#math-and-meta
1 messages · Page 498 of 1
yes u should.
It will make the process easier in the long run, trust me
if you want safety you can wire it so that the generators needed to keep the power running are on their own grid powering just the stuff fueling the plant
that way that won't trip if you trip the main grid
I will be building a massive power plant shortly
I'm thinking 200+ Coal Generators?
you can also wire it so that say the iron plant has one wire attaching it to the main grid before branching off, so you can easily cutoff pieces of your factory as needed
I will move into the desert soon I think so Space is not a big problem
Also the miners work even if im not near them
so say one miner is 2000m away they still mine right ?
yup
yup
thank god
this game is all about infinitely running, sustainable factories
except technically nuclear, but you can make it last long enough to not worry about it
I would just hook everything into one grid, if I were you, leave some kind of easy way to disconnect the wire feeding into your factory/leaving your powerstation(s) or don't. it really doesn't matter.
Hi... I am still looking for space efficient solutions for vertical lifts (with more height than a single conveyer belt).
At the moment I have a solution with four belts within 1 foundation. Do you think its worth to look for something better?
also is there any efficient way to transport a whole base ?
Can go up to 8 if you use all sides of the tower. 9 if you do some crazy things (using the space in the "middle" of the tower)
I don't have much Exp in this sort of things, so there may be better solutions still
Btw, all solutions I may provide are rigorously clip-free
at the moment I am using the four corners and rotating with each conveyer lift limit...
not sure I can even use the center of the foundation, because there wouldn't enough space to attach a lift
(within a single foundation)
You could use a lift to connect one long to another long lift
I am already doing this
Hmm I cant think of a better solution
I think I will build a prototype with seven belts.... It's one belt per factory floor, so the middle belt could be done with a single lift. Still, might be not trivial to get all belts out on the ground on a single side 😉
It wouldn't be too hard with 6 (just 2 triple conveyor walls on top of eachother) Consider the 8 layout I was thinking about makes use of 2 triple wall conveyors and 2 single wall conveyors on the same level to work. Adding an eight one requires an additional level to place the last conveyor wall
What am I even saying... Check edits, as it's not "6" and "7" but "8" and "9"
I think I've done something like that, 3 triple conveyor walls stacked for 9 belts.. it was a pita and took forever, I don't think it fit in a 4m foundation either
The other (more reasonable) solution might be to start a new factory... Maybe a supercomputer or crystal oscillator factory... Hmm...
what rate of supercomputers is a good start? Basic rate is 2.5/min... I don't see them very useful except for Programmable Splitters...
The basic is plenty enough for most uses 👍
Okay.... sooo I’m going to build a 100 Coal Gen system......
Then when I get the more coal nodes I will then add 100 more
So 200 total, but I have a different way of building the system this time
Last time I made it look good, but this time I’m going to make it look much much much better
I feel 200 is enough for late game design?
Well uhm 15000 should be enough for somewhat a late game design
Do you plan to do your whole power generation on coal?
Eventually swap, but I might just keep coal, I have yet to decide
I delayed mine too until I had the Alts for a full Turbofuel Plant
I know 15,000 mwh would get me late game.
my turbofuel plant will generate 500 Turbofuel/Min when fully assembled... but I have not placed all refineries... each "generator floor" has 30 generators... I think at the moment there are 40 generators in total... in the end there should be ~110 generators, producing 16 GW of power... I extend the refinieries and generators as I need them, but the fuel generation part (especially the diluting cycle) is already finished
funny thing... turbofuel takes more coal/sulfur than oil ^^
I have ever only produced Fuel power plants, never turbo... but interesting nontheless
this is the plan for the powerplant:
https://www.satisfactorytools.com/production?share=jFon8QlbgdwAeb4hYDMZ
Main issue at the moment is that I don't deliver enough sulfur and coal to the plant for "full power"
Maybe a good time to make a long take expedition and build a train track to deliver coal and sulfur to the plant
hmm... sulfur is not really trainfriendly 😉
I don't understand this 
The placement of Sulfur is often in terrain that is not very "smooth"
Ahhh ahaha, true
best might be the pure sulfur node in the north-east corner... it also has LOTS of coal around it
but thats a crazy long distance
still, the north-east desert has a few nice Caterium, Sulfur, Quarz and Copper nodes...
not that I need any of it currently ^^
You're looking very far for someone who sits on 3 nodes very close by ^^
I already tap two of them... one impure and one normal... I think together they produce 240/min currently (which was the belt limit when I built the miners)
the third Sulfur node is 200+ meter higher 😠
Assuming by the fact you already need new nodes, building miners there and building belts to ur base sounds like a fun and usefull adventure :)
"Need" may be too strong... but when I really built a new factory for (super)computers, I don't want to hook it up to the same nodes...
I was looking for an excuse to build a train system, but I don't have one
Just to deliver rubber and plastic to my main base is overkill.... Just not enough distance
Have the same issue... feel the distance is to short. Its 2km from western oil to grassy start so I belt over the plastic and rubber
strange... I have a pipeline junction cross that doesn't align itself along "straight" lines...
the existing pipe goes up the wall and I want to attach something horizontal... but the cross doesn't align parallel to a wall
not sure what you mean by that
I will post a picture when I come back online
use scroll wheel
Put the junction on the wall before the pipe. Aligning like how you're trying to do is VERY tricky
Do we know what will break next update? I assume bauxite production will break. I am slightly cringing at the idea that the turbo fuel stuff could change since I sunk so much time into it, but I understand if it is.
baux, nuclear and supercomputers
they haven't said anything about changes to t fuel
Oh, I thought we were just supposed to save up on supercomputers?
Also, the diluted fuel thing seems really op.
Can you literally infinitely dilute fuel over and over?
It doesn't seem to distinguish between fuel and diluted fuel
yes, in the same way they recommend saving up on aluminium and nuclear rods
once the update hits, the production lines for those will basically die and those are a supply to last you until you set them up again
Oh? not the alclad plates btu the aluminum itself? Good to know ty
let me set aside a bunch of double chests
well, yeah, the sheets, there is no other use for the previous steps of alu for now :v
Also, I made a box of every space elevator component just in case
I never wanna see those round ones again
.<
if you got tier 7 unlocked already i would guess you won't need any of the new elevator parts to make tier 8, so i think you will be fine with that
You can only diluted one... Because the input of the dilution is not fuel but heavy oil residue...
Oh yeah, i forgot lmao ty
In a couple of days my new factory will produce 20 of those round ones a minute (:
no? it takes hor to make in the same way as normal fuel recipe, only difference being that you add water to get more fuel out of your hor
I actually already figured that out, but forgot lmao XD
same way as you add water to ores to get more ingots
The cycle in the "fuel dilution cycle"is about the cannisters
Anyone have any decent layouts for offloading from a train station to make sure the belts are maxed out in order?
wdym?
So like if I have a train 8 long. With iron ore miners of random sizes filling each car. When it arrives at the destination i would like it to offload on the bases of the first belt will run at maximimum even if the first car is short on items
When the station unloads the car into the storage of the station, any belts connected will start unloading at max capacity till the station is empty no matter what (if that's what you're asking)
no its not....
let me put together an example using sotrage containers as train station unit's
Oki
ok so
What i am trying to do is make sure the bottom belt is running at max. even if container 1 is empty using a smart splitter
I don't think I understand what you're trying to do, sorry
make sure the lastest belt in the stack is always populated first regardless of how many items are in which containers
Then have a smart splitter that prioritizes splitting to the right if that's doable
yup but has to work for N containers
1 sec
For in that case it works for the first and second. Simple set the smart splitter to overflow. But if it overflow then you loose items from belt 2. So therefore they must be replaced by belt 3
lemme log on and see if I can come up with a solution
However belt 3 cannot feed items to belt 1
which would be required if belt 2 is empty.
How space efficient does it need to be?
you'll have to do some split merge mess to balance the belts
well it has to scale to like 8+ belts
oh dear! thats going to be a mess
i know thats why i am asking 🙂
and its going to use a lot of space
and you want that all the belts on "one side" are maxed, one is slightly used and the rest are empty?
Well yes. So max out belts in sequance eg belt 1 fills first, then 2 then 3 then 4 etc...
how many inputs and outputs is it 8 both?
I would guess it takes a size proportional to the squared number of belts
yup it appears to be an N*N problem
give each belt an overflow splitter and merge the result... do this n times (n = number of belts) and you have your sorted belts
if you've got 8 cars then thats 16 belts out to 8 belts
you could organize it as a grid...
yeah which might come out at the first 5 full the 6th partial and 7, 8 empty
one layer in "X direction" for the input channels, one layer in "Y direction" with the output channels
doesn't sound difficult, just a "bit" of work
I would guess a 8 belt version would need 8*8 foundations and one conveyer lift height
scales as long as you have enough space 😉
no idea where to even being splitting and merging this tbh
i think its more complex than that when you try it
hmm... I am thinking about building a 3*3 prototype 😉
want to stick around and see the result?
are all belts fully used as well?
well the point is to take a mix /mash up of feeds and sort them into full feeds
found it really hard to use trains if you consume to fast from stations
they are so slow to stop and unload that if you've got 2x780 belts out they are empty before next train unloads
The larger story would be a train station named "Ingot processor" which which can deal with 8+ trucks mixed but would automatically shutdown floors of smelters if the belts are empty
think even 2x480 managed to drain them to fast
how about making two stations with 4 cars?
then you can merge those into the belts
I kinda want it for other things too 🙂
the station?
I think I got the pattern... it quite easy to setup
or the setup solution?
its a "pre scaling solution to scaling up"
Question: Is your first (highest priority) belt guaranteed to use items at full speed? If so it's easy
yup it would be
problem is that if the belts are consumed at full you wont be able to feed them 100% once one of the station platforms is empty no matter what you do
The simple side of the problem is consider a building of smelters of N floors (same as belt count) each able to process at 780/min and you want 1 floor to active at a time
then you prio split for that floor
you can set a row of splitters and prio split one direction and it will keep filling that belt and then the next and so on
well yes. but that needs done N times right?
I think I have a 3*3 version done
but as soon as one of the platforms are empty one belt might not get anything
can scale as large as you want, doesn't depend on belt sizes
Then you can simply lead out the items from the station directly into a merger line going along the station, put a smart splitter in overload mode in between each station. Those are your outputs. All items will move to the first belt first. Very compact.
for N belts you need NxN smart splitters, NxN mergers and NxN conveyer lifts
Duplicate that setup on the upper output for maximum speed.
not sure on don't fancy an 8*8 version :S
the 8x8 would look the same... just 8 rows and 8 columns
I also think there may be an additional problem
64 splitters, 64 mergers, 64 conveyer lifts... 8x8 foundation size, 2 foundations high
after merging with the first belt so many times. Its original input ends up with a much lower priority?
this mechanism just makes sure that stuff that arrives from to right/bottom will fill up the first belt going to the top/right, then the next one and only if necessary to last one
the lower layers are the smart splitters, the upper one the mergers...
each smart splitter is configured to do "any" to the right and "overflow" to center
think about it as 3 times getting a merge of all three belts... the overflow goes into the next merger line
@calm flax if you want I can do a screen share and explain what I think this thing is doing
yeah i think its doing the same as what i came up with but causes a problem by blocking the input
I guess its needs an overflow from the first into back into the others as a first step or something
It should only block the input if all three output belts are blocked... otherwise the overflow-channel would just continue to transport everything forward
You guys are right, my proposal doesnt run at full speed. I think I might have a similar, compact one though. I'm testing it out. Might need it myself at some point.
any more comments on my proposal?
@vast jungle yeah see what you mean now. Just recreated what you had there. Seems to work well actually 🙂
should be easy to build at any size... even just in an "under the floor" area of a factory 😉
well yeah under train station
sorry, I like puzzles like this... I could not resist
This also has the added advantage that you can balance based on capabilities of the factory floors as well
each output belt can block on its own... you just get a "priority filling"
yeah and the other train station problem. Like when you underflow if you previous had overflow for some reason you can recycle 🙂
@vast jungle Your solution is basically the brute-force solution. It's good, but a bit bulky.
you could remove the last line of Smart-Splitters (because overflow goes nowhere), but I am not sure what you could remove without limiting the capabilities
yes, its just a "divide and conquer" solution ^^
Not entirely sure if it fully works, but this design should do the job as well.
The setup I was describing before has the issue that it would need something like a priority merger in order to not block any inputs. Here I am splitting each output first into 2, then merging each of those with a line from a smart splitter. Since mergers take an input alternating from each one, overall it should never block an input.
Dont really have a good way to test it with items right now.
Like I said, I like puzzles like this
Just re-did my whole belt system (in and out) that went between my factory floors
The earlier system needed components on some floors even if the floor did not needed thecorresponfung belt... And if it needed a belt, you had to set up two splitters... The new one keeps the whole vertical transfer and the splitters/mergers inside am external tower
Well me too, I guess you have to if you're working on such large projects as I am right now.
I'm currently working on a Smeltery that smelts ALL the ores on the map.
@weak plinth Well thats what i wanted it for
I just dont bother with load balancing for that.
IT's enough work as is
My load balancing is whether I send in one Train route or multiple ones.
I think I will work on supercomputers next to get programmable splitters
I've just got a couple manufacturers for that on a simple item bus. You dont need many of those anyway.
You can see why i wanted it though. Its just a case of processing raw inputs which are collected as quickly as possible eg install miner -> overclock -> hookup to train station etc... At some point i need to figure out the feeds are "good"
So the other part of the process I have looks like ore -> train -> station -> convert to ingots -> train station
So the reason for that means when you get the power and means to run the pure or mixed recipes..... you can inflate the output massively with very little work
A special refinery/smelter station?
I'm planning on building a separate building which will sort and distribute all the ores in one building full of train stations. So yeah, I might need something similar there.
you just merge and pile all the ore mixed onto trains?
Each car has one type of resource, but they are in different order in each station
And I want universal stations where any train can stop at each one.
Yeah, just unload, sort, process and distribute again... Interesting idea
I decided on which recipe I will use for each raw resource already and am building assuming MK6 Belts become a thing, so even more resources can be extracted.
This is the main part of it.
No "pure xyz" recipes?
I really wish we had multiplayer and a dedicated server 😉
Nah. My game is already dying just because of my Oil Refinery.
It will never handle all of this anyway.
dedicated servers will come after mp is more stable, once they implement them everyone would be considered a client regardless of playing in mp or not, and if they did so currently, you would have to deal with the sync problems there are now all the time
yeah, but the game needs to run better in SP as well to have any hope of working in a large factory. Even though I upgraded my PC, it didnt even help with the main issue I have with freezes.
I think I have enough ram and CPU, but I might need to buy a graphics card later 😉
For me hardware cannot even be the bottleneck as nothing is under anything close to full load. I really hope the engine upgrade can improve this massively.
A graphics card probably wont help you at all in large factories.
I think not even the fastest CPU can deal with the massive factories
you can't just throw more cores at this game unfortunately
Yeah, exactly. Only uses about 6 threads max.
walling in the naughty bits of factories should help with fps
when main thread saturates the CPU you're basically SoL
Faster cores help tho
would be interesting to compare some of the megafactories across several CPUs at same view spot
I have a good size factory and my bottleneck is the graphics card.
what card?
1060
ahh, that might be
will be interesting to see my 2060 on a new AMD 5xxx CPU vs this old i5 3570k
Not with everything. FPS improved for me after upgrading from an i5 3570k to my new r9 3900x, but the massive lag spikes I get stayed the same.
lol another 3570k user^^
Sure the spikes aren't when the autosaves happen?
Also, I got a really old fx-6200 I could test a mega factory on lmao
Nope, those take 45sec for me as opposed to 1m15s with the old cpu^^
the math after u have too balance everything makes me head hurt
hehe, I ordered a 5900X before xmas, but it never came so I removed it from my order to get the rest of the part (tax ting end or year)
so now I am missing a CPU and a PSU to build 🙂
Most of the spikes are caused by moving from 1 grid zone to another. Which i belive i heard they are making them smaller which will help load them faster. Can't remember where I heard that tho.
might drop to a 5600X and spend the money on a 3080 or something
@weak plinth Then those lag spikes are either coming from 1% lows (frame time) or something else
Shouldn't be getting lag from performance with 3900x unless you're gpu bottlenecked
I suspect the lag spikes are primarily due to bad programming and might depend a bit on RAM speed and latency.
monitor with MSI Afterburner 😉
I already made a bug report about my specific issue: https://questions.satisfactorygame.com/post/5fb7a4263f782a96f442581d
The cause is really just having a certain amount of stuff in a save. It used to run perfectly even on the old CPU.
you talking about the lag spike when saving?
No.
the game stuters moving between biomes
Yes, that's another issue. But not my primary one.
in parts of the northern forest I get more stutters in general moving around
there is other problems with moving quickly between bio... Like umm with the telporter mod. If you telelport somewhere and step off the ground hasn't loaded yet so you fall though
but thats probably my old i5 being overloaded as I get spikes at over 80% quite a lot
I use some long tubes to move from one area to the other and I see the sutters moving around
I got about 3x FPS increase in some situations with the new CPU. But as I said, the lag spike issue did NOT improve.
5700 XT. Had it all along.
heh, thats even more overkill than me on the i5 😄
A little I guess.
only time I capped the 2060 was in ARK
When I still had my i5, I also upgraded from 16GB to 32GB RAM which already helped a lot in this game.
It was kinda OK if I had literally nothing else open.
been on 32 for years anyway
looks like I got the these sticks in june 2015
I got the 16GB in 2013. My system was ancient^^
Also still had a 280x gpu until july or something
last year?
2020
Okay, okay sooo... the Christmas lights use power, right?
But they look the same powered as unpowered... so why power them?
Pretty sure they dont use power
what kind of massive factory do you have @weak plinth ?
loaded in and the game exe peaked at 5GB RAM
Well mines at like 14GB currently :S
Taskmanager can tell you a few types of memory usage for each program. I meant 21 GB "Allocated Size". The standard memory usage says 14.6 GB at the moment.
And yes my save is pretty massive already.
allocated size typically means address space allocated. Its like what the program could use but typically isn't using anything like it
win10 columns I guess
Its like is you map a file like a dll into memory. Its "allocated" but not loaded until you touch it in memory then it gets read of the disk. Make sense?
and its not like it loads the whole thing in one go either. More like paged in chunk of 4-8kb or read ahead size
I know, but if that is near your installed RAM amount, things start to become laggy anyway because windows is dumb.
win7 got "working set", Peak ws, private ws and commit
yeah it can do. Depend on how efficient the allocation process is. I have seen processes mapped at 128GB on a 16GB machine and silly things like that
In the performance tab task manager also calculates based on allocated size.
the figures normally don't mean very much in modern os's 😉
True.
I am a Linux kernel guy btw....
I prefer Kettle Corn
Do you play using wine?
Resource monitor says 12GB in use, 19GB standby and 1.4GB free 🙂
nope windows gave up on wine
though this system is a dual boot. But i play other games that definatly don't work in wine
Not sure what you mean. Microsoft never supported wine.
missing comma 🙂 Nope Windows, I gave up on wine
Ah I see.
nice thing with more RAM is that things stay in memory until that memory is needed for other things
so it reloads faster
noticed it when moving from 16 to 32
main reason for my 32GB was to do some map dataset conversions and needed more RAM
Windows is absolutely useless at freeing up RAM and using it again for the programs you have open. It always gets ultra laggy if it ran out of memory for just a second.
the VM needed over 12GB alone to complete the larger sets
So you basically need enough ram that you never get to the limit. Only a reboot fully fixes this issue.
never had that issue unless there was a leak
idk, windows has been pretty weird with memory for a long time.
used to work well in the windows 7 days
everyone talking about like 16 GB and 32GB and im sitting here with 8 gb
if you dont roll a min of 16 gb nowadays you are doing it wrong lol
well with how alot of games run nowadays. you can max 8gb of ram out very easily lol
can i upgrade ram on a laptop?
noramlly you can
You're not "doing it wrong" if you've got 8GB RAM. There's lots of reasons why you might not be able to have more RAM, including financial reasons
Don't dunk on people for their hardware
about to get my screwdriver and open this thing up
it wasnt an attack as such. the point was as i then said. alot of games nowadays will use that 8gb very fast
obviously with a laptop you are more restricted lol
"you are doing it wrong lol" sounds a lot like an attack
well, if you are desperate enough there is always the option of going to one of those websites to download free ram
isnt tht a scam?
yea how does that even work, ram is a hardware not a software lol
🤯
Well yes thats a scam. However there are some things like compressing memory in order to get more. They typically don't work well its trading cpu time for memory speed
logic is bad, we all know that if you find something written in the internet it's absolute truth
thing is dam internet browsers use up so much ram nowadays lol. i use 5gb on just chrome 😂
i havtn even loaded up a game
isn't there a browser that has a setting to limit the ram usage?
yeah opera has a "gamer" browser that does that, chrome and firefox probably also have add-ons that can do it too
I know the tab manager I got recently for firefox can put tabs in other groups to sleep so they take up less RAM, so that'd be something
what would be the difference in that?
hmmm interesting. i may go check it out
i always have so many tabs open. and 5gb for a browser is stupid lol
when you first open up a browser that has tabs saved the browser only completely loads the pages when you actually open them right? well the tab manager can just put them back into that state when you switch groups
it makes you load the page again, but if you want to save memory it's there
well min requirements are a 2gb card lol
i have a 2gb card but i can barely run the game on low settings someone should rly update tht
well, they are the minimum settings, so i would assume that they are meant to have the game run with the lowest settings
its so laggy though i can maybe get 30 fps at a push
the minimum specs aren't final anyway, they're probably not gonna update them until release
but 8GB memory does seem conservative as well
yea i was surprised at that
but hawk has the min that it states and it runs
so they are right. it doesnt run well. but it does lol
should i get better ram i only have 8gb
IMO youd want 16gb ram and maybe like a 6gb card
never had a crash but then again i only have 40 hours
but it also comes down to cpu as well
but you are saying the frames arent great is what im getting at
cant rly be to picky with upgrading cus im on a laptop
thats exactly right. you get pretty restricted with laptops
ram is normally the only thing you can do easily. and then it depends on how old it is.
Scam or not, that thing is absolute ancient garbage.
What hardware does your laptop have?
prolly better thn the 2gb card i have now
I'm like super wary of trying to replace parts in a laptop
If your laptop is that bad, it's really not worth upgrading anything in there. I wouldnt even pay 10$ for that card.
my laptops good its just the graphics card thats kinda trash
geforce mx 250
there is a good flow of people speaking in #off-topic-tech rn
thanks
kinda doubt it. Even if it was, you cant just upgrade a laptop gpu to whatever. You're lucky if it is upgradeable at all. But if it's this old, I can tell you it's not worth it.
mx 250 is 2019
idk basically anything about making a pc, but i'm a bit wary about having only a single review
k so imma just get more ram and hope for the best
It's an ultra-low-end card. It was garbage when it was brand-new. But whatever, go ahead and waste money for no benefit in games.
dude y tf u being so toxic
Why do you ask questions if you reject every answer?
i mean, he's right in saying its bad
at least from the objective standpoint that its barely enough to run the game if it does at all
also, good luck upgrading your laptop, lol
you both agreed that the card is trash, why are you arguing
also, this is #off-topic-tech stuff
besides, as sad as it is, 1 year is enough to render most pc hardware oudated.
i have built my own pc just 2-3 years ago, yet nearly all the components can no longer be bought anywhere. thats how fast this section advances
yea i got a top of the line monitor a year ago. i cant buy it now if i wanted to. i have a 2080ti and they have already brought the 3080ti that is better than it
See as how it's for a quadro if I read the title right but it's got AMD on it, I'd say it's a schamaz
Ye I was wondering about tht
or 3090 or 3080 or whatever it is thats out now
If my GPU is a GTX 1660 Super and while playing games its at 160 F, would that mean if I get an rtx 2080 I could get lower temps on that same game, maybe cause the power is better?
71C is fine tbh for GPUs, you could adjust the fan curve and get slightly better temps but it's nothing to worry about. With a 2080, you might get lower temps depending on cooler design and how hard you hit the gpu with a load
ah ok
Hey how do you do a 2:1 split ?
example: i have 15 items/ min and i want to split them into 10 and 5.
just let the splitters balance it themselves
machines will take whatever they need
once the internal buffers fill up, they'll back up eventually all the way into the splitter, causing natural overflow to happen to any available machines
gotcha
i think that if you are deadset into making it balanced rather than manifolded it would be splitting into 3, adding a merger right after it and merging back 2 of the 3 lines
rundown of manifolds which use that fill method for more machines: https://satisfactory.gamepedia.com/Manifold
Due to the the mechanisms of Splitters, the machines closer to the source will fill up faster and start running <- this line is not how they are working in my case
or do mergers count as machine too ?
that would explain things if thats the case
embrace the church of the manifold
it means that the split evenly, if you have a line that has 3 machines, you put your line that goes into the first splitter that connects with 1 of the machines and the other splitter, the first splitter would send 50% of the input to the first machine and the other 50% to the next splitter and then the second splitter would send 25% to each machine
in practice it means that the machines closer to the input of the line will fill up faster
the 2 smelters are outputting 15 /min. i was thinking of doing that splitter merger thing and make it go 10 in each
but from the looks of it, i made it go 20 in the middle and 5 on the edges
i measured the distance and think if i move the merger a bit down, it should fix itself
you are sending 15 to the middle and 7.5 to the angles
but the middle will fill up, and once it fills, it will only be able to take 10 a min, making the other 5 back up into the 2 lines and make the 2 in the edge end up in 10 too
assuming that the 3 machines you are outputting to take 10 each
then don't worry, the system works
it will just take a bit for the machine in the middle to fill up, once it does, it will work like a charm
thanks
is there any way of hosting a server 24/7 without a user being online ?
not yet
any dates yet ?
i wish there was
multiplayer itself was already kinda shoehorned in by popular request
they're just doing alot of work on other parts of the game rn
yeah i watched some of the recent dev vids seems like they are doing alot right now with teir 8
Lotta issues with vehicles as a multiplayer client atm I believe
Unless they’ve been fixed in the time I wasn’t looking
in my school nearly none had a pc to play games
but soon found some people online to play with
few of them live near me too
thats what i want to do
this community is very friendly, I think you can find great people here
there is usually a handful of people in #looking-for-group-old if you want a mp world
tho keep in mind it's way faster to find a world to join in than finding someone to join your world
I found someone to play with there too
If you are using 1 pure iron node for just rods is it 21 constructors at the end?
depends
yeah it depends how you make the rods
base Bp
Miner MK1 on Pure == 120 ingots -> 8 Constructors
Miner MK2 on Pure == 240 ingots -> 16 Constructors
Miner Mk2 on Pure @ 250% == 600 ingots -> 40 Constructors
on the mk of the miner, the mk of the belt, what recipe you are using and if there is overclocking involved involved in the miner and or the contructors
i have 780 ore and ingots per min
i can overclock the constructors but id like to not
lol not really needed for rods
Uh, 780 Ore just divide it by 15 for the default Iron Rods recipie
so my math says 52 constructors
Thanks
it is on this one.
If I put 3 pumps at the bottom, does the water pump to 30m or just 10m above the highest pump ?
Ok so one pump every 10m in height
Pumps only go mk2 i suppise then ?
most building have a base 10m headlift, pumps have 20 or 50 depending on tier, but if you put a pump it will reset the headlift distance, it isn't accumulative
oh dam 50 m for the mk 2 i havnt played with them yet
they are good, very good
and how far does it transport water ?
20-50m vertically
horizontal distance is irrelevant
pipes don't lose flow rate regardless of how much horizontal distance they cover
Satisfactory is a...
Very idealized environment.
"looks at my belt that is going through 10m of solid concrete floor right next to my copper power cable moving 1tw like nothing" idk what you mean by unrealistic
Pipes have no friction because FICSIT Tech ™️
@worthy copper ive actually just remembered, that "Viscosity" thing i tested was actually so little like viscosity, ive given it its own name
I just called it the Dylan Number
The description you gave me at first sounded a lot like just mass or density lol
Since its unknown what it is, its better to just give it its own dimensionless thing
All i know is i somehow got a number from 0 to 1 out of my tests
HOR had like 0.83
Whatever that means lol
How much does oil have?
If oil is lower, it could explain how I got get the "junctions leak" with HOR but NOT with oil, despite both having the same number of junctions
there are a few numbers in game data for liquids, one of them is indeed viscosity. Those numbers differ between liquids, so they should behave differently in pipes
Peeps, I did it 😄
very compact and it can take any variety of items from any direction and send it any other direction
A network of these should be super useful... probably :3
mergers and programmable splitters btw
what?! I need 20 mfg's to make acu's.. man I thought it was gonna be like 10..
what's to what what?
or just... connect everything directly? 😄
it could be useful in a (vertically) tight space where your don't have the luxury to go over/under other belts without producing a lot of mess... on the other side, configuring such a "ring" when you cannot look onto the whole situation from the top sounds challenging.
I mean... when I'm connecting lots of different things across the map it's useful, plus when stuff in the game changes, easy to change where stuff goes
now that I think about it its the "roundabout" of belt streets... now we need a highway intersection 😉
I don't see how this would be useful. I don't do mixed belts, since you always need overflow there
I used mixed belts for everything and everything travels to where it needs to go
Well... Some specialized large factories I don't but
Between factories I do
sooner or later you're gonna run into issues with some resources having more than other resources and it will deadlock
and later you're gonna use trains anyway, so I'd just build more belts instead and call it a day
You'd think but actually if I build up my grid it shouldn't matter
Because it can overflow in another direction and still find it's way to the right spot
=D
I would suggest NOT doing this... you might easily produce routing loops
yeah, it will just overflow that one belt
or it might go around in a circle for some time
It will just split up and recombine later on if I do it right.
Plus I can always overflow or have buffers
I just have the belts stacked too so it should never be an issue
Although I might not use that more compact version for my more busy middle hubs
all of this seems like waste of time for a system that may work 100%, but will probably break sooner or later because of some weird race condition or something
not necessarily...
imagine doing this in a larger grid... you items want to move from "left" to "right" on a certain line...
lets say you configured the overflow of the line to go "up".
Now is the question, how do the items get "down" again? At least one of the "roundabouts" above your line must send the items down, most likely a lot or all of them.
This could lead to the situation where your line is sending some items "up", only to be sent directly "down" again by the roundabout they hit.
yeah, lowering items/min input for a while, which may cause factories to slow down or shut down because of lack of resources
Like.. think of it as a gradient of direction to travel
Also, I wouldn't be using it for like... ores obviously ^^
no matter how good the system are, you can't guarantee 100% reliability because of the "randomness" included
which is good enough argument for me to not use it
It's not exactly randomness, ut should always make positive progress in some way. And if it's ever overwhelmed I just add more belts and I never have to think about what for.
imagine one of your factories connected to this thing shutting down for whatever reason. The items going into this factory will overflow to the belts connecting factories and eventually fill them up and shut the whole system down
My factories have overflows
factories can shut down for multiple reasons, not just because of overproduction
Into sinks
I know, I've already set up every factory with that in mind
Actually though, I will probably stop sinking said resources eventually and run all my leftovers through an "everything factory " that will use up the resources as efficiently as possible stsrting with the highest sink value item going down
I already have 2 everything factories but I want to redo them. To use 4 belts stacked per level to split up types of items as well.
Actually... maybe just 3
so we have pipe guru's do we have train guru's that can discuss some stuff?
Trains are cool
so let me sum it up:
- you make a complicated belt setup that saves you from building multiple belts between factories
- the setup is not 100% reliable and limited in throughput
- the setup needs a lot of correctly configured splitters, where one misconfiguration can lead to system failure
- your factories also need extra protection because of that system (overflow, buffers)
- you need to monitor the system all the time if it's overflowing to add more belts
- the whole thing would be outdated by the time you start building trains
idk man, seems like a lot of work for no real gain
Trains are cool as soon as you have enough distance between bases... 😦
Complicated is relative. Certainly I'll make tired mistakes but I also put boxes to sample what I'm overflowing into sinks where not expected so I can easily find my mistake. It's pretty reliable. I have seen an off bug or two though where even a smart splitter lets through the wrong item, but that's the game not the system and it can handle the rare bug. It wouldn't have a system failure. It could overflow or worst case dump items into a sink
Enough distance? I have a train that delivers a bunch of stuff but... ehh
Like... I like the trains themselves but not the loading and unloading so much
Because it's limited to 2 belts max speed
it's limited by 2 belts per car
Yes, I'd rather have more
it's still one train track with virtually unlimited throughput
If you have multple stops though I don't feel like dealing with that yet
I plan on it but...
uh what? just add more cars and freight stations
^
you can have as many freight stations per stop as you can fit
I gotta make massive stations then at every stop
or massive piles of belts the whole way
how many resources do you plan to transport with one train?
Even just to grab a few items
your complicated belt setup is limited by how many belts you can fit between factories...
Belts take up like no space and overlap...
and if it's not automated you don't even need a stop, I've got a train with twelve cars I use to move boatloads of crap between a new base and a warehouse
well trainloads I guess
Trains have good throughput, but their latency sucks
Similar to internet DSL lines and shipping a large SSD... shipping large SSD is faster in terms of throughput, but I would not want to have a voice call over this method 😉
one train track takes space of like 2 belts and can fit resources from 100s of belts
im doing some tests now to make sure i have enough through put. i have some ore on the other side of the map. its a full 780 line. it is split between 3 freight cars.as thast what it needed to allow the miner to keep mining without stopping. they are going into ISC with 2 belts going into the platform to allow the resources to go in after the 25 sec pause. its replicated at the otehr end where it unloads.its then going into a 780 line into a sink. trying to replicate it either end pretty much. but what im finding is that each time it comes back there is still about 40-60 left from the last load . and that just compounds and gets more and more each time.
The train has to travel back to get the next load and essentially can only be emptied and loaded at 2 belts speed
why is this? should it run out about the time a new train turns up
Per car
or is everything suppose to eventually become saturated like a manifold would?
i hope that makes sense
every car can be loaded at 2 belts speed, so the whole train can supply like 30 belts or whatever amount of belts you put into. That would make 15 car train, which takes WAY less setup and space than moving stuff across with 30 belts
I think there have been some reports about sink not being able to sink full belt
try splitting it into two sinks
yea and thats what i thought to. but then i split the line and went into 2 sinks instead. same thing
if not, it's also the possibility of merger not being able to merge to full belt (which is also a thing in some cases)
what if you don't merge the three belts and instead sink each of them separately?
i thought ok maybe its the merges. so i plugged them into ISC and did a bit of an over flow thing i have seen dan p and kibits use. same result a 780 line out. and same result
i will try sink each line seperatly and see what happens
I mean, you still have to sort out all those resources either onto the train or off. Plus multiple stops can mean lots of buildup at the stations and overflow.
you don't sort, because you don't use mixed belts
but ease my mind. im not going crazy right? i shouldnt have 40 odd left over. i could maybe udnerstand maybe 5?. say if i have it coming from an ingot factory and iots doign that. then all, of that would stop too
@torpid robin I'd accept even a 100. The game isn't really precise in some cases and even though I don't like it, I just accepted it and moved on
One train car per item? O.o
yeah, way better and easier way to move stuff
ye right ok. maybe im looking into it to much
no sorting needed, throughput guaranteed, no need to overflow anything
so what. maybe the way to go. say if i have a heap of stuff coming from an ingot factory. i maybe just have a sink to sink some of excess so it keeps running./ but wouldnt it mean the factory its supplying would be running out?
maybe i just set up 780 worth of smelters up and see what happens lol
Idk man... I will probably just use trains for moving large quantities of the same stuff
try to sinking the resources separately first
ye ye. gettting ahead of myself. il do that now 😂
But mixed belts are still where it's at imo x3
nothing stops you from doing that. But different trains can fit on the same track (you can do junctions), so you can still transport multiple items on the same track, even if one train only has one item type
I heard they were planning on adding train collusion I thought
for me it's:
Never use mixed belts, with the exception of sorting items to a storage from a container that's handfilled (emptying personal inventory)
yeah, but with collisions they'll also add signals 🙂
That sounds interesting
And then item teleportation is added and everything we both like becomes irrelevant.
Lmao
thing is. it gonna sink it fine. cause in each cart there is actually only 260pm
I use mixed belts for getting products out of my factory floors... but separated belts for raw resources to get into.
That
and no. mixed belts=bad
don't think teleportation will be a thing, if it will, it would be player teleportation. Item teleportation seems too OP
i agree. will take too much away from the gam,e
like you know. me trying to figure this dam train out
or trying to belt up hubs and auto storters
Even if it's only automated into storage?
at the moment I have three mixed belts that go first up the factory (with mergers on each floor) and then down the factory (with smart splitters on each floor) until they hit my smart-sorting warehouse.
wasn't player storage teleportation talked about or something
pretty sure they showed it some time back, but it was just for player storage, no inputs or outputs
I'd like to see it but if it's an old feature it was prolly scrapped. Maybe...
just an idea about teleportation and player storage... it would be interesting if you could build a machine that is linked to a limited number of inventory slots so you can fill them up remotely... which also would lead to large scale warehouses trying to fill up different slots with different stuff. And much more useful than having a belt that goes into player inventory. One problem with production order and you suddenly have your whole inventory filled with wire or screws 😉
That's... "screwed up".
I think teleportation is pointless for a line because of trains. But if you could remotely access your storage containers and move to player inventory, that would be cool. you never have enough concrete or iron plates lol
lets not forget the material to build pipes and belts!
I have a huge storage for concrete, iron plates, iron rods for ladders (I like to climb when exploring lol), steel beams and pipes and also going for a good alclad sheet production next so I can belt the whole map with mk5 belts 🤓
Ladders are death traps, I always use ramps for exploring 😉
I don't know how long I experimented to have a reasonable ladder inside my resource-delivery towers...
What do you mean? Death traps? It's also the easiest way to get down again, you just fly and hold on to the ladder before you hit the ground. No damage from grabbing it mid-air with huge speed lol
What ladder?
I think ladders on the outside of structures are already strange... you have to approach them backward to go down.
Just jumping and then try to catch the ladder is often not an option, depending on the height... you might hit the ground before catching the ladder.
But long ladders on the inside wall of a building are more of a problem... because you need a hole between your floor and the ladder, large enough to get through. But you don't accidentally want to miss the hole and take damage by falling, especially multiple floors.
so in the tower I mentioned I used walkways to make the hole as tiny as possible (1/4 foundation distance to the wall, 1/2 foundation wide) and broke the long ladder apart into multiple ones, one for each two floors... this way when you are not careful and miss a ladder, you only fall down one floor (which is 7-8 foundations high in my factory)
No I don't mean in my factory. Inside a building I only use stairs or the walkway ramps. I mean outside if you see e.g. A power slug on top of a steep hill, I use a ladder to climb up and put a few foundations at the top so I can jump down to walk safely to reach it
I like to use walkway ramps for exploration... feel much safer than ladders AND you can easily traverse horizontal gaps
On the ground I travel by foot like a real explorer. I like the feeling when you are in the middle of a bush and suddenly hear hissing or whatever 👻
should i build a sink next to my coke so i dont have to transport it
you mean in a fuel-powerplant?
havent got fuel yet just using it for plastic and rubber
yes, sink it...
or use a smart-splitter to make sure it sinks when you don't use it
so set a smart splitter to overflow
yes... make sure they are always consumed... just to be sure and prevent a lot of headache
I dont know which oil node you are using but I am using 1 pure node right now.
to keep it short: i made 12 coal generators from the generated coke and sink 60 coke/min into the sink.
I was lazy and dont have smart splitters yet to solve the current spaghetti.
@calm iron no useful Caterium-Node nearby?
I havent done much research into Caterium yet. I'm new to the game but I feel like I bumrushed to oil by accident ahahah.
https://cdn.discordapp.com/attachments/175981591028301824/795382108918120528/unknown.png
https://cdn.discordapp.com/attachments/175981591028301824/795382214413385808/unknown.png
https://cdn.discordapp.com/attachments/175981591028301824/795383226822164550/unknown.png
Currently moving base right now to re-do steel production. in hindsight i should have made more belts haha. This be about 45h in.
wait u can use coke to power coal?
I would suggest getting at least the Smart-Splitter...
@opaque gate yes, you can generate Petrolium Coke from Heavy Oil Residue and then burn it in a Coal Power Plant
oh how much does 1 need
25/min
ok so 10 more then coal
Just don't forget that Coal Powerplants only consume input proportional to the current demand of electricity drawn from the powerplant
I am aware of this issue. Working on that next.
is the blue crater deep enough for extractors?
thats why Smart-Splitters are so useful... you can use them in "Overflow" Mode to make sure that any additional Coke is just channeled into an Awesome Sink
Right now, each coke line is tri-splitted at the start. 2 lines go to 2 gens each. it is my current less-than-stellar solution. The abundance line is merged with each other though.
Since I did not delve deeper into the machines/research i was not really aware when and where you'd get them.
what is coke used for apart from sink and coal gens
so i guess my research into the liquids wasnt for nothing. I will continue then
It's currently used in aluminium refinement.
and what teir is that?
7
ok thanks
e.g. Crude Oil has:
Density: 1
Viscosity: 3
Friction: 0.1
thank you very much i will steal that straight away and use it somehow
don't think it'll give you anything though. I've already asked for the formula and they just said "it's super complicated"
also they may have changed it since last time I've got these values
doesnt matter, i will somehow find a way to use this
even if this is outdated. the fact that there are 3 values for liquids is very important
should i run plastic and rubber on the same conveyer then smart splitter them or are they not needed together
there are three known values for liquids
only if you feel like you dont need 2 belts
usually you wont mix them anywhere
cause i dont know of any recipes that use both plastic and rubber
ok so 2 seperate belts cus im making a factory just for computers
and i need the plastic going there
@oblique hollow
Water: 1/1/0.1
HOR: 1/6/0.1
Fuel: 1/2/0.1
Sulfuric Acid: 1/5/0.1
Turbofuel: 1/1/0.1
Liquid Biofuel: 1/2/0.1
Alumina Solution: 1/4/0.1
These are from U3 release, they have been since removed from the Docs.json file
seems only the viscosity changes
I would really suggest getting a bit of caterium and hit the research tree until you hit the Smart Splitter... its not that bad (compared to the Programmable Splitter ^^)
Will do once my steel production is up and running. 10 years later
whats the difference between the smart and programable splitters
Smart Splitter has only a single Setting for each Output
Programmable Splitter can have multiple entries for each
but the "Overflow" Setting is already present in the Smart Splitter and its the most used and most useful I think
when do u unlock the programable splitter
Caterium research in the MAM
i have that is it further than the smart splitter
yes
You can use the smart splitter for everything you can use the programmable splitter for, just with multiples of them.
new base for hightech stuff... foundation? Check... Power? Check... Caterium? Check... Copper? Check... Water? WATER? DAMNED WATER...
question for our fluid experts... I have 3 groups of 4 water extractors... can I just hook them up to a single line and attach a long pipe on each end to get 2*600 water?
you mean feed water from both ends and pull from the mid? it would work but youd only get 600 out, if you mean piping all the extractors together and pulling approx 300 from the ends of a 600 pipe then it should work. except apparently mk2 pipes dont transport 600 exactly, its like 580 or something
no, the other way around...
single line with three attachments, each leading to 4 water extractors... and use pumps to gather the water at both sides of the line
insertion method works perfectly fine with liquids, you just have to make sure no single section of pipe needs more than the max flowrate of that pipe
usually by putting machines between the insertions to use up liquids
its more about delivering water to a new factory... and of course the water is 100m below the factory
man water always sucks
on my first save with over 140 hours i had to completely overhaul my water and i still sucked
Water? Check... Iron? Check... Copper? Check... Rubber/Plastic? Check...
finally everything the new base needs has "arrived"
okay, I forgot that I have yet to build a hypertube to the new factory
ha
hypertube done... finally the minimal infrastructure is in place
Wait... is that true, do they actually cap at 580?
no, but it seems tubes make some trouble at "near max" capacity
Hmmm okay, that's really useful to know. ty
not always but "sometimes"
(and that "sometimes" might relate somehow to the number of junctions you use. I have seen identical problems on mk1 pipes using the full 300 (though, again, not always))
Mk2 😎
mk 2 pipes are funny, no need for lift pumps
and it may or may not have something to do with those mysterious viscosity numbers
thought it would be weird if the fluids behaved differently from each other
cause we have no way of knowing that information in game or what it means or how to plan around it
if that's the case
I'm new to the game and just starting out. It seems like you can have 2 smelters per miner for max efficiency, is that right?
For Miner Mk1
Depends on the node
Basically you want to follow the numbers like on this image: https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/a/a8/Simple_production_line.png/revision/latest/scale-to-width-down/1655?cb=20201015095143
You may very well have a miner whose output can support more than one smelter - if so, definitely feel free to split the ore between 'em
As Zothuro mentioned, the actual extraction rate from miners can depend on the node - in that image it's only getting 30, but yours could be getting 60
(Or even 120)
Gotcha. Is there an ideal length of conveyer belt or can I have these machines super stacked together and it won't make much of a difference?
Seems it doesnt matter much since they're at a fixed speed?
m a t h.
@wet yacht However you balance your machines or whatever, for perfect effecientcy, follow these words
Load Balancing: The output of the previous machine must match the input of the next machine
Manifolds: The output of the previous set of machines should match the input of follow set of machines.
length only matters for how long it takes for the first item to get there, after that (if you don't change anything) the items come at a constant rate
I sure hope after fismas they make all the stuff sinkable.
I think it should be sinkable already but.. some people think that would be free points.. well if gifts were worth 1 point each, it would take 5,000 sinks and 150,000MW, and one very broken uobject limit to equal what my factory produces in points/min
What is the equation for getting the amount of produced power for getting the amount of power you get from overclocking a generator, and for the power usage by a building thats getting overclocked, so like is there an equation to get how much power i'd generate if I overclocked a coal generator to 250% and a equation to see how much power a constructor would use if overclocked to 250%, and if possible for the generators to see how much of the resource it will use when overclocked or underclocked.
Simpler Terms:
Is there an equation to see the usage or production of a power consuming source or generator when overclocked/underclocked, and how much fuel the generator would consume at the specified clock
https://www.satisfactorytools.com/codex/buildings @minor cipher
alright thanks, and is there a way to see the math behind this calculator
Dunno. ask greenie when you see him.
I don't bother with OC'ing generators, and when OC'ing factory machines, I don't even look at the power usage lol
hmm 1 sec ima see if I should undo the oc on my coal generators or just keep it the way it is
I don't like decimals on my powergrid. lol
(ignore this) so currently, if my generators are at 100% usage they will use 202 coal a minute and 600 m3 of water a minute, 6 generators are at 250% clock and 2 are at 52% clocks. Capacity of 1001.3 MW
If I have them at default clocks then I could have 12 at 100% clocks and 2 at 60% clocks, they would use 202 coal a minute and 600 m3 of water a minute. Capacity of 1001.2 MW
hmm, they seem to be the same result no matter what clocks I use as long as they use the same amount of water a min
I have 2 mk1 water pipes that have the water pumps set to make sure they dont produce more than 300 m³ of water a minute per pipe, and then at the coal plants I make sure not to exceed 300 m³ a minute per pipe so there are no bottle necks in case of high power usage without my knowledge
fuel sources have a fixed amount of energy. so OC'ing them just increases their usage proportionally. ex I think 1 m^3 of turbofuel has 2000MJ OCing a fuel gen will produce more power and burn an equal amount of turbofuel for the power it puts out
power generation on this game is 100% efficient.
that's why it's not really worth messing with the OC. they don't give you more. heck, 1 generator OC'd to 200% will produce less than just building two generators.
that's why it's not worth it in my opinion, just build more generators. it's not like OC'ing a miner or a factory building where it gives you more product.
power generation on this game is 100% efficient.
Yes, but it produces less.
wait it does
a coal gen OC'd to 200% will produce 127MW
oh i get it
two coal generators produce 140MW
the overclocks % dont increase the output via multiplives
its by the consumption of the resources
and it introduces all these nasty decimals and you're just asking for rounding errors.
like, I guess you could say it's good in a pinch, but don't build a powerstation and plan to overclock the whole thing.
well this is my setup with overclocks, and cause I'd need to rebuild the pipe and conveyor line for this just for a few extra shards I've nothing else to use on im fine
its not the clocks that change the production, its the consumption of the resources
Got kind of a basic question about pipes and such. So I hooked up a refinery and pre-loaded it with bauxite and water(while it was put on stand by), the output pipe just went to a fluid buffer. When I turned the refinery on and looked at the flow rate of the output pipe it was spiking to above 110-120 m^3/min. My question is how is that possible if the max flow rate out of it should be 80 m^3/min.
I've not unlocked refineries yet but just wondering, whats max flowrate was 80 m^3 a min
@rustic stream
when making alumina solution, when at 100% production at 100% clock, it makes 80 m^3/min
cause what might've been happening, is the fluid would build up in a pipe and then release in a small bunch and would look like its exceeding the max refinery output
which is why you have spikes in the output
as I dont think pipes are a constant speed like conveyors are
so the volume has to build up, then the flow rate rises up, when the volume reduces, the flow goes down following the volume reduction?
Building up my Tier 3/4 factory, and the plates, rods, and even screws ended up looking okay. After that... well, it's getting re-done. Because I don't feel like untangling that bowl of spaghetti.
I need to deconstruct my entire current factory and rebuild it with a more efficient design
:)
ive gotten better at making my factories future proof, thats why even though my saves are a little unorganized theyre always tidy
rn im at teir 7-8 and the only thing ive had to go back and improve are my starting rotor setup and also steel, cuz you gotta unlock steel before you can make a good foundry
how many refineries making plastic from resin use up 5 refineries worth of resin (plus how many water extractors do i need)
there indeed is :)
math for overclocking is power consumed = base power consumption * [oc amount / 100]^1.6
oh ty greeny
depends on what recipe you are using to generate the resin.
Its just basic division... you look up the production rate of the resin (https://satisfactory.gamepedia.com/Polymer_Resin) and then you look up the consumption rate of it in plastic(https://satisfactory.gamepedia.com/Plastic)... and you divide the first by the second... if you round the number up, it gives you the number of refineries you need... the fraction also gives you (if you care) the amount of under/overclocking you need to exactly reach the production rate.
I'm starting to think that pumps don't use power if they're not pumping fluids, even though it shows they're using power on a powerpole.
If it shows, how can you know they don't? 
you could hook up a single Biomass Burner to test it... see if the leafs run out 😉
nice... directly behind my new factory was a green powershard (noticed it when I had to extend to allow 16 Refineries in a row)... not so nice, there were also 2 aliens
what is the maximum power production?
depends on how much leafs you want to collect 😉
More than 1.2TW, that's the max for nuclear
a bit less than 2tw
but lets face it, Nuclear is not sustainable at the moment because of the waste
space is one of the two effectively infinite resources in the game, there is no lack of space to make storages
I think I will stay on Tier 6 until Update 4
nuclear waste is no problem because waste is produced according to power usage not production
ohhhh, I can certainly try to run out of space
power draw for max 1.2kK MW nuke is only 44k MW
i think that your pc will take flight or you will hit the object limit way before that
bruh I'm barely touching tier 6 and my pc hates me already, it wont take me too long lol
to run out of space you will have to take over NASA to use their rig and upgrade unreal engine to 20 trillion objects, gl with that
People overestimate the waste problem. Though it will probably be a real problem on dedicated servers sinve they'll be running 24/7
But that's a future problem, and who knows all the changes update 4 will bring
yes, they already showed us "Plutonium Waste"... so most likely you will be able to trade "more waste" into "less but more radioactive waste" 🙂
i'm pretty convinced U4 will bring a way to deal with waste, or at least manage it a lot better
like condensing it into plutonium
I hope they won't make it that you can get rid of the waste
however I'm waiting for them to add my favorite element into the game, Americium
my current theory is plutonium will be like turbofuel, burns slower so you can run more reactors off the same ppm
same. I don't want to get rid of it, just manage it better
in consequence it'll produce less waste compared to a similar uranium setup that produces the same amount of power
assuming the waste created is also scaled down for plutonium
but maybe plutonium doesn't stack as high, and iis more radioaactive
I would be surprised if it doesn't stack to 500 too
i see a lot of trade offs and new methods in the future for U4
oh the plutonium itself, not the waste
I don't think it matters what the fuel stacks to since it shouldn't be stored anywhere anyway
a smaller stack would actually be better for manifolds
no, the waste. I think it should stack to maybe 200, produce more radiation, but in the long run be a lot better in total numbers compared to regular waste
I guess you could do that, I don't care to guess the exact numbers, my prediction boils down to I think their storage fillrate will be slower than uranium for the same amount of power
same power, less waste production at higher risk of radiation.
also it would probably be more late game than regular nuclear energy
i still find it funny they prioritzied the waste over the actual ingots and energy rods for plutonium
at least for the single video that we got
they showed us a new building
they said it has to do with nuclear
probably a centrifuge
makes isotopes
refines uranium
oddly enough possibly makes batteries
yea when i saw it i though some kind of centrifuge or like a chemical mixing vat type thing
the art direction for the buildings has been going in a great way since launch im sure whatever it is will be cool
i remember when the manufacturers were just bricks and the refineries were, well, worse.
have the refineries gone through 3 models? I didn't think the ones before the fluid update were bad, just the new ones are amazing
(when you don't look at them long enough to notice them clipping all the time)
I mean if that bothers you just space them out a little more
i don't look at them enough to have that many issues
32 Refineries for Ingots and Copper Sheets... this looks satisfactory ;
enough for 3.75 supercomputers/minute
late game is when you get belts good enough to start giving a shit about using alt recipes on ingots
keeping all Refineries of a factory in a single floor helps to make the other floors lower...
refineries need like 8x4m foundations to clear I think?
no wait, it's more than that
they need 6 foundations if you don't want to clip the upper part I think
no, they need 7
forgot now... tested it yesterday
-.-
thought it was 8 then a 1m foundation level with the top will clear the chimney
think I found that a mk2 pump would cut it close for refineries on top
at least if you want to use 4m foundations for the floor to make it look more realistic
you are right, its 8...
I am so happy to have a fast Concrete and Iron Plate production...
https://www.satisfactorytools.com/production?share=L75QqMG6rKfSVBd81gXk
maximizing nuclear and turbo motors at the same time
not sure I dare click that one 😛
it's safe
safe yes, but probably massive 🙂
wdym
if you've used all resources on the map to make a theoretical max production that is
yeah
enough nuclear rods for 1.18 TW and as many turbo motors you can make after that
before Update 4 anyway
how many per minute?
over 90 turbo motors per minute?!?
the world max is technically 165 but powering that might be impossible
idk if coal and fuel could carry the team on that
lots of spare coal, oil, and HOR, so maybe
all of it
that will give you enough for about 133 fuel generators
only using 270 crude/minute
6840sulphur/min
165 turbo motors need a terawatt
max nukes are 1.18tw
really?
but then you infringe on stuff you need for turbo motors
ahh
hence my calculator just now
so what did you run out of?
uhh
quartz maybe?
not sure, looking through it rn
actually it might be bauxite
You run outta bauxite quartz and cat
ran out of silica
there's like 2k more cat left
it can't find more ways to make silica and that's the bottleneck
Interesting . Il have a gander in a min when I’m up . But normally cat is getting low . Depends what Alts you use I guess
But yea quartz is one of things that will bottle neck
you can change around some alts to shift what raw resource you use
you can cap bauxite pretty fast then you have to change things around
how many rods per minute to generate 1TW?
The joy with things now . OUL isn’t you limiting factor any more with mk2 pipes . So you can use excess oil for turbo fuel and use all quartz for production and use less nuclear
don't forget you could underclock to 50% and save 33% on power use
true but also that's double the building hell
sure, but still works 🙂
I mean you could. But for a max build there is already like 4K odd buildings . Stuff doubling that . Just for some power
It does get to a time it isn’t worth it
if you can eek out more turbo motors per minute, why not? 😛
tbh any such builds are impossible anway
the object limit for UE would be far gone
Cause I don’t think power is the limiting factor . You can get turbo fuel and coal fuel Itl help
You can increase that limit
And with the engine update . Less things will count towards that limit . Allowing you to build more
ok, so 80 rods/minute is 1TW gross
typo haha
to many numbers in my head atm
was able to do 100 turbo motors, 93 rods and 4700 turbo fuel
peak power for that is 130GW or so
so thats about 156K MW just there in fuel pwer
1044 fuel gens
so should absolutely be possible to do way more than 100 turbo motors
is the power needed in the calculator off?
setting it to 100 turbo motors, 93 rods and 4700 turbo fuel, it says 130387MW max
You have to power the refineries to get turbofuel?
the fuel gens can almost cover that alone
Those are numbers I never counted with lol
actually more than that
as 4700 turbo fuel can feed over 1044 generators
Greenys calculator caps at 156 turbo motors and you need like just over 56 nuclear reactors to power that including power for the rods
2521 refineries 😮
the calculator is not listing water extractors though
and you need 407 of those
thats almost 8140MW alone
ok so this is missing all resource gens
miners and so on
I don't know if this is a stupid question or not, but I'm producing 120 iron ore per minute and would like to use the Casted Screw alternate recipe (5 Iron ingots for 20 screws) to produce screws at max efficiency, but it uses 12.5 iron ore per minute and I'm struggling to figure out how I would evenly divide out the iron ore to prevent clogging. Could anybody help with this?
There's no need for equal dividing, use a manifold
A line of splitters, one for each building
The wiki has an article on that (can't link, on phone rn)
Yes exactly
It takes a while to start up, but is better on power and super simple to build
I'll try it out, thank you
And after it starts up, it shouldn't clog right? Eventually it'll be a constant flow of ore?
if it has been sized correctly it should consume all the incoming ore without ever stopping
I see
Think you need to run those numbers again. Satisfactorytools says you can make 156 Turbo Motors and 94.5 Nuclear Fuel rods, which is max, at the same time
In fact, you will only use 8184.89 Quartz per minute, with that setup
Its limited by Bauxite and Uranium
I'm confused by the premise of the manifold setup (new to the game). If the premise is that the first machine has to completely fill up and then the following ones fill up as well, is the idea such that you make the amount of machines that will match your current resource input over time?
yes, however you do logistics the goal is to match input/output
because it's a perpetual system with infinite resources at finite speeds
Because if not, wouldn't the machine in "front" take priority and end up producing more, or more often?
At the start yes
But as the front one fills up it will send everything to the next one
Until that is full and so on
So if the input is 90/minute and each machine can take 30/min hypothetically, it'll fill all three machines, and then run at max efficicency?
Yes
I gotcha
Just match the amount you have on a belt to machines and you will be fine
What would happen if you filled it up before you started inputting the resource? would it just immediately produce at max speeds?
@magic shadow multiple maximize on greeny's calc doesn't work like you think it does. when you do multiple maximize you have to adjust the sliders to change the relative ppm. They're by default set to the same, so it sets the ppm to the lowest maximized ppm
A buddy of mine and I spent approximately an hour figuring out how we're gonna set up a reinforced iron plating factory just over discord today. We're trying to do things without the aid of calculators and the like
So trying to think through logistics now
the 156/94.5 plan, and it only uses about 100GW so it supplies plenty of power for itself https://www.satisfactorytools.com/production?share=8PQpR15SDM0Y3n2xIUkC
basically the splitters split evenly so the first machine in the line will get 50% of the incoming belt (assuming belt from splitter to machine can take that).
If you fill up before hand . We often call it priming . It pretty much means everything will run right from the start
usually you just use the smaller belt between splitter and machine
Oh neat!
its rare you need more than a mk2 belt
Which imo at end of the day it makes no difference really . Everything will still take about the same@amount of time to fill
How you male the? Are the in excel ark
I find it easier to just keep with the same belt . It’s gonna work regardless
same, just use highest belt
When I was thinking about the logistics, I was considering doing a bunch of splitters to get the proper intake lines for our needed constructors
not really @torpid robin , if you have a fast belt through then it will fill the last one faster
Alien carapace to biomass producing at 1500/min 
Is that over-complicating what could be a simple solution?
it produces more during warmup if you use mixed belts, but makes no difference in the end
Yea but the front one can only fill so much until it over flows anyway lol . It’s only 100 it can take
and the warmup time is the same cause it's filling up the same amount of space at the same rate
just split more evenly at the start
Ye lol
ok yeah that's weird
the time taken to have a row produce at max is longer if you use fast entry belts
well you need some extra input to determine multiple maximize, cause stuff can conflict with each other
Also this may seem like a silly question, but we were plotting out our iron use and decided on a ratio of approximately 3:2 for our iron whereby 3 ingots go to plate production and 2 go to rod production
the machines at the end will have to wait longer to get an item as the first machine will get more items faster first
Then half our rods go to screws. Is this a tenable ratio?
if you got a 780 belt going through and use a 780 to the machines it will get half that which is way more than 60
https://www.satisfactorytools.com/production?share=zP4wZUZMYlPdBJJjMJhY
why doesn't this work
that's only true if the belts match exactly what the input of each machine is
otherwise they spend more time closer to 100% but reach 100% at the same time
I was gonna write some but cbf . It really makes no difference in the over scheme of things lol . You do you
cause it's still the same amount of ppm filling the same total space
Is that to my question? But I just wanted to make sure it's not fatally flawed haha
not about filling, but about when all machines actually start producing at 100%