#math-and-meta
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Hmm... would you suggest going with Crystal Computer or stay with the original one?
(I don't have Caterium Computer)
dont have it yet
its worth getting, but yeah otherwise going for crystal is good too
Let me see if I got this... Crystal Oscilators are a major pain to create, right?
they're not THAT bad but require manufacturers
looking for a good way to split the production of Computers...
1 Computer needs 1 Foundy (OC 142%), 8 Refineries (1 OC 120%), 18 constructors, 7 Assemblers (1 OC 111%) and 4 Manufacturers
thats a lot of space
But Crystal Oscilators are not THAT useful currently, not sure if it makes sense to have a dedicated production for them
it's worth it
Never really understood the Crystal Computer. It dont really save machines, as it just move the manufactuer one production down. As for resources, it dont really seem to be saving anything
alts are, well, alternate recipes
it just creates more diversity in what you can build
I do think there are some which are just flat out improvements. Encased Industrial Pipe for example basically just uses less steel than the default.
Yep and yep.
The petrochemical ones (diluted fuel, recycled plastic/rubber etc) are very powerful, but come with the trade off that the machines you need to build to use them are far more complex than the default recipe. So there is a clear trade off there.
Imo a super good one to have is steel screws since screw production is so slow otherwise and takes so much
Oh yeah... In the last factory floor I built I thought (after finishing 80%) "I am screwed"... I had overlooked the constructors for the screws
"Iron wire" was similar... 10+ constructors just for the wire
1 constructor for steel screws with 150% OC only uses like 6 or 7 beams per minute and produces like 300 screws per minute
I like the screw ones, but prefer the recipes which just get rid of screws altogether (steel rotor, caterium computer). Iron wire is useful, by you need way more constructors for the same amount of wire.
I use both, don't get me wrong - I just think they're more alternatives that give you more choices, than just straight upgrades.
I think I used copper rotor in my last factory
I don't mind recipes that need screws since I only have 1 single constructor making screws so it only uses like 5 beams/min and even then, it's not in use a good amount of the time
Copper rotors are copper sheets and screws @vast jungle
That's the nice thing isn't it? There's not a right or wrong answer, just different approaches.
But yeah, 7.5 beams/min gets ya 390 screws/min
I also have steamed copper sheet and the copper-iron alloy
Steamed copper sheet pays massively when you start needing to mass produce circuit boards.
I have plans.... But I am still deciding what intermediate product I want to produce .. crystal computers need crystal oscillators... Which are slow and bulky to produce
Imo avoiding crystal oscillators as much as possible is the way to go lmao
I just don't like dealing with em
The normal computer recipe is not that nice
Same but I'm not using it since I already got the normal recipe hooked up and I got plenty of computers
The power of AFKing lmao
๐
Ngl, I just wish I'd remember awesome sink is a think more often
When I got my fuel generators set up, I had to deal with the resin and at first I just mass stored everything since I didn't know what to do, then I set up a train station there and use it for rubber/plastic
But I coulda just used the awesome sink
I make problem come from it at the moment... But I got some alts for oil now, so I have to check my oil design again
And I have to look up how this diluted packaged fuel is working
I've gotten to T8 and idk what really to do since for the most part, I got everything automated so now I'm looking into mods to gimme something to do
T7*
^^
Got everything unlocked don't really have anything else to go after besides just making literally everything super efficient or go after nuclear
Do you have experience with recycled plastic?
The PR that is produced by my foundries making fuel, I have that going into 2 different refineries, 1 for rubber and the other for plastic
Technically, only 2 of each can't keep up with their peak PR production but since I'm only using a few generators atm, 2 keeps up with it for now
So I just use them for storage and when I need to dump some I put it into the Awesome shop
Im at the point of my build where sheer size is my obstacle
158 nuclear plants. Sounds not too bad til you start working out the piping. The belt work is the easy part
But having 158 pipes of water...tat gets fun
in those instances I'd justify overclocking water extractors just so each pipe is enough for a reactor
assuming you're not overclocking the reactor, too
Yea OCโd water extractors for sure
Its a 1:1 ratio
Im not over clocking the reactors, just habit
Some examples of my err...insanity
And this part is the worst. I have to do it this way thanks to dead ocean pockets fml or I would have gone for a wider pipe platform
Those dead ocean pockets are annoying, for sure. Had to pipe in water for my nuke plants from further away than I'd hoped. :)
Why not 79 mk2 pipes instead? 
Some people I trust that know what they are talking about said maxing out a mk2 pipe isnt a good idea. Has...flow rate issues above 570m3 a min
Sure, but unless you use over 95% of your power capacity, you wouldn't have any issues
Eh force of habit I suppose
I'd give it a maybe 70% chance that the issue with maxing pipes is somehow related to how many pipe junctions you've got, FWIW -- I sort of suspect that with as few as you'd need for nuke plants, you'd probably be fine
I've been meaning to set up a few more 6x Wet Concrete arrays and let those run for awhile, 'cause my wet concrete seems to be running fine with a maxed mk2
๐ค
I wonder who these trustworthy people you speak of are....
Lund
Tom
Greeny
let's just agree that part of the flow rate just goes to the shadow realm somehow once that it has enough junctions
I mean in general. Your game knowladge is enclyopediac
theoretical game knowledge ๐
Question is whats the junction number?
idk, that is why i said somehow, something goes wack at some point if there are enough junctions who idk how or when
I do know its not a new issue tho
I had to do alot of fixing to get my 1800 plastic/rubber recycled factory working right. Learned the hard way pipes dont like to work well after soo many junctions
That was pre mk2 too
Heh, I'd been talking about the pipe flow issue for awhile, though I don't know if I qualify as "trustworthy."
I still can't quite shake the feeling that I'm just doing something boneheaded somehow. :D
In the end I got tired of waiting hours for refineries to start mysteriously developing problems, though, and I just ran more fluid into my base so I don't max out the pipes. :)
Debugging that issue is frustrating, since it often takes 1+ hours for the problem to suddenly manifest
Yea my next recycled build will be based on 200m3 pipes of fuel, or 400 to be safe. That way they are not maxed
so i've started another base, was just south of the northeastern desert, till I got steel, now starting a modest scaled up base just in the southern part, trying to run biofuel until I hit nuclear
at least now I have the space to start running 780 setups (ie, 18 constructors making concrete) and ive scaled them back now i just got mark 2 miners, so that should ease the power usage once I get everything there, and looking forward to liquid biofuel
but doing the bigger base setup before I finish the space elevator bits
btw what happens after ficsmas with the ficsmas stuff we have in storages?
It'll all still be there (you can preview exactly how it'll be by disabling the event from the main menu options, if you want)
You won't be able to do anything with any of it except snowballs, though
cool
will trees still make presents?
nearly filled a container of stars, then the presents should quickly backlog to finish filling up the 7 containers of storage in case they dont
did everyone get 2 quantum computers, 7 superposition osscillators and 1 fused modular frame?
This whole discussion of bag pipes and the backlog problem makes me wonder if it's worth the effort to go from coal to fuel power as long as coal is enough... I have your to find a good setup for oil that doesn't kill itself accidently from backlog when using fuel for power
i havn't found a backlog problem, wheres it usually occur?
to be fair my turbofuel setup is running at nowhere near capacity
13k consumption, 41k capacity
@dense temple if you start using 40k you should start to see the issue manifest.
if not before then. but somewhere around 90-95%
my issue is how to decouple plastic/rubber production from fuel production? With Petrolium-Coke I can easily Sink the coke if I don't need that much power, but this doesn't work for Fuel... and if the fuel backlogs into the Refiniery where the Heavy Oil Residue is created as a byproduct of Plastic/Rubber production, the production of these two will also block.
Can't you just package and sink either the excess fuel or the excess heavy oil residue?
Before packaged fluid you can only manage that by manually emptying the buffers :/
but this opens the can of worms that I have to produce the containers just to get rid of the fluid... which would also decrease plastic production.
Containers can be made without plastic if you explore and get Alt recipes :P
Still, I think it's worth the expense. After all, you'll need more plastic as you build more machines... But having more machines requires more power, which burns fuel quicker, which makes you consume less containers for packaging thus less plastic... So you will feel the loss less the closer you get to power capacity where the max is:
Plastic/min = (fuel/min) / 2 at 0% power used
hmm... just had the idea to create Petroleum Coke from the HOR overflow and then sink this... no plastic necessary.
"Had the idea" or "read the #satisfactory chat"? Ahahah
no, just brooding over the wiki production tables... but most likely this conversion is a bit inefficient for larger power setups
as I see it there are two alternatives to split oil into plastic (I ignore rubber, its the same ^^) and fuel...
oil => plastic and HOR, HOR => Fuel
oil => fuel and Pol-R, Pol-R => Plastic
each of this chains can use the "diluted XYZ" Alts to increase the amount of fuel... which of course increase the backlog problem.
and 15 fuel is 150 MW... which is A LOT...
hmm... is there something similar to a "Smart (Overflow) Splitter" for liquids?
Not exactly. First off, there isn't really a splitter for liquids either, as the main difference is that liquids are bidirectional.
However, there are semi-complex systems with fluid dynamics on reddit that use a fluid buffer with a ten-meter "bump" in the pipelines, causing it to only flow out of that when the fluid buffer when it fills up to a certain point. If you have a small amount of overflow liquid coming in, you place this system there, and once it the fluid buffer gets to about 90% (depending on how you build it), then it starts flowing past the 10m bump, dropping it below 90%, and thus creating an overflow limiter
A bit more cumbersome then the most simple version one can do, but the point is the same ๐ :
As long as you rise a pipe (even 1m vertical can be enough, but gotta be VERTICAL to make sure) that pipe segment and the following ones will fill after EVERYTHING BELOW them has.
So yes, overflow splitters for pipes are a thing ๐
The fluid buffer would give a little more control (and an actual buffer too, incase power cuts out), but it would take a much longer time for the secondary production (which is waiting on that fluid) to come in, since it needs to fill up first. Plus it takes more space.
A bit of a messy example, but I hope it's clear
thank you...
Oh, red is overflow in picture (going up)
I like that image Vecnam. A great example of the overflow system.
I was having a very similar conversation to this and thought the same as you, so I had to take the screen for future reference. Comes in handy now ahahah
sorry for reiterating stuff everyone has done for months, but I need to get this into my head... and figuring it out helps ^^
so my plan looks like this:
oil => plastic and HOR
HOR overflow => p-coke (sinking)
HOR => Fuel ( or HOR+Water => Pack-Fuel => Fuel)
Fuel => Electricity
Could've tidied up the place a bit more before snapping it, but... Whatev...
While I can tell that's not in order specifically, swap the 2nd and 3rd "step"
Notice in Vec's image that the orange arrow goes past, towards the north, and the red arrow goes east, half way between the two rows of machines.
So you want to send HOR -> Fuel first and then have the "exit" pipe for overflow. It's pretty obvious but just gotta make sure
??
I agree with swapping step 2 and 3 (makes plenty sense), but it doesn't really matter WHERE on the pipe you put the overflow split (other then for your own organization). It's all about the height
E.g.: my setup would have worked the same either I splitted after the last refinery using fuel or right after the ones PRODUCING it (that's a fuel->turbofuel setup, excess going into recycled rubber/plastic)
I can turn HOR+Water into Pack-Fuel... and this into Fuel.
If I turn the HOR into Fuel I cannot dillute it anymore.
or do you mean the "Overflow Step"?
Oh good point Vec, because no matter where it is, the liquids filled every other place.
I gotta ask... Why "Vec"? I've seen this discrepancy between people shortening it as "ven" (correct) and "Vec" but I just don't understand the latter ๐ ๐
sure, the Overflow should be at the end of the HOR pipe... didn't mean to put it before the Fuel generation when building.
"c" and "n" aren't close after all ๐ค
_> C and N are close... when spelling your name
I have dyslexia ๐
Very minor but it happens often with names. I will literally never notice it's wrong until someone mentions it, and yet I spell normal conversational words correctly
I think what he meant to say (surely what I mean) is that you should think about turning it into fuel first THEN thinking about the overflow
Oh, pardon me. I didn't intend to be rude. Thanks for explaing ^^
Yea, as long as you do the HOR -> Fuel before you do the HOR -> Overflow, then the location doens't matter.
Not rude at all ๐
so 360 Oil => 240 Plastic and 120 HOR
120 HOR and Water => 240 Fuel (with some packaging/unpackaging)
240 Fuel => 2,4 GW of power
in addition to this 120 HOR overflow => 360 P-Coke (and into a sink)
I cannot do the overflow with the Fuel because I cannot turn Fuel into P-Coke
๐ค 120 HOR & Water for Packaged fuel... Makes me think there might be one or two more overflow steps needed.
If I overflow the HOR I can let the HOR=>Pack-Fuel=>Fuel cascade block if necessary... without blocking the Plastic
๐ค Naturally, you'll want to sink overflow HOR if the packager can't consume it fast enough, but if Packager Consumption == HOR Production, you should be fine.
๐ค Yea, the only downside would be that when the Packaged Fuel gets unpackaged, you'd have to split the fuel into a sink which means you have to be producing canisters rather than injecting them.
๐ Yea so I think you're fine with the system you have, since you can let the solid packager line backup when the fuel overproduces
Why?
I have a linear chain from HOR to Electric Power...
if it blocks I don't care... it seems I don't need the power at the moment.
the problem only exists because it might also block the Plastic, which I might need (despite the low power consumtion)
๐ Yea, like I said, you're good.
okay
the amount of power this thing creates as a "by-product" of plastic (or rubber) production is still insane ^^
with Rubber its even worse, because it produce double the HOR for each Oil/Rubber
Here's what I did to try avoiding stalling my system: oil - >plastic
HOR - >Fuel
Fuel - > turbofuel (or generators, same deal
OVERFLOW Fuel - > recycled plastic
That way I didnt have to keep adding more containers other then 30/min (since I split 30/min packaged fuel for storage)
Ofc, you don't have the recycled one yet... But you seem on a very similar road xD
hmm... I have Recycled Plastic too... does it make sense only to produce Rubber (more HOR!) and then turn the produced Fuel into Plastic?
(I don't have recycled Rubber)
Yes, it'd make sense IMO
Yea, that's what I'm doing in my main run.
Didn't have a lot of rubber production from that factory though, but I think I did it wrong. I didn't do the same process that Ven did, so maybe that's why.
I made 50/50 between rubber and plastic for convenience (2 sets of refineries, 600 oil IN, 300 HOR out)
Mine wasn't very efficient either though... Kind of an experiment and it's still really weird to have your plastic/rubber production fluctuate with your power drain ahahah
(less excess fuel = less recycled plastic)
I mean, it worked fine, but many machines weren't at 100% :/
540 Oil => 360 Rubber and 360 HOR
(overflow the HOR if necessary)
360 HOR => 720 Fuel (by dilluting)
120 Rubber and 120 Fuel => 240 Plastic
600 Fuel => 6 GW Power
Just remember to accommodate for extra fuel (over the 120 mark) unless you're sure you'll always be consuming those 6GW ๐ค
if I overflow the HOR into P-Coke and Sink this, I should not care how much Fuel I consume...
Yea, I got eventually made an individual factory for Plastic and a second one for Rubber where I maximized and immediately sinked the HOR-Coke. Wanted to ensure a minimum guarantee into my factory.
how much buildings would be the setup above... Hmm...
18 Refineries for creating Rubber and HOR
9 Refineries to turn Overflow HOR into P-Coke
12 Refineries to turn HOR into Packaged Fuel
12 Packager to turn Packaged Fuel into Fuel
4 Refineries to turn Rubber and Fuel into Plastic
40 Fuel Generators to turn Fuel into Electrical Power
OUCH...
Yes, but since you didn't mention it in the last message I already forgot about that ๐
A couple months ago, those small 12 packagers were 12 more big-ass refineries... ๐
the setup will need 540 Oil and 720 Water
that was before my time in Satisfactory ๐
I'm glad I only BEGUN PLANNING my recycled plastic loop (600 oil to 780 plastic 780 rubber and some fabric) when the teasers about the packager update came out
600 oil => 780 plastic + 780 rubber ???
generating HOR directly from Oil, Diluting it into Fuel and then using both Recycling Recipies?
Yeap
There's 20/min lacking cause I didn't want to add more conveyors and fit it all on an mk5 belt
you could have created more Fabric ๐
but I like the setting (just wrote it up under "More Alts, More Plastic/Rubber"
Yes, that's where the fabric comes in xD
I don't remember right off the bat now (it was a save I abandoned) but I used all the polymer to make fabric... Then used the extra 40 oil to make more polymer I think ๐ค
to compare it easier to my planned setup
540 Oil => 720 HOR and 360 Polymer Resin
720 HOR => 1440 Fuel
1440 Fuel => 720 Rubber + 720 Plastic
180 Polymer Resin + Water => 60 Plastic
120 Polymer Resin + Water => 60 Rubber
60 Polymer Resin + Water => 3,75 Fabric
Ugh, I dislike the polymer-rubber conversion at an unreasonable level
It seems so wasteful to me for some reason ๐ค (too little produced from too much, kinda)
you are right, better to make only Plastic from Polymer Resin and just create more Rubber from Fuel
But if you can find nice nubers like those, I shall tip my hat. It's the perfect way to make it to good use
but... no... this would unbalance the recycling loop... Hmm...
But we could feed some Plastic from the Pol-Resin into the Recycling Loop... I have to do the numbers later
Realistically, 360 polymer/min is a pretty manageable number
About the recycling, how are you planning on sustaining/feeding it?
as long as you have a 1:1 between plastic and rubber, you don't need to feed it... it will feed itself (after bootstrapping it)
So autofeed it is
30 Fuel + 30 Rubber => 60 Plastic
30 Fuel + 30 Plastic => 60 Rubber
so take out 30 Plastic and 30 Rubber and let the rest rotate in the loop
Yeah, it's what makes most sense to do
and if you want the loop to create more rubber you can feed the loop plastic made from Resin too
I will see if I can find a symmetric output solution that only creates Plastic from Resin... this evening or tomorrow
I can't really recall why mine was feeded ONLY by the plastic/rubber made from oil, but there aren't much reasons to do that ๐
hmm... 360 Resin is 180 Rubber (would be only 90 Plastic!)
so I need the recycling loop to generate 180 more rubber than Plastic...
1440 Fuel => 480 Rubber + 660 Plastic
End result should be 660 Rubber and 660 Plastic from 540 Oil
Urgh, me dislike when numbers work out like that
Now I remember why I turned it all into fabric ahahah
Still, it works out!
now we just need the numbers how much electricity this setup needs to add the necessary Fuel Generators so the setup powers itself... including the Oil Wells and Water Generators...
Why calculating that?
Do you have plans on your power draw too?
because then you could built a self-contained AND self-powered factory... ๐
if you include the power for the Oil and Water Extractors you could have a "no input" Factory that just export its stuff by Train... no belts/power-lines necessary
Sure enough ๐
you just have to be careful because of the power fluctiation if you need to sink the plastic/rubber... this could mess up Fuel consumption a bit, so you need SOME emergency HOR sinking when the Awesome-Sinks are not running.
have to go offline, will crunch numbers later
As long as you don't plant to stay too tight on the power limit you should be fine.
Alternatively, since it would become an isolated system, you could calculate how much your power draw would be and with that exactly how much excess fuel you're making and deal with it accordingly without having to make a system that can accommodate a variable amount and having everything run at 100%
OR you can limit/balance the belts to the sink so they don't sink too fast but rather slowly and without gaps
Anyhow, have a good rest of the day/night ๐
Does the math work out here?
Stage 1:
90 oil -> 60 plastic + 30 HOR
90 oil -> 60 rubber + 60 HOR
Stage 2:
90 HOR + 180 water -> 180 packaged fuel
Stage 3:
60 plastic + 60 fuel -> 120 rubber
Stage 4:
180 rubber + 180 fuel -> 360 plastic
Assuming alts diluted packaged fuel, recycled plastic, recycled rubber
By my calculation that's 420 plastic no byproducts and all refineries at 100%
Butts, no it doesn't. Under producing fuel
Your making 180 fuel but your plan needs 240
Are the times on this chart one way, or round trip? like for 2 mk4 belts (stacksize 100), does the train have to pickup, dropoff and return to the pickup station within 3:20?
time the round trip (without loading/unload) first, then add 50 seconds. If the total time less than 4m06s, then 1 car per belt. If more than 4m6s, use 2 cars per belt or 2 equal trains. If more than 8min12s, use 3 car per belt or 3 similar trains.
belt > ISC > cargo platform > train > pipe > pump > IFB > pump > fluid platform
This is the train advice I use dunno where that chart is from
greeny sent it to me. I suppose if it's round trip I can just use two trains. I just timed my round trip and with load/unloading it's 3m50s :/
Ah yea if its from greeny its good stuff
Anyway I always split my belts into two or more freight cars by habit
Like if I want to move 600 iron ore ill split it into two freight cars and re-merge the mk5 belt at the recieving end
Also use industrial storage bins before the input and output of the train station
out of curiosity, why are you using ISC on both sides?
To counter the train station. Since it stops input/output during the load/unload animation
Keeps the belt or pipe flowing during the animation
ah alright, that makes sense, thankyou. and merry christmas
I did some quick math, probably not accurate but its a shot
So I have a m4 belt, going across 7 foundations. It took me 8 seconds to get from point a to point b
In short, it took me 8 seconds to travel 28 meters. That is 3.5 m/s or 7.83 miles/hour
If a human can averagely jog around 4 - 6 mph, this implies that the belts travel 3.83 - 1.83 miles per hour faster.
Would be quite safe if you always use 4m6s for single mk5 belt
@oblique isle speed of belt is listed on wiki
Lemme have my fun lmao
oh lemme recalc real quick
Double yr result will do
So 7 m/s or 15.66 mph
Yes, and that's incredibly fast when compared to real life conveyors
Converts to km/h because reason
these arn't real life conveyors. these are space belts.
I know...Im just calculating how fast the mk4's are in reference to real life
although, we do have some pretty fast conveyors for real. according to google, the fastest one is at a mine and moves at 54 km/h
So half of what the mk4s run at
Double*
Sorry for pestering, round 2 of this calculation. The only real constraint I'm trying to fit into is that the row of 6 for stage 1 looks nice and fits into the space I'm earmarking for it
Stage 1:
90 oil -> 40 plastic + 20 HOR
90 oil -> 80 rubber + 80 HOR
Stage 2:
100 HOR + 200 water -> 200 packaged fuel
Stage 3:
40 plastic + 40 fuel -> 80 rubber
Stage 4:
160 rubber + 160 fuel -> 320 plastic
But I think to get full utilisation I'd have to triple it
I also got some new numbers...
660 Crude Oil gives you 810 Rubber and 810 Plastic... and 360 Fuel to power the whole setup (with ~ 150 MW spare for Awesome Sinks and Extractors)
The problem with that is that if you don't use all of the fuel it will back up, and if you do your grid will overload
The process goes
Oil => HOR + PolyRes
PolyRes + Water => Rubber
Dilute the fuel and subtract the necessary Fuel for Power
and then you have to balance the recycling loop between Rubber and Plastic so that you get equal amounts (but still consume the Rubber made from PolyRes)
just built an overflow for the HOR and convert it into Petrolium-Coke and sink it completely... these will only run if the rubber-plastic recycling loops blocks... power creation will never block completely because you still need a minimum amount of power
600 Oil should become 720 Rubber+ 720 Plastic.... and 360 Fuel to power the setup.
not sure how Turbofuel would change this, most likely you will get more because you need less fuel to power the setup, but then you also need coal and sulfur
hmm...
1 m^3 of fuel becomes 10/12 m^3 of turbofuel... each of which has 20/6 times the energy of Fuel...
so for each m^3 of consumed fuel, you only need to convert (12/10)*(6/20) = 72/200 = 18/50 = 0.36 m^3 fuel (converted to turbofuel) to generate the same power...
so roughly 1/3 fuel necessary to generate the same power
so with turbofuel:
520 Oil/min gives you 720 rubber/min + 720 plastic/min... and enough turbofuel (100/min) to power the setup.
and you will need 80 sulfur and 80 coal...
maybe its off-by-1 Fuel generator because the generation of the compacted coal.
but as I said, difficult to balance
not sure it would "auto-balance"... would have to try but I lack two Alts for it
(off topic: I fu***** hate the combat in Satisfactory)
I love it
I have everything except for JetPack and Rifle... and I die to nearly every larger Monster
Jetpack is level 6 and locked behind stuff I still don't produce...
so I am hunting for a few more Alts before deciding what I (re)build next
my three goals would be
a) better plastic/rubber facility
b) Heavy Frames
c) Computers
10 seconds to first HD ๐
hmm... Steeled Frame, Cheap Silica and Highspeed Wiring
easy "Steeled Frame"
Next HD: Steel Screws... YES!
Third one: polymer fabric
Seems good to me ^^
Have to write down a few more "not that useful Alts" later... but when I got "Caterium Computer" it was time to go home ^^
Split the oil setup, each producing only 1 final product, so that you don't have to balance them
Still use the diluted loop setup
Only thing I dont like about caterium computer is the high use of circuit boards. Combined with silicone circuit hoards tho isnt too horrid.
Balancing is Love
Balancing is Life
That said I dont like crystal computers. Feel its a waste to burn ocilators in computers without necesity
The productivity of the fused quickwire alt is so good that caterium computer looks like a decent option to me, not that I've unlocked it
But yeah circuit boards are a big drag
Yes fused quickwire is almost mandatory when you get to big builds
Just slam all your fused quickwire directly to the next machine to avoid belt messes
They have such a low compression
sorry, uploaded wrong picture...
Funny... I need Rubber, both for the Computer production and for my Heavy Frame plans... but I only have Recycled Plastic ๐
First hunt all the 72 hard drives you will ever need.
I just finished another run for Alts... got some nice things... (including Turbo-Fuel)
and Casted Screws
and Heavy Oil Residue... unfortunately no "Recycled Rubber"
last HD of this run will be analyzed in 2 minutes
got "Heavy Encased Frame"... ๐
You gotta be the very best, to catch all the hard drives...
^^
had to ignore a couple of HDs I found because I had not enough of the correct items anymore
but first I need a new plan for my Oil setup... need more Rubber...
Planned Oil Upgrade
but I will need a BIG place (for 28 Refineries)
nice... just noticed I might need a "heavy modular frame" factory first ^^
1+1=10
Quick maffs
seems legit
Seems binary
advanced maths question here..... why is it that i have a manufacturer that needs 5 radio controlled units per minute... and 2 manufacturer that construct 5 radio controlled units a minute... that the machines never seem to sync up... and its always shutting down and waiting for up to 10 seconds for their radio controlled units...
gonna guess that there is a little bit of downtime for them to arrive, i think that could be fixed by filling the manufacturer manually
materials aren't in a constant flow to the manufacturers producing RCUs probably
down time with them causes the desync
i realize that part of it, and i have worked hard to make sure that there is actulally an overflow of materials going to those manufacturer , even then they are out of sync and even shut down
but it just seems to me that there is more maths behind the problem than to meet the eye
Could pause it for 1 cycle to let a buffer of 1 set of them build up
Then continue as normal
for example.... my cruid oil -> HOR + Resin Output = 49.2
the HOR have output room to spare for the HOR, but the resin + water -> Rubber... shuts down about once every 2 minutes because not enough Resin
fix to that would just be underclock a machine to where it matches
i did that for the Radio Control units going to my turbo motor manufactuer... and it slowly over the course of 10 minutes... took my buffer of 50 units down to 40... even though the output was 10/min and the requirement was 10/min I put a buffer of 50 units in the darn thing
@fierce ruin what is it that requires exactly 5/minute?
I can see how you can make exactly 5 RCU/min
Oh a stack of 5
thats running at 100% clock speed.. .no downclodking
so you're producing 5 radio control units per minute for this you said?
hmm
oh wait
yeah okay so the reason it keeps stopping is because it doesn't output two halves
so every odd minute you output 4, every even minute you output 6
Buffering should just deal with that though
In fact that chain should back up
that is why i hate everything beyond bauxite
ive been trying to be buff everything up to be about 1% above the required... i just think its crazy that when it needs X per minute... i have to really make X+1.5%
I need to remake my save overall at some point into more efficient subfactories scattered throughout the world. Maybe I do that after work today.
ngl those words don't sound very convincing
Well my main factory right now is a lagfest with everything all in one place.
It's hell to be in my base.
I'd like to actually get smooth FPS, aha
i meant more of i will do x after work today
i meant that why are you here if you still need to work today
because desk job op
for as fun as it might be i would prioritise being able to eat over the nuclear waste management simulator
I don't play Satisfactory on my laptop
well, talking about the factory game online
@quaint sage I got an interesting idea how to "visualize" the Oil production idea with the "unbalanced" recycling loop we talked about yesterday... a little change in perspective can make it much easier to build/design.
i am struggling balancing that recycled plastic/rubber loop right now... thank goodness for my efficency checker mod...
@vast jungle that was the sort of thing I was trying to figure out
I did get it to balance out exactly and produce with no byproducts
Gen 1, 2:1 rubber to plastic if you have diluted packaged fuel balances exactly
do it this way...
first, convert all oil to HOR and Resin...
second, convert all HOR to fuel (with dilution)
third, convert all Resin into Rubber (more efficient than Plastic)
this part is easy...
the problem is, you need some plastic to convert to rubber to convert to plastic
instead of feeding the rubber into the loop, just convert 1/3 of it with "Recycled Plastic" into Plastic (which will get you the same amount than the Rubber you have left)
then consume part of the fuel for power, feed the rest into a symmetric Recycling loop.
if you keep the "recycling loop" symmetric its much easier to design... both sides have the same amount of Refineries, both sides get the same amount of fuel...
The consume part of the fuel for power is the tricky part because that isn't totally predictable
just build enough Refineries to convert all "overflow HOR" into P-Coke and sink it
don't worry about fuel overflow, just let the loop block and deal with at on HOR level
At the moment I only want plastic and will deal with fuel power in a separate ecosystem
"Only plastic" Hmm...
overflowing the HOR doesn't solve the fuel block, it just keeps the HOR flowing while the fuel is blocked
I've also, I think, got a formula for using exactly that amount of plastic on stuff that is useful too
57.5 circuit boards + 5 computers, vanilla recipes, consumes exactly 320 plastic, 7.5 circuit boards are for 2 lines of high-speed connector and the rest for 2x computer
greeny's site comes up with a perfectly acceptable solution to me with no overflow needed, a complete closed loop: https://www.satisfactorytools.com/production?share=Lh6H47KLnXw10s1PCllw
ugg... but it finally is "balanced"
and if you need symmetrical refineries for looks, just mess with clock speeds rather than mess with the setup
that can get complicated quickly... i.e. you have to have 2 machines at 88, 1 at 87 and 1 at 89 to get just the right amount of decimal places (sometimes)
but its more like 2 at 88, 1 at 84 and 1 at 92 that is more typical
better than redesigning your whole system into an open loop when it doesn't need to be
and i have a awesome sink overflow set up for the plastic/rubber going to my turbo motor plant...
the biggest problem i have, is the amount of rubber needed always seems that when it gets to the last machine in the manifold, it simply just doesnt have enough
in the example I linked it'd be 17 recycled plastic at 49% and one at 56% to get the exact number, that's not too bad
yet the plastic... overflows every once in a while
turbo motor overflow... have 3 turbomotor Industrial containers.... and the overflow is sinking.... ๐ over 200 tickets in the last 24 hours (left game running)
Jesus that's a lot of coupons
not enough to fill the hub with nuts
yea... small potatos compared to what you need if you want even a couple of achievment statues.
my guess would be how the last split is happening sometimes causes it to turn off, that last split often starves either the last or 2nd to last machine until one of them fills completely and it's not always stable even afterwards
so there's no loss to efficiency? it just turns off sometimes?
i just get frustrated that you cant really match outupts to inputs ... unless you actually "overflow" the inputs... and make an overflow system
again, that is why i hate post bauxite stuff, i don't like that many decimals
You can downclock/overclock the machine (not sure how close it'll get to a non-decimal)
yep
I belt the outputs into containers, and so long as they're full by the time I get back to needing something, I'm kinda a "meh, whatever" mindset TBH.
Noice 
you can even tune the amount of plastic/rubber a bit by converting more/less of the resin from rubber to plastic
The Perpetual symmetrical Plastic/Rubber Conversion Loop. aka how to turn fuel into plastic/rubber
... Balancing, maybe? Though, I've yet to try with big arrays and many decimals (haven't finished my turbomotors setup yet)
Just discussing different versions of it, with different techs aviable
Like I said, I worked out a 0 byproducts, 100% utilisation plastic factory yesterday.
it took a bit of number jiggling
sorry, it's not 100% utillisation unless you scale it up
My focus right now is maxing out computers and I don't need fuel right this moment, but it depends whether I find enough HDs to unlock the recycled recipes
Same problem for me... I have "Recycled Plastic" but not "recycled Rubber"
NOICE MATE
A new balanced player joins the mathing community
where
my attempt at a starter rod factory sorry for the pasta
Perfectly balanced, as all things should be.
Underfloor belting. Wise choice
Gotta ask, though: why are your screenshots so low on resolution? ๐
we both know that the breaking point for load balancing to the way of the manifold happens in late steel
just give them time
yeah honestly spaghetti is fine with me as long as it works good
P for screenshots in game. More about it in the #faq
like i can make a quick iron or steel spaghetti
meh, i draw the line in it being clean enough to be understandable at a glance rather than having to jump in it to check if the stuff is working
It's more about brain capacity, math ability and patience.
Also blind faith, that's always a must
the outside of my factory looks ok the inside is more meh
mostly blind faith
I made a whole nuclear setup in 30 min by doing a spaghett mess
Trains included xD
the church of the manifold also provides the results to back it up
Need glass floors and walkways before the inside can look really good
yeah ik
i dont rlly need trains since i have node creator mod
like actually i just got factory skyline mod so i can copypasta my spaghetti to other areas of my factory (see what i did there with copypasta)
Oh yeah... Tell me about all those guys going: why did my manifolded coal gens stop working? It was backing up so I added 1 more ;-;
If you balance you can actually see if it starves, from the beginning
mate, the coal gens would back up regardless of the systems simply 'cause of the nature of power gens
you can't run them at 100% power consumption at any point
I didn't phrase that correctly: point being if you balance, you've taken into account the numbers so your system will likely be error proof even if it's a beginner one. Manifolding brings to: slap it there, fix it if it doesn't work
Which isn't bad in itself, just not ideal everywhere, especially for novice players
if you are running manifolds as an excuse to forgo the minimal requirements of knowing how much you have and how much you need in total then it isn't a problem of the system, but rather user error which would happen regardless of the system
finally finished all my iron lines
I am currently building a heavy modular frame factory... Need it to get enough to build lots of manufacturers
its a fun production line to build
Yes... Looking forward to see if it fits
are you using some of the production calculators, like Satisfactory-tools or satisfactory-calculator to make your factories?
Yes
good. it makes a huuuuge difference
since I am using refineries I had to increase the floor height a little bit ๐
but I noticed that you have to be careful when designing factories with Oil-based products... most players put up dedicated Oil setups... but the calculator always tries to optimize the factory PLUS the oil setup... I had to disable all rubber/plastic recipes and add them as input to get a sane factory setup
ARG... I hate when you jump from one dependency chain to the next and get nothing really done
"Here I need concrete... 135/min... how much do I produce? 75/min... ups... time to upgrade... how much water does the new setup need? 500/min... how much do I pump up to my base? Not enough..."
Donโt pump the water to your base , pump your base to the water
sigh
so the plan is "get HMF done... ups, out of Concrete... get Concrete upgraded... ups, out of Water... get Water upgraded... buy MK2 Pipes."
Why didn't anyone mention that you can UPGRADE existing pipes to MK2 ?
Because assumed it would work the same way you'd upgrade conveyors.
LOL
Buuut
we all know the "ass u me"... or "assumptions are the mother of all fuckups"... ๐
blink... like Conveyers... FACEPALM
Cant blame you tho, it should probably be more clear.
Some slight tinting on Mk1 pipes to indicate they can be upgraded.
Tinting?
Change the color slightly when building mk2 pipes to indicate it somehow.
keep calm and upgrade... keep calm and upgrade...
It does the same effect as conveyors though, changing color when you point at it with a different mk selected
Ye, but it can be easily overlooked. I was considering it when you enter build mode for a higher tier belt.
Best they could do would be adding it in the item's description, I think
E.g.: "Pipe mk2 has max 600 flow. Can be upgraded from mk1" or something
Yup.
okay, I am slowly getting back to the original work... water to base upgraded to mk2 and 1200 m^3/min... Concrete upgraded from 5 Constructors to 4 Refineries (Wet Concrete)... now I should have ENOUGH concrete
damned... what was I doing?
Oh yes... I was blowing up my power grid... -.-
Someone explain to this newbie what the meaning of spaghetti? I see it being thrown around the discord and it seems like a bad thing xD
Its when your conveyor belts are not organized at all, no straight lines, no 90 degree turns, none of that. Just pure randomness, like spaghetti.
The meaning of spaghetti is intensively described by watching Let's Game It Out's Satisfactory playlist. ๐
Spaghetti conveyors is like spaghetti code. You didn't plan anything ahead of time so each time you add on it gets uglier and uglier until eventually you have a conveyor that you send on a magical journey around your factory and back again because you can't get the clearance to work, even though its destination is only five feet away.
Cthulu's face is another term
As long as it conveys "giant mess of wiggly bits" I think it's a good term.
@noble sentinel vet spaghetti builder!
spavetti
I think the amount of messages explained well the love of the community for italian pasta
wait
if you create a blueprint of spaghetti with the factory skyline mod
its copypasta
not sponsored by factory skyline mod
@manic niche @random sedge - sorry for pinging, but... have you abandoned Satisgraphtory? Seems copper sheet hasn't been added. I can't find the project on either of your github, but would like to take a whack at updating it if you two aren't going to.
literally found no other way of contacting :S
If this is mod related, I suggest moving it to #off-topic-general or the modding server. If it is not, pardon my interruption
it's a website they made for laying out factorys
it's in development. These things take time ๐
We know... life takes time away from these things...
Yeah, I understand that :)
I did a search on here and the last mention from either of you was almost 20 months ago >_<
at least in this channel lol
- it's the holidays. Aiming to maybe release something with the same major update, biggest roadblock currently is re-implementing the simulation of fluids like the game does it. We have our own discord but It won't be very active until we release the update
Oh you know what, I think I remember seeing something about your discord on the popup when the site first loads. I didn't think about opening it up in a new tab either until now lol
BTW, Thank you for responding and not tearing my head off about it! <3
So I hope this channel can put this into my simple mind to process. Anyway, I haven't gotten into Oil yet and have no real need for fuel (as the gens are Tier 6), so I need the biproducts (plastic/rubber) to advance in the tier, and was given this image and told I would "need a lot of alt recipes".
https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/6/64/Plastic_production_schematic.png/revision/latest?cb=20200510160445
Now then, I've been hard drive hunting and couldn't find one particular drop pod, and asked in #satisfactory for help. They told me a whole bunch of things that didn't really make sense to me about oil and stuff and said for me to ask in here.
So I'm hoping I could get an answer of "is this plan still legitimate of what I should be aiming for"?
This is just used for extremely effecient oil to product conversion. There are many other ways you could make an assembly line for this resource, but this loks like a really good way to do it, if you have the drives for it. As for finding the drive, https://satisfactory-calculator.com/en/interactive-map is super usefull.
Satisfactory helper to calculate your production needs.
I'm already using that.
Which drive are you having problems finding? what are the coordinites?
I just didn't know how to reach one drive, but I found out how.
Then the conversation went about oil and stuff.
And to ask in here.
I'm not really aiming for peak efficiency, I'm aiming to progress (as I've been Tier 4 for 2-3 weeks and want to keep moving).
If you just need progression, just create plastic and convert the heavy residue to something you can shove into an awesome sink. Not effecient, but it works.
"to something". Like what?
residue to petrolium coke
until you are deep into oil your best bet is to have basic set ups as straight forward as you can, if you have to get rid of hor at any point you can either turn it into fuel, pack it and sink it or make it into coke feed it to coal gens and throw the excess into a sink, just be careful in general about byproducts, always set overflows to sinks to make sure the primary line doesn't stop
Thankfully I've learned about dealing with overflows from oil from my friend, but he didn't really show how to set this stuff up.
This does look complex. If you're looking for some help, im able to jump in!
for early oil it's more or less, make oil into x, sink resin, or turn into solid if it's hor
I'm partial to just turning it into coke, you get more energy and it's much simpler to send the overflow into a sink so it doesn't clog up the other side
tf is that
E=extractor G=Generator
that is the math
ohh, just like turn it off and on again?
but for some reason i don't seem to be putting in enough coal when it should be 120
ok maybe get a merger and make 2 miners on a coal deposit
i'm using an mk2 build = 120
i'm using a coal miner on pure = 120
yet it still falls short
wdym?
are the gens starving?
uhh power shortage, conveyor inefficiency?
the coal doesn't seem to hit the back and i run out
no need to, the set up is calibrated to work with 120
re-install
when hitting near peak
how long has it been since you connected the belt?
i lose power with 2 of these at around 800w
re-install the game?
and i should have 1200
wait a sec, are the gens overclocked?
nope
those 8 gens should only be capable of outputting 600mw
yellow or green?
i have 2x this setup
I hope i'm helping
so 1200
are the gens being fed by a manifold?
and if so, are the gens at the beggining of the line already full?
pipes stay at 300 all the way to the end
the extractor at the middle is splitting into the 2 sets of gens, right?
oh shit....
lol
i'm using 1 pipe
hmm, it must be buffering and then when i walked away it slowly dropped from 300
the 3 extractors produce the 360m3 to feed all 8 gens, if you sent it all into 1 pipe then it capped at 300 and the last 2 gens would be underfed, yeah
well that explains a lot
the pipe work would be along the lines of the extractor in front of each set being connected to their respective set and the one in the middle spitting to the 2 sets
i would be surprised if the coal ran short, at 100% clockspeed running the grid at full capacity they wouldn't be able to eat more than 120, in fact most of the time they would eat less than that
ulgh, might as well just tear down the whole thing and start over
not really, if your set up is like the one in the example from earlier all you have to do is connect 2 pipes
connect the extractor in the middle into 2 pipes, each one would meet at the point in which the extractors feed their first gen
would splitting a belt and merging it with another belt help give it priority?
there is no priority in merging
so you basically split it in 2 then merge those two with another belt
are mergers simply an even divide between incoming belts?
in that case the belt that you split into 2 would be the one that has to provide 2/3 of the input
as long as all belts are same speed that is
splitters and mergers always divide evenly, yes
key is I want some items produced from byproduct to have prio
them being 2/3 of the input is as good as it gets, there is no way currently in the vanilla game to ensure that a belt in a merger will be the one for the system to take items from first
yeah that sucks... got some poly resin that I could make it to rubber/plastic at the power plant
alternatively I just sink it for nothing
a pure crude oil node leaves around 400 resin per minute
guess I can just overflow the resin to a sink in case the rubber/plastic belt get backed up
best advice for early oil is to not use the byproducts or to make sure there is a way to sink them if they overflow, if it's hor either make them into coke or packaged fuel first
later on once that you have enough alts you can make circuits that don't produce byproduct in the first place
for turbo fuel power you HOR alt and make diluted fuel
that leaves the resin that can be used to make rubber or plastic
don't how you manage that
i wouldn't recommend using byproducst from power generation in general
you would have to make sure your produce indefinitely or you have no power
due to the nature of power generation and it not having consistent consumption rates
one pure crude oil node can supply 1333 turbo fuel total
either sink it or make it into something that is only meant for hand use, say parachutes
and the only waste in this setup is 400 poly resin per minute
1333? doutbt it
900 oil feeds 445
crude oil > alt HOR > diluted fuel > turbo fuel
oh, the turbo fuel itself, right, i thought you meant gens, my bad
you have to add about 1070 coal and sulfur for the compacted coal as well
1333 turbo fuel is a lot of power
How are y'all doing presents? I find myself questioning how much to produce, should I just redo the production line from end to start instead of start to end?
400 if it's running at 100% power consumption which will realistically never happen, and would make inconsistent outputs
afaik the fuel plants use 4.5/minute
i think so, yes
at least thats whats listed on wiki
i just think about how many of x i need and make enough trees to supply it
thats 296 fuel plants
Because im assuming we keep the stuff after the event, including recipes. I want to be able to stockpile.
if you are doing stars, i would say that you think about it from the first step onwards
you don't keep the recipes, you keep the stuff, but besides snowballs, none of them has any use
which is 44400MW of power minus whats used to produce
if you are gonna use them to build decorations, you have to do so before the 18th
sounds about right
idk, i do my set ups in increments of 225 oil at a time to round up at 900, so idk about the specific numbers for 600
all i know for a fact is that 900 makes something like 66,6gw
got fed up with my spaghetti system I've made so far
happens
keep adding to it and its just a mess
was set up before I got all the alt recipes and tech unlocked
need to split the power out from the plastic production really
problem is the evil circle of byproducts
welcome to real life ๐
its not as bad as doing Angels+Bobs in Factorio ๐
loved that combo
that thing is evil ๐
best ever, i hope someone makes something like that on this
try that on a death train world ๐
I was so screwed after a while as the bugs with Bobs are way more lethal
oh ya back when it first started it really sucked getting super far and then hitting a dead end where it was impossible due to a bug with resources
I kind of managed for a while due to the infinite resource patches in Angels
just a lot of work bringing different fluids to different minerals for extracting those
talking about it makes me want to go back and see everything they've changed by now. been a very long time since i played
anyways... we're getting off topic here now ๐
Main issue with turbo fuel send to be to get enough sulfur
ya but it's an off topic of mods that should be totally in this game ๐
that is true Henning
I am thinking about using turbo fuel for my main base, but I am running on 240 sulfur at the moment I think
using 1070 sulfur per minute out of the 6840 total is a lot
its the lowest supply on the map not counting uranium
how can i bring my epic game save into Steam?
saves location is in #faq
tho if you want to change from epic to steam of viceversa you have to rebuy the game
considered getting it on Steam as well, but not unless its at 70% off or something
not impressed with the Epic launcher as of late
not that Steam is getting better either, but its still way better
epic is soooooo bad
Yes, one normal and one impure sulfur... Have to see how much I can boost them with oc
Got some games on Epic... a bit of competition is good IMO
if they at least made a good UI like Steam then i'd agree, but if they can't even do that....all hope is lost
@vast jungle normal mk3 can do 600/minute, impure half that
by the time you first get turbo you are still working with mk2 miners
just plan for mk3 as you build
can upgrade belts and miner later
just waiting on new AMD CPUs to be in stock so I can actually play this game properly
probably another month before I can get all the parts I need
goal is to build an efficient factory with lots of underclocking
50% or less and just double the amount of machines
wonder if we get belts fast enough to fully clock a mk3 miner
we will get mk6, sure but that is more of a mater of whenever they fix belts to have them work at 1200upm reliably
oh well, my PC can't handle that yet anyway
got two turbo motor manufacturers going with all the required machines to support them, and I'm at 20-25fps in the main area
near the copper building making ingots, wires and sheets its terrible ๐
So at the moment I could get 450 sulfur... Substraction s but to produce powder and nobelisk and the rest could go to turbofuel
yes, 400 coal 400 sulphur and 225 oil, what you can do is set up your turbofuel plant and put an overflow for the compacted coal and make the weaponry with it
usually make that down in the water hole in SW
I tend to start in the SW in the green biome
the hole has like 4 coal nodes an and iron and copper node as well
The placeโข๏ธ? the one with 4 coal nodes and a sulphur one on top of a cliff?
often set up my coal power there early game
yep there is sulphur up top on a cliff next to a limestone node
eventually set up the compacted coal factory there and belted that over to the oil area in the west
current mess for oil is just a mess of rubber and plastic with HOR byproduct that I then convert to fuel and turbo fuel for power
also making coke from that going way over to another area up on the mountain near two quartz nodes where I make aluminium
should probably set up a dedicated power line to 10 of the coal plants for reserve power in case
if power trips now I have to drive all over the place to expand generation
and unless they fixed it, mobs respawn next to unpowered buildings after a while
I have a 24-generator coal power plant... not sure I will need it that large in the future, the coal might be better elsewhere... maybe I downscale it to 16 or 8 generators to power my mining operations in this area
a 900 upm set up for rubber/plastic produces no byproducts, having to deal with hor from rubber and plastic is an issue in the early oil, after you got the alts, you can make loops that reprocess it back into the main product
yeh I know... just a massive factory to deal with
meh, turbofuel takes more space tbh
problem is you kind of have to set up one for each
I'll probably do something big like that when I got a PC that can deal with more than two manufacturers making turbo motors ๐
but tbh the game is way ahead of any processing power out there if you want to go big
afaik the crazy guys got pretty beefy computer setups and its lagging like made if its all running
what is this chat for?
chatting about math, numbers and chatting ๐
for figuring out setups and calculations and so on
oh
correct, given enough time the game is more than capable of taking on the strongest pcs out there, tho i don't think that a plastic and a rubber loop would be enough for knocking out a pc
come in handy
going to be busy in here after next big patch when the recipes changes
yeah
everyone that invested in alum will be
crafts is more expensive then earlier
really hope they do not mess with more than the bauxite stuff
baux, supercomputers and nuclear iirc
i need tooooo many iron and limestone
supercomputers!!??
yeah
aww man... so I have to redo a lot then
supercomputers
then go get more, there limestone and iron are the resources you can get more than you will ever need
I am happy, I am still Tier 5 progressing to Tier 6 ๐
get as many harddrives as you can Henning
you really want the nice alternate recipes asap to avoid having to do temporary stuff
and only 1 limestone deposit with 1 portable drill
oh that must be early game
and my hub in a half hill half mountain
yeah
what biome did you start in?
desert
until quite later on, limestone is only for concrete, so you can just set up a concrete line and use it to make foundations when needed, as for iron it sounds that you are covered there
im live in mountain
depends of which of the 2 deserts it is
there are two kind of dry biomes
is it a dune desert or is it made out of rock formations everywhere?
one is very open and no vegetation
Say In Russian
idk russian
the fact that you are speaking leads me to believe that you know more english than i russian
is the desert full of sand or full of sand and rocks?
there is the "rocky desert" and "dune desert" when you selected start
if its second from left in list then its rocky desert
good translater
ok, then it's a good biome to start, you have enough resources to work with without too many issues
mult tutorial?
the animation while you land in the planet?
yeah
yes, i've seen it
in Russia that blue men is called fixics
the company?
the "Northern Forest" is probably the best in terms of early resources
Blue Men
massive amount of pure iron nodes around
damned... I need to get water that is "over this cliff"... and now I have built a tower ~100 meters high to get over it... not sure this is worth the pumping effort.
go around it?
In Russia we have mult with name "fixics"
Yeah, but besides maybe grassy, all spawn points have enough resources to work with
and in this mult people is same like in start tutorial
in what hub upgrade i can FINALLY get ship?
what do you say... either longer pipeline of more elevation to get over?
Havent done the hub part in ages
what ship?
he didn't skip the upgrading of the hub
after completing the hub upgrade 6 i think
I think its the final step where you get the ship
i know its final step of tier 0
what hub upgrade is number? that's the question
yes
well, now you do
did u know that u can connect prime electrical stands with theirself to see general electrical power?
no, i didn't
really?
400 coal, 400 sulfur and 225 oil... thats 600 water, that is not that much...
it's more comfortoble
indeed, all that gets you 16.65gw before counting out the power to make the turbofuel
u can see GENERAL electrical graphic and not separately
oh, you meant checking the power grid's power status by interacting with a power pole, yeah, i knew that
if u didn't do so u need to rebuild all electro lines
I understood nothin' but it's very interesting
do u all having holiday?
yep, most are off work until the 4th january
im not
guess it depends on what you do
studying
retail stores will be open during the coming week of course
but most offices are closed
being a good student ehh? ๐
what
i DONT have holiday until 29/30 december
really?... guess its different over there then
what different?
25th and 26th are public holidays here in Norway at least
and schools close for around a week or so depending on what day of the week Christmas is on
now is 27th December
and its a sunday, so people are off work/school
in tomorrow i need to study for 2/3 days before holidays!!!
how long do that holiday last there?
and this history with damn Italy and recovering age
and this text about yor friend
it's all pissing me off
I'm sick of it
I just set the water extractors... Thank God for mk2 pipelines, a single one will be enough for the powerplant.
meh, if you already have to deal with connecting 111 gens doing it with 1 pipe or 2 pipes is more or less the same to me, i already have to make stuff happen with something that uses that much space
I don't like pipelines, I had lots of trouble with the setting of the pumps.
Hey, watch it, Russian boy. No racism or I'll send a Pikachu on you
From an italian boi
pipelines feel super finnicky at times, especially with the power consumption from pumps. It took so many spare biomass burners before my friend could fully set up our coal generators
am i one don't understand why i need water?
At tier 3/4, you need water and coal as the two inputs of a coal generator, which is generally much better than a biomass burner as it lasts on its own and provides more power capacity
how do you plan to get power out of coal without water?
coal gens are literally steam engines, so they need water to make the steam
am i only didnt know that this game have steam engine?
it's just how the coal generators work, once you finish space elevator phase 1 and/or tier 3/4 upgrades, then it becomes pretty important
im tier 0
@acoustic geyser can you move this stuff to a more appropriate channel or knock it off.
Then you're spoiling yourself quite a bit in this channel...
then you don't have to worry about water for a while
anyways, I'm still recovering from building a motor factory of 5/min at tier 5
constructor creating 60 details/minute. Right?
how difficult are optimal crystal oscillator and heavy mod frames factories at an optimal level?
they vary based on the material. some are faster, some are slower
iron bar?
15/min
15???
Depends on your alt recipes, really
4 splitters?
if you want 60 bars a minute then you gotta split it into 4 constructors
You might be better off in #old-questions-and-help
Details
I just did 2 constructors and it works fine though
Nah, this fits I think. It's math
I reckon it should probably be #old-questions-and-help considering that iDark is still tier 0
i just started play
then this certainly isn't the channel for you yet
at least get to tier 1 before talking about the mathematics of factory builds, because in that case you probably don't have everything you need for a proper factory
Yeah unlocking basic logistics is absolutely necessary
You won't get anywhere without splitters
Anyway, I was here to ask, what types of factories do people typically make during tier 5/6 for items such as crystal oscillators and heavy modular frames: space efficiency or trying to make the most from one manufacturer/assembler, e.g. in the case of modular frames actually inputting enough of each item to get the max final product
modular frames i don't remember how much i've got running, 2 manufacturers i think, tho since for now you can only use them in hand making buildings there is no real need to have a long lines
as for oscillators i should set up a lines but i always said next time when thinking about it
For example, do people actually get in that needed 10 EIBs or do they just make a little bit and wait for longer periods of time
for eib set up longer chains, since they are your belt materials for mk4
also in tier 6 a lot of hub upgrades and other buildings use a lot of heavy frames so I assume that I should make some kind of factory for them (and my friend is extremely insistent on progressing quartz, so I need to make an oscillator factory now)
same would apply to pretty much anything you may use for belts, it's not hard to underestimate the amount of belts you can make in a single go
Yeah I've only just unlocked oil processing and am working towards manufacturers now using the bottom-right area of the map for oil
for heavy frames yeah, set up a factory, but there is no need to make it big at all, there is no production line that needs them yet so anything you build will be for hand use only
so I only have about 6 EIBs per minute
because nothing needs them yet
also that's really useful information about the heavy frames, thank you
I just have one manufacturer making heavy modular frames
And already have more than I need, at least for tier 6
the sooner you set the eib the better, you will use them when working with mk4 belts and there is never too many materials for making belts
so should I make a lot more eib then?
make as many of them as you think you will need, say steel beams at the moment
you will be using them in the same quantities
Eib is also used in other recipes
okay gotcha
So you'll want a good amount
in which case I should probably de-optimize part of my motor factory because it's very over-optimised
and yet I don't actually need that much in the end
also how good should my plastic and rubber factories be
EIB level important, quickwire level important or heavy mod frames level important
eib important, tho oil is particular of how massivelly different the efficiency is between early oil and late oil
okay gotcha
thank you for the info, I'll write it down for when it isn't 1am in Aus time
iirc, in early oil a node of 300 can give 200 plastic/rubber where as in late a 300 node can give 900
so for the earlier steps don't do more stuff than what you need at the moment
a manufacturer is enough in all honesty
just one with backlog or not backlogged and just let it do its thing
Unless you really start spamming trains or industrial fluid buffers...
im not going to do that
Your CPU will thank you
so do I need to backlog that manufacturer or can I just leave it to do its thing without a super-optimal input
why would you spam buffers for any reason?
They look nice :v
do as you want, if you set it up and leave it while you go work with oil it will probably have a decent amount ready to go
okay coolio
thank you guys very much!
wait one more thing
are crystal oscillators even important
They're used in some recipes and the MAM, so yes, but not that important for tier 5-6
okay, but I have a quartz crystal factory atm: do I make it into a oscillator factory or not
they are used mainly for tier 7
If you have the quartz go for it imo
Some people go crazy with fuel or HOR storage
before that they are mostly for hand use, like hmf
i would think that people that want stuff to be pretty would do so in another way than adding a bunch of metal circles around the base :v
I'd think so too. But I have seen otherwise way too often
ahh finally finished my coal plant
I started on the Turbofuel setup only to discover that I should raise the platform one Foundation (to have space for "under-belts")
i don't mind about having the belts visible, so i guess i'm luck to not have to deal with that
I don't mind either... but what would you prefer... spacing out your Refineries more or just put the belts under them (for the fuel dilution cycle)
idk, turbofuel set ups are way more pipe heavy than belt heavy, never had any issues with fitting the belts
my idea for a compact water dilution cycle is to put two Packagers onto each other... but then I have to get the belt back to the Refinery... the easiest way is to go below each refinery.
at the moment it looks like I built a little bit too close together... I cannot find space for power poles ๐
Alright, I need math help in figuring out how to calculate this on my own.
So I need 305/min of a specific ore, and I only have access to Mk3 belts (which can only do 270/min). So that would be two Mk2 miners.
To try for 100% efficiency instead of overflooding the system with ore, how would I calculate the clockspeed of the two Mk2 miners (for the two to give me exactly 305/m spread out by the two)?
I tried 305 / 2 and that gives me 152.5, but I don't think that's the number I'm looking for.
Or is it? I dunno. That's why I'm asking. The Satisfactory Tools website sadly doesn't tell me how many miners (and what clockspeed I should be setting them to) based on ore quality.
In my case, it would be Normal.
152.5/120= 1.2708 so OC to 128% on both miners.
How are you seeing 128%, when it's 1.2708?
Wouldn't it need to be 1.2758 to round it up to the next number?
(2 * Default extraction rate of miner mk 2 * x) = 270, assuming you want one full belt
rearrange formula and solve for x:
x = 270 / (2* Default Extr. Rate)
My head hurts just looking at that. Ow. lol, sorry.
The OC percentage directly affects output.
How much does one mk 2 miner spit out at 100%?
If you round it down you don't get the needed amount from the miner. Better have it mine slightly more than letting your factory get slightly less ore
unless it's a perfectly even number (it rarely is) always round up to the next whole precent
ok, so default rate of a mk 2 miner on a normal node is 120
so to get the oc percentage if you wanna fill a mk 3 belt:
270 / (2* 120)
so 270 / 240
and thats 1.125, so around 112 or 113%
on a sidenote: @lean horizon i never want to look at this formula again. Theres some more rules for when the term in brackets turns negative, but i wont cover that right now. You will get a result with about 20% error
Its absolutely horrendous and i dont recommend anyone to ever use this
Why did you show it to us then? ๐ค
in case anyone is mad enough to try and calculate how long it will take for their manifold to fill. I enable other people's madness, i dont judge it.
impressive
Though that doesnt mean i can't give my opinion on this
Long story short: just wait for @wind spade to make a new manifold tool and use that
Who knows, maybe greeny can actually use this when programming the new tool (though i doubt it, lol)
... Well, that's intense.. I normally just leave the output disconnected and turn them on one at a time 
yeah, its easier to either
- dont give a damn how long it takes or
- prefull the belts and machines
@marsh gate sorry for sidetracking, please ignore everything about that lol
You're fine. ๐
the formula was about seeing if there was an equation instead of just simulating it(looping with new numbers until we get to end)
which is what greeny's old calc does, and it works, it started as a curiousityt
im sure you could tear this formula appart and use bits and pieces of it for new calculations. The Denominator, in the end, gives you the actual time for when all the other machines before are full, the Nominator is just "what happens when the other machines are filling as well?"
Alright, another question. When needing more than one Mk2 miner (each with one power shard), and needing exactly 270/min (on a Normal node), is it more cost effective (on power, aka less draining) to do this, or to have one Mk2 miner with three power shards?
I think it's cheaper to have two miners with one power shard each, but I'm curious.
more machines is always more power-efficient
power usage is not linear with increased OC %
Alright, thank you.
I think it was an exponential use of power.
250% OC is about 4.33 x Base Power Consumption, while 150% is about 1.9 x Base Power Consumption
That equation is glorious. :P
Its hideously large and grotesque and I never want to see it again
Same thing
Then just go balancers :)
Speaking of, after some talks with some expert balancers, I think we can agree that adding valves on each output of a pipe can turn a pipe manifold into a perfectly balanced system, possibly better then one made by splitting the pipes accordingly
Hooray. It only makes sense though, since it is basically a huge x-way splitter that doesnt allow more than its valve's limits on each output
i wasnt quite sure of the valve's role when they were added, but over time, especially after seeing the mess that is large pipe manifolds / balancers, im quite sure that they are a vital tool for large manifold-balancer hybrids
At the current point, IMO, other then personal preferences there is no reason to split pipes over manufolding them with valves (if one wants to balance them)
Still, even in normal manifold a few valves make the math and organization quite easier
ok so im reworking my factory right now i have 6 current smelters. 1 of them are going to a splitter down the line to go to 2 constructers then a merger, then a splitter into 3 more constructors to make 30 screws a minute
gfive me a few and i can take some pics
but im wanting to make a set of plates next
oh and the nodes are normal
3 constructors making 30 screws/min each? Did you ubderclock them? (They normally make 40/mkn each)
or just use the old one? ๐คทโโ๏ธ
no 30 total
We don't pay you to sit back and not develop new tools every month!
Oh, wait...
wait now im a little more confused moment...
Quite. The idea itself is not bad: 1 smelter makes 30/min
Each iron rod constructor takes (and makes) 15/min, so 2 is fine
But those 30/min rods gets divided in 3 screws constructor that at NORMAL rates turn them into 120 screws/min (10 rods - > 40 screws each constructor)
yeah 120 a minute. thats efficent right?
Just enough for 2 assemblers making reinforced plates ๐
well not quite it seem hmm...
You need to check out either which belts are full/not full enough or the efficiency of the individual machines to find which one is having issues
Probably something connected to more machines, seeing how much it spikes, not something at the end of the line
not sure its just the one.....but i just noticed that the 2 constructors making the rods are backing up for some reason
OH WAIT i know why
its cause i had 2 smelters going to it
You say you depowered everything else, but what about those 3 green lighted machines in the right?
That'd be it ^^
you mean the one that was to the right of the power pole? the 3 constructors making screws
Although it doesn't look like it's ONLY because of those 2 smelters. The spikes seem excessive for just those 2 machines
ok so what do i need to make it efficent for making plates out of 1 smelter, also pure since i have 1 pure node going to 2 smelters
Normal or reinforced plates?
normal first reinforced later
Nvm, me being dumb and not recognizing biomass generators ๐
They have a 1:1 ratio between plates constructors and iron smelters. So 2 constructors each 60/min node
Beware, pure nodes output 120/min, so you need a belt mk2 to empty it properly and 4 smelters to keep it busy