't bothered fixing it
As for power .. fuel used to be so simple to manage. Now it's a bit of a logistics headache accounting for byproducts.
Amusingly I found it easier to balance the sulfuric acid from uranium processing since I could feed it straight back in
Haven't tried a fresh playthrough since they added mark 2 pipes and other fluid enhancements.
yes, packaging them up to sink them sounds wasteful ^^
Ah but is a sink really wasteful when you get awesome tickets?
you throw away the canisters as well
Granted there's an eventually decreasing return on investment
ahh, I see the backlog on the belt from my oil city (I use it for plastic and rubber) is finally gone. Had to limit it to MK2 speed so it does not overload my main-belt... but now main-belt is MK4, so plastic/rubber can be mk-3 ๐
why not use multiple belts... or a train?
I don't have trains at the moment (just unlocked first piece of Tier 6)
but I have a prepared train route between both bases with a Hypertube and a single MK3 belt parallel to it
Ah okay. They also do take a while to build out and route but they're worth it. You also might need to calculate how many cars you need per product based on round trip time.
Usually just one but ... A long trip can become a bottleneck.
(As could the capacity of a single car)
You don't need much plastic/rubber on Tier 5... But this might change for me in the near future
If you go for turbofuel with heavy oil recipe then diluted fuel, the only by product is some polymer resin and you can use to build some fabric or sink it.
Oh I'm sure but I also got lazy about hunting down hard drives on the only all-tier playthrough I did with fluids
Like I've already been across the entire planet several times; doing it again so soon seemed tedious.
I optimize for my entertainment first and foremost; this is, after all, a game.
And in any case I didn't see much point in finding better fuel solutions when nuclear power was my ultimate goal
better fuel solution = more plastic and rubber