#math-and-meta
1 messages ยท Page 501 of 1
haha this is true
so at the moment I am building a trainstation with straight tracks on the bottom (for trains skipping the station), a train spiral on each side (one ascending, one descending) and two independent 4-wagon stations on per floor (with two floors)...
all with the footprint of 6 foundations wide (and I think 6+1+10+2+10+1+6=36 foundations long)
still experimenting with the details...
Copper Ore -> Copper Ingot -> Copper Sheet -> AWESOME Sink
@wind spade maybe it's not possible to fully accommodate splitting machines between lines for logistics, but a close approximation to my style is last machine underclocked or split last machine between two machines so it's an even number for a double manifold
i.e. for 17.8 I'd have 17 at 100% and 1 at 80% but for 16.8 I'd have 16 at 100% and 2 at 40% so there's an even number of machines for a double manifold
Just always work with stuff that gives you (odd #).(x) ๐
I will futz with clockspeeds and you can't stop me ๐
I have to say tho, having 30 refineries in a row really makes me wish smart! worked for splitters/mergers/pipe junctions
@acoustic torrent that is the worst of all the pure iingot recipes, but is still better than the base caterium ingot recipe
*sigh I finshed the prototype of my train station and I am not happy... symmetry didn't work out, have to do a few more experiments
also, train tracks can be a pain with all their strange attributes
I'd argue pure aluminum ingot is technically the worst, at least from an efficiency standpoint
What are you talking about . Iโd argue itโs almost the best . You donโt need to use the iron one as there is so much . Copper is about the same . Or you could use the alloy for power saving . Wet concrete same situation as iron . There isnโt much cat on the map and is one of the limiting factors in late game expansion . So anyway to get more is good . Pure cat and pure quartz beat pure recipes
it just saves you bringing in quartz
And agreed pure Alu trash
I liked using to not bring in quartz, cause i didn't have a convenient spot that I could bring both bauxite and quartz into and didn't want to set up a new facility
but that's an edge case if I've ever heard one
also agreed that while it's technically one of the lowest increases in efficiency, it's for a much rarer item than the others
pure caterium I mean
yeah I went with the pure caterium recipe
im gonna need A LOT of caterium
hmm, having even number of machines may be a good thing as well
Good choice
And you need the quick wire before the turbo motors . Thatโs probs gonna change anyway
already have turbo motors anyway
So, I've been pondering belt efficiency, and came to a question mark...
So, for example, a T5 full belt will move 780 items per min. Now, for example, steel ingots need 45 ore and 45 coal, and simple division says that belt can feed 17.33333 machines.
BUT
at 780/min, that belts moves about 17 items/second. given that steel ore requires 3 (each) materials per 4 seconds, that means that, when including the time it takes to load materials and then craft the ingot, then the first 17.333 builders can actually extend out to about 3 times that amount, or about 52 builders.
I'm not really a math major, just been thinking about it too much. Does this actually check out?
*Actually closer to 4 times the amount, as the time to load is less than 1/4 the time to craft?
No, a fully-saturated mk5 belt will only be able to supply 17.33 machines, if they need 45/min
There's no "loading time" apart from the time it takes to get those initial 3 into the machine
but each machine isn't drawing that 45/min all the time
By the time it's done processing those 3, three more have loaded in
only every 4 seconds does it make that draw
so you can have that many machines going if they were all drawing evenly all the time
If the machine finishes processing its first 3, and there's already 3 in the "hopper," it'll just continue processing with no delay
but they dontthere is significant down time when it draws
There will only be downtime on the machines if they're not being supplied with material fast enough
(Note that a fully-saturated mk5 belt might not end up being exactly 780/min, depending on FPS issues and some other black magic in the engine)
If a machine says that it takes 45/min of a resource, though, it's not lying.
You're not gonna get more than 17.33 machines out of that 780/min belt (unless, of course, you're underclocking so they take less than 45/min each, but I'm assuming you're not doing that. :)
no, I'm indeed not under clocking
np!
I did it! I found the max sustainable HMFs using nuclear power: https://www.satisfactorytools.com/production?share=rDvfiFp6PcNJcWBBWaHQ
at least within a small margin of error
might be off a few decimals but close enough
when I finally get to finish those big planned updates, this will be generated in matter of seconds ๐
at least with running stuff at 100% clockspeed, probably could do less nuclear and more HMF if you utilized underclocking a lot
like you could ask the calculator "what's the most I can make of this and still power it?" and it'll solve that problem?
underclocking complicates that
for sure, I think this is as far as I'm willing to go down this rabbit hole
the unsustainable max is 1922 vs sustainable 100% clockspeed max of 1911.63, so you're fighting for crumbs at this point
and I'm pretty sure the computer will turn into a slideshow long before you finish, if you actually tried to do this
oh wait, this is wrong, this doesn't take into account oil & water extractors and miners
plus pumps, but you can avoid pumps with clever placement
yeah, when power will be fully implemented, you'll be able to choose available power sources and there will be an option to also generate enough power to run the whole setup (and include that into the production line)
and also stuff like "generate X power" etc
that's really cool
Im prob just stupid but someone please send explain making a proper efficient reinforced plate factory
like a starter one with mk.2 conveyors
step 1: get an alternative recipe
https://satisfactory.gamepedia.com/Reinforced_Iron_Plate
My fave is the stitched plate
oh look, it even comes with a floor plan!
Well here's an example that's just vanilla recipes and no part needs more than 120ppm so you don't have to do any fancy logistics: https://www.satisfactorytools.com/production?share=ciCyfntxZfKGjJi7f8Dn
But it'd be helpful to specify what exactly is confusing you
@fickle mantle but do you understand why that plan makes it efficent?
that plan above uses the original one
yeah, no alt recipe is ever necessary, only more convenient and/or efficient.
In fact the special recipe like bolted plate cannot work in the early game because you need a mk3 belt to get screws into the assembler....
oh idk i tried making one a while back and i simply had a stroke which isnt normal for me i usually can make efficient factories easily
i have a like 3kw coal factory that i got on first try but on the reinforced plate factory i just couldnt for some reason
The basic recipe is really awkward. I also would not do it as per that ref because you need mk2 belts in the early game
you can restrict your mk2 belt areas, and go back and retrofit the mk2 belts where needed in that plan
technically you just need enough mk2 belts to come from the miner, or not even that if you use 2x normal nodes
@fickle mantle the key to making efficient factories is breaking down each part and making sure that the inputs you have (like ore) match the outputs you're making (like ingots)
yeah but its like you want the mk2 belts immediately for coal or so.... so you can build 120/min setup's
so 30 ore in for 30 ingots out, and you just repeat that with each step
So you going for 5/min or 10/min rplates?
you've got to set a goal in mind too, either saying "I've got this amount of raw materials how much can I make out of it" and then work up step by step, or do the opposite and ask "I want to make this much per minute, how much raw materials do I need" and work backwards step by step
Yup. So the rate is very important early game. If you are about to run a coal line and you want it to be mk2 you want 20/min rplates ๐
20 is a lot, 5 or 10 is fine
you can be frugal with mk2 belts, and split them into mk1 lines
10 is normally fine... you need other stuff as well eg plates, rods
But you can do 10/min with mk1 belts efficently
with 2 60/min nodes
it's a stop gap anyway to getting steel going and steel beams for mk3 belts, which you can freely use everywhere cause you can make a lot more a lot easier
especially if you get solid steel ingot :S
They are if you are going max end game
diluted packaged fuel allows for 300% more fuel from the same amount of oil
by no means necessary, but 30 HOR (+ some water) -> 60 Fuel/min is a lot more efficient that 60 HOR -> 40 Fuel/min
Any math buffs that want to help me work out a factory split I've been spending all day agonizing over and reiterating? I think I have the most efficient method but maybe my spacing in-game could use some work.
I need to split 2 lines of 120 Iron Ingots and a line of 30 Iron Ingots in to 21 constructors for Casted Screws. There's a remainder of 7.5 Iron Ingots after doing so, so a 22nd constructor unclocked at 60% is required to utilize all resources.
I ended up doing even splits of 2 on one line all the way down to 16 lines of 7.5 ingots. I split the line of 30 in to 6 lines of 5. I also split the last line of 120 in to 6 lines of 7.5 and 12 lines of 5. The math checks out.
Am I overcomplicating? Because I am having a huge space issue. I only have a couple hundred hours in to the game and have spent the majority progressing, unlocking, and learning resources and recipes. Build efficiency has not been a top priority until now. Any suggestions? Is there a simpler way to fill these constructors? If not, any tips on building such a splitter array efficiently?
Oh! I am currently limited to Mk 2 belts. I am being stubborn on advancing tiers until I efficiently utilize all resources in the area and produce all available parts to me in the game. Also trying to find as many hard drives as possible as I go.
Just build a manifold...
MAnifold doesn't really work with the belt limitation ๐
Manifold has always been my go to up until this point lol
processing one moment.
think about it feeding a manifold from both ends, ending it in the middle... this way you can double your belt capacity.
So if I manifold a single line. A line of 120 will feed 10 constructors with a remainder of 7.5. If I split out of that last splitter, will it consistently push out the 7.5 eventually?
Or wait no.
9 constructors with a remainder of 7.5
Head math hard.
you ave 270 Iron Ingots... you can easily split this in three belts and feed three manifolds with them... then merge the output of the last splitter of each of them to get the full remainder
I'll try that, thank you. I hate how this game loves to encourage me to overcomplicate simple problems.
combining "small" balancers with attached manifolds is a good way to break down problems like this
in theory it would also work the other way around... use a manifold to feed small balancers... but most times this doesn't make much sense.
the "balance, then manifold" is especially useful when you break up your line of machines into multiple lines anyways... then each line can have a manifold which is fed by the balancer and then merge the remaining items
the main issue could be that the last machines on the manifolds don't get enough parts...
because each machine in a manifold gets only HALF of the current manifold flow, unless the manifold blocks.
So you might need to merge the "balanced" manifolds earlier to keep the rate of items on the belt over twice the machine need.
If you pre-load them and top them off though, that typically offsets any negatives of using a manifold though as long as your maths are correct on input efficiency.
the problem is when a machine gets not enough and the manifold itself doesn't block
feeding to much to a machine is irrelevant, because eventually they will block...
so feeding the remainder of your line into a machine with exactly takes the 7.5/min would be perfect, because eventually this "overflow" machine will block if it gets too much.
Feeding the remainder of the line to an awesome sink is tricky
I've been through about 5 playthroughs now, each with varying progression. The last one unlocking all tiers and such but not delving into aluminum and nuclear. Manifolds are all I've used 99% of the time. My knowledge for balancers and why they're necessary is pretty lacking. This is my first factory game. So these logistics are a whole new experience for me.
(but possible)
me too, I am on my first playthrough... but I like Math ^^
I haven't ran any logistics that involve overflow or feedback loops. Nor have I sunk anything in to an Awesome sink aside from by hand input.
I enjoy math too. But being out of school for 10 years really takes a lot of formula and concept knowledge away from the brain lol
one trick I found useful for getting the Overflow of a Manifold... install a smart-splitter with Overflow at the INPUT of the manifold, so you only get overflow when the whole manifold blocks... much easier to get right than to take it at the end of the Manifold.
learned this trick the hard way when I starved a factory line by taking the "overflow" at the end of a Manifold... and suddenly the last two machines were not getting enough items anymore... which block a LOT of machines further down the line... which made my Quickwire line overflow A LOT and flooding a shared main-belt ๐
This is also the first playthrough I've religiously used walls. Man. I never thought succumbing to aesthetics would awaken such a beast within me. I'm doomed to this game now. And I thought I already was before, lol.
I am playing with Trains at the moment... have been experimenting with a design for a "footprint efficient" train station for multiple trains at the moment, but I am still not happy
Trains are something I'll be tackling the first time this play through. There's so much in the game. Each playthrough I add a few more things in to experiement with. This might be the first one that I actually exploit everything available to me. I actually haven't automated tractors/trucks either. Might need to be doing that once I unlock Tier 3/4. I guess I just don't understand how measuring the transport rate/minute with materials works with vehicles because it's not on a constant, measurable belt. Which is a little intimidating.
Theoretically, I could time my recording and the amount of material transported and factor it up, but eh.
I skipped trucks completely... had more than enough resources near me to use conveyer belts
Yeah , I tend to cheat and migrate to resource rich areas using SCIM ๐
Although I've got a great area about 1000 meters west for Sulfur, Quartz, and Caterium. Haven't decided on transport or a secondary factory that will just transport finished goods, yet.
I built my base right on top of a cluster of pure nodes (4 iron, 2 copper, 2 quartz nearby)... and I also have sulfur/coal/caterium "nearby"
still, the incoming belts became a mess to deal with... not enough floor space
Floor space is something I'm struggling with now, as well. Even with just Mark 2s. Which is nuts. I've got 6 (1 covered) pure Iron, 2 pure limestone, and a pure copper. I've had to settle for a vertical build even though I didn't want to build vertically until I built the dreamy megafactory in the end game.
Is it common to "PUG" multiplayer worlds? Or are you just SOL unless you happen to have friends with PCs that want to play a factory building simulator xD
I think I just had a breakthrough for getting a nice symmetrical design that doesn't involve crappy "not just 45/90 degree" turns ๐
I've slowly started to gain the 90 degree OCD trait. Lol. Especially if I intend on a more permanent factory. Although if there's anything I've learned, accept that anything you build will be tore down in the next 2 seconds or 2 days or 2 weeks from now.
90 degree angles (combined with foundations) make factory layouts easier... especially when you have to change something afterwards.
For sure. I'll never go back to saving a couple of seconds and accepting hideous belt arrangements. I actually was reading up on a splitter guide and this guy used pictures as proof of concept and the belts were all over the place. No 90 degree turns and all kinds of spaghetti and I think I almost vomited.
sometimes belts still get out of hand when you have to add things... e.g. at the entrance of the base. Thats why I want to switch to a standardized train station layout... every factory (and every resource area) should have access to a "station" with one (or none) station for a 1/4 (1 locomotive, 4 wagons) station for unloading and one to three 1/4 stations for loading. Each loading terminal allocated for a fixed purpose.
When you send a train and only want to load something specific, you just add a few "dummy" fluid-traincars to prevent loading the wrong stuff.
Because if the fluid cars hit a loader that loads solid goods, they won't be filled. Nice.
I'll be able to talk trains one day, but I haven't experienced the mechanics at all yet.
lots of messy things to learn... I am still unable to find a good trick to rotate foundations without loosing the precise height of them
I get to think of the best way to take 1080 Screws to the next level of this factory and split it among ... wait a minute. I just realized I can't even run this 250 screw recipe without getting mark 3 belts. Guess I'll be underclocking ๐ซ
Perhaps I'll just throw the assemblers on in a mess for the sake of producing SOMETHING and contain the excess tier 1 production in buffers and go work on that secondary factory for the sulfur, quartz, and caterium to max out my mam and then tier up. I just hate being un"finished" with this stuff and then feeling obligated to go start a next tier project to finish the previous tier lmao
The never ending cycle. Genius devs. I hate you.
you can do 120 screws...
(3 machines output at 100%)
and then have 9 groups of them
I will. Just means more assemblers.
for screws????
I'm using the alternate screw recipe though.
The screws are for an assortment of higher tiered parts.
which Alt? Casted or Steel Screws?
Casted
The issue is that I intended to use the alt recipe for RIPs
That requires 90 plates and 250 screws per minute. I can underclock it at uhhh
I thnk 46%, if my head is on right.
And still get the job done with 120 screw inputs.
But then I'm looking at 9 Assemblers instead of 2. Which kind of sucks.
Wait I'm dumb.
Forget that last line lol 500 screws for the plates, which will just end up being 4 instead of 2 and I'll settle for 96% efficiency instead of the intended 100. For now.
(I've got 580 screws leftover for machines for Rotors and Modular Frames as well)
Bolted Iron Plate
I would not bother with Bolted Iron Plate until you get Mk3 belts...
But the output is so good. ๐ฆ
yes... but Mk3 belts are not far away...
project assembly for Tier 3 ist not difficult to improvise
just a single machine with containers at Input and Output (or more if you are in a hurry)
I'm going to step back and just make some shoddy lines to produce everything and not worry about throughput. Having all the resources flowing in to the base is enough and I don't need to use it all. I need to expand and get more resource variety, build small systems for those, and tech up, I think.
Getting too caught up in low tier tech with too many limitations.
This is the first time I've gotten to talk things out with someone for this game in weeks. Thank you lol xD
I've been in my own little single player world and mindset for a few hundred hours now since getting the game. I should have joined this discord weeks ago.
you are welcome... I really like to talk about things like this
(at the moment I am making a draw.io picture for my new train-station)
My brain LOVES to overcomplicate things. It has quite the capacity for complexity, but it enjoys overusing said complexity. I'm the type of person who will do a cross word puzzle and find all the words people struggle to find first and then struggle to find the ones directly in front of my that others think are the most obvious ๐คท
Having someone or something to bounce off of helps to get through unnecessary layers of complexity for sure lol
its like pair programming... or the rubberduck programming method
Stitched iron plate is better
Is it? It seems slower.
Obviously I didn't do the calcs because I dismissed it at a glance.
Removes screws . And uses wire . Then you use iron wire . Those 2 alts go amazing together
bugger lol. im just looking at the numbers now
well stitched iron plate makes 3pm same with bolted
but bolted uses 18 plates pm. stitched is 10. so cheaper already
then you remove screws. which removes rods. or the need to make steel screws
to make 20 RIP. with the bolted recipe. you will use 263 iron. need to make rods. then screws ad uses more plates and costs 150mw of power
you have iron wire anyway so lets look at that
Considering power hasn't become something I've been mindful of yet. Since I can always just tack on more power plants. Although, I will say, intentionally prolong tier 3 (and in turn, coal) is starting to become a serious headache lol
stitched iron for 20 RIP will take 174 iron . you make plates. you make wire.and iot costs 124mw of power
just trying to give all the info. so if power isnt a concern well thats easy peasy anyway
Holy cow, I DID pick up stitched lol
but yea even just to make 20 its less complicated. more resource effecient ,same speed.and uses less power.
The only thing I'm not quite getting is you said
Stitched is 3ppm and so is bolted. But Stitched is 5.6ppm and Bolted is 15.
Unless I'm misinterpreting your use of
'pm'
that calc is lying to me lol
Time to find a new one lol
the way the calc may show it is that it makes 3 at a time?
its greenys calc. but i never havef paid much attention to that.
yea so checked the wiki. that makes sense so greenys calc shows each craft but you are right on the PM
but regardless. the power and resource effeciency is still better
So you'd have to nearly triple the material requirements of stitched to get the same output as bolted.
and less complicated
no
so to make 20 RIP with stitched alt. and iron wire alt. you wil use 174 iron ore
to make 20 pm with bolted alt. you need 263 iron ore
it makes it slower pm. but is much cheaper per one
Correct. But if you don't have a resource bottleneck, then time becomes the more important resource.
Unless you're just building machines to create an eventual bank of said items that have no immediate need, then I'd agree, the Stitched is the better way to go.
and you would need an extra 10 constructors with bolted
no cause we were looking at 20 PM for both
its the same PM lol
Oh, I didn't see you say PM.
opps i didnt on the stitched. just the bolted. but ye i was looking at 20pm for both
Trying to figure out how to use this darn calculator
It said it was outdated and took me to satisfactorytools.com
Thatโs correct
Well I selected my alternate recipes
That calc was update 2 the tools is the new updated one
To the right disable originals
And it suggested a path for 20 RIPs pm
I wish it'd let you select from a variety of paths.
Easy way I found . Write in iron at the top of alt list . Then just check the box you want . Itโs a bit quicker
The planning tree is nice though when you input multiple products.
I spend more time looking things up and planning in this game than actually playing it, I swear.
dw you arent the only one. i draw everything up on flow charts and shit lol
I just did that with an insanely over complicated bal...ancer? I think? Earlier lol
I just punch things in the tool, build it, and have it dump into a sink and fix it if it doesn't output what it's supposed to lol
I probably should spend more time planning. but it's not really my playstyle I guess
the new Spiral-Trainstation diagramm? anyone seeing a big error?
https://drive.google.com/file/d/1b5jK5p_r1LO_G8okQETMhR0B8hhVlUL1/view?usp=sharing
Iโve played this game for 20 hours and most of this stuff is still way beyond me
Jeez
Don't get overwhelmed. it's really easy to do. I usually just focus on what's infront of me if I start to feel it, or take a break.
no I have no problems with building functional factories I just have issues with making them as streamlined and energy efficient and material efficient as possible lol
hahah man i focused on what i need to get to at around the 2k hour mark lol
you are suppose to look at the end product and work your way back. so i looked at what i wanted by the end and worked my back for planning then started building
but yea. seriously . dont do that lol
you wont like yourself
Thanks guys I suppose Iโll start with my computer production Bc thatโs my biggest bottle neck
Or cicuit board sorry
With each of my playthroughs, I've realized my two biggest bottle necks are power and transport. So with this playthrough I've made it a goal to put some serious work in to my power plants before I need them and to do a better job embracing vehicle transport.
You just eventually need too many resources to stick with your home base/factory. So you've gotta transport. And building is much easier when you're not concerned with power outages or mangement.
So I think establishing those two things very early will make expansion later a lot easier and less painful.
Thanks for the tip btw any way to get rid of nuclear waste for good
But you also get new recipes for power expansion. Using compacted coal is better than coal and then turbofuel is better than compacted coal. So you kinda always have something to improve. And that's what I like about this game ๐ค
Sweet thanks guys this helped a lot but Iโm gonna go Bc itโs 3:11 where I am lol and I need sleep
Oh, of course. But hitting certain thresholds will make it so you have the power to initially power your new plants when you're working on getting them off the ground. Like I think Coal generators for 2000 - 3000 MW is a good start.
Take care, dude.
U too
And that should probably be enough to build a Turbofuel plant up to 50k. And then that'll support your start up for a nuclear plant.
Bruh, I feel that so much... ๐
xD
Exactly. Start small and then expand
Well, for a blooming pioneer, I don't know if I'd call a 3k coal generator plant small xD
What is that, like 40 generators?
But my point is it pays dividends for your first biggest projects to be power plants, in my opinion.
When I built generators I had plenty of stuff in my storages to build even more
Because I wandered around so long to look for HDs lol
Yeah I waited until Tier 7 to do hard drives in my last playthrough
Big mistake. Won't be doing that again.
In fact, I think your hard drive recipe weights MAY scale with your tech level? Which is a super good reason to do them as you go. 10 per tech level and you've got em all at Tier 7.
Yeah you can only get turbofuel if you have the needed Tier and compacted coal
your ability to GET to harddrives also scales with tech level... getting Roadrunner, Gas-Mask, Jetpack or even getting Walkways from the Awesome-Shop can help you get to difficult places a lot
That's true, but there are plenty of reasonably easy to get to drop pods available and you can save the difficult ones for when you unlock mobility techs.
I've taken most hard drives with a zapper and nuts in my hand. Like a real pioneer
@frosty owl you are nuts! ๐
Storage Containers are legit.
But I still think if you just build small supplies and maybe a bit more for the 'building' items like concrete and encased beams and such then you don't even need alts. I planned a tiny mega factory if you wanna call it like that only making like 1 item per min of all the higher tier stuff and then like 10-20 items of those more important parts. Needs like 1,5 GW
You really don't need alts at all. They are just convenient or offer different solutions to a problem you can ALREADY solve
except for Turbofuel... no "normal" recipe available for this
Progressing through the game is easy once you've got a handle on it. Optimization and overkill, on the other hand ...
Who needs turbofuel. Just go nuclear xD
I'd like to see stats of the player base in regard to number of people that sandbox the game vs number of people treat it as a campaign and the Tech 7 unlocks as "the last level"
"Everything's unlocked! That was a great game!"
I see it as both. I like to build neat buildings and also get better things and unlock something over time
Right, but that is also unneeded to "finish" the game xD
Satisfactory PvP sounds like an interesting concept.
Getting together and co-oping a factory sounds fun and all (if not frustrating by lacks of communication and the implementation of a variety of ideas on a single canvas). But getting together and developing COMPETING factories? That sounds like a blast. With pioneer vs pioneer combat lol.
Griefing would be a tricky thing to handle, though.
PVP? Placing a big building outside of my actual factory with several walls to protect myself ๐
xD
There could be a variant of the space elevator that randomizes part requirements. The first player, for instance, to send the parts up would get some kind of bonus or boon.
It'd be a rush to dominate resources.
I think mods have enough room to work with to consider this sort of ideas ๐ค
There would have to be SOME way that wasn't just simply pressing and F and clicking to get rid of opposing player buildings/structures. Like maybe you could destroy X number of things over time but the controlling player could stop it by getting to said structures and canceling the countdown. Only to find the assaulter waiting to try to kill him to stop him from stopping the destruction of his base xD
Idk. I'm no developer. But I definitely think there's a way to implement it in a great way.
Man. The things I'll talk about to avoid a factory grind lol.
Satisfactory has a bad tendency of provoking burnout in the long run
I suggest "building helping"mods to counter that a bit
I think I definitely need to fit some Warzone in my life for some adrenaline spikes. Although those spiders do a pretty good job of that.
yea... damned spiders
luckily I think I have never met the "gas cloud generating spiders"
I was even thinking of having a number of containers with the input of my shared belt smart warehouse... so I could have a train give me a mixture of everything. Not sure if this would work out well
I once met a big spider in a narrow cave and it killed me (purple slug down there). I came back, threw 30 explosives down there and killed it without even seeing it lol
I have met a gas spider. Fortunately, I had a gas mask because I had been getting hard drives from the swamp
But man those things are nasty.
when I am in a swamp like this I stay on foundations higher up in the air (normally)... and then just shoot down.
same ๐
I have seen a lot of spiders during my gameplay but I never have been on the same ground
just place your miner on the uranium node from a high place and leave
I make 6 rotors a minute and need 2.5 on one line and the other line the rest can someone help me with this?
you could split evenly, once the 2.5 line is full it will lower from 3 to 2.5
Its a very long line but it will work ty
if you want perfect sorting you could split into 2, then 3, then 2 again (so 12) and then merge 5 of those points
If you really want a perfect line the only thing you could do is adjust the machines and their outputs. You could make (idk how many you need for 2.5 rotors) and then you could make the other machines spit out the 3.5 rotors and feed the next machines accordingly
Oh you only need one assembler per line, I just looked it up. So underclock the first one so it only produces 2.5 rotors and the other one so it only produces 3.5
in fact you can do any fractional sorting in Satisfactory... there is no fraction of two natural number you cannot achieve
That's not true, you can't divide by prime numbers other than 3, 2, and 5
This tutorial is an essay from a personal perspective that serves as a guide to the creation of "prime splitter arrays"; collections of splitters and mergers that split resources by precise prime fractions. This is not possible for prime fractions above three using standard methods, but the application of some light mathematics can allow for pla...
That one demonstrates up to 1/13th splitter
yes you can
I obviously haven't gotten through it all but the gist I'm getting is the 1/5th trick works for all prime numbers.
Nevermind then
Or . Just donโt balance lol
yes
I was wrong
Skimming through they talk about the limitations of it, and sadly it kinda undoes one of balancers advantages: warmup time.
That and the throughput limit both apparently get worse the bigger the system, and you need a bigger system for bigger numbers.
So just from a cursory look it seems dubious at large scale.
It seems dubious at a small scale too lol
And itโs funny cause one of the advantages of balancers are the start ul time . But you can negate with by filling a manifold up manually anyway
just sent the first train from my spiral-trainstation to oil-city to get some concrete... hopefully it will finally come back (had to fix a couple of tracks)
That's still warmup time, you're just not waiting on the belts to deliver, the stuff has to be made and moved. Faster for sure though.
It's just on big/fast enough systems if you turn stuff on as you go and/or fill manually the warmup time isn't much of a problem.
warmup time is pretty weird thing to optimise for tbh
considering it doesn't do anything after it's done
Yea normally by the time you have finished the next stage . The last stage should almost have backed up
You can always just do a "balancer" without worrying about getting all the ratios correct, 'cause a balancer will "back up" in the same way a manifold does
It's something to consider on slow and/or small systems IMO
Where the warmup time could be a couple hours, or balancers are really simple and small
So if you don't like manifolds but don't want to bother trying to figure out weird ratios, those'll eventually warm up too
Iโm doing a thing I got off Dan p only with ingots though after they come in on trains . Feed all the lines Into containers . Smart over flow them . And connect the containers together s then you just pull what you want whenever . Or feed in whatever . No balancing needed
Personally if you want to balance I still think manipulating clockspeed and machine count to get something divisible by 2 or 3 is a good tool
unless you fuck up and go over max belt speed somewhere
And keeping lines separate in the first place instead of merging them
which is easier to miss in balancers, especially if you do the loopback
Heh, sure, you'd have to be careful. Though what I was imagining wouldn't bother with loopbacks and stuff
the funny thing is manifolds don't have to be linear... they can be a tree too...
Just split semi-evenly until you've got enough outputs to supply your machines (personally I'd just keep all belts at the same tier as the feeder belt) and it'll all even out eventually
Though I admit at that point you might as well just manifold anyway. :D
sometimes its good to have one manifold per "line" of machines and then use a second manifold to feed the others...
Yea just have a single belt feed . Feeding like 3-4 manifolds
I mean at that point we're kinda arguing pedantics. If you're splitting it so it's not linear but goes to all at once, but relying on overflow for true balance, I'd say that's a hybrid system.
Itโs like multiple manifolds in 1 lol
a manifold is also a splitter on each step... you can build any non-cyclic configuration of splitters... in the end overflow will distribute evenly between all endpoints
because the split between the manifold lines doesn't have to be "perfect", it will just balance automatically when the "overfed" manifold backlogs...
True, shape doesn't matter. It all balances in end.
Unless you do some feedback stuff so it can restrict the throughput
You can do feed backs. You just gotta be smart where you put it . But why would you need to feed back anyway ? Like on a normal manifold I can see why you would need to
you can also add an overflow to a manifold... just put the smart-splitter at the input of the manifold
Thatโs how I do my stock piles
So I can say grab 60pm out of my isc
And then I just smart over flows to the next one . Then I can grab what I want again
So each time I need more I just pull a belt from my group of isc and Itl just do itโs thing
Generally what I do to deal with warm up time is to setup a buffer container after I build the feeding production line. Turn it on, and let the buffer fill up while I build the consuming line. Once I'm ready to turn on the consuming line, I can either manually pre-load it to deal with the startup time or I can let the buffer push out items at belt speed (if production is much slower than belt speed); as it will fill up the consuming line quickly.
This also allows me to test each production line for issues as I go.
Yeah that's clever, I like it
thought about using storage buffers before, but never bothered.
Yea I may steal that
Iโd delete it after but itโs nice to get a stock to force feed
Yea totally, buffer storage is definitely removable after it's up and running based on individual factory needs
My current thing I'm building though is massive enough that the belts themselves held enough to fill the machines haha
at least for the ore
Yea, when you have a lot of machines and the feeding production is maxing the line, the just manually pre-loading helps.
If the items have high stack numbers (like screws/wires), I find preloading by hand works best. But if it's low stack numbers and the production numbers are low compared to belt speed, then the belts will do the job for you (I like being lazy when I can)
Same time too though end of day the warm up time is nothing in the way of things . Like why do you need it running right then and there lol . There is always plenty of stuff to do instead of having to wait for something to run
For sure.
oh man yeah for sure on screws/wires that storage technique has got to be a godsend
it would have help a lot on ficsmas stuff, caues that all stacked to 200/500
Oh yea, the stacks were crazy on ficmas stuff
I'm guessing they did that to make sure even beginner factories could build up large quantities
I guess? sucks for manifolds though
wish they did the factorio thing where the stack in the machine is only fully filled manually, otherwise it only gets filled like 1/10th or something by belts (or in factorio's case inserters)
Would be nice if you could set the buffer size on machines (Between something line minimum/m and full stack size)
yeah that'd be cool, though even if they could do it unadjustable so it's 2x amount used cycle for the recipe that would be a great improvement
so there's enough for the next plus some buffer for errors
Heh, yeah, my 72-smelter manifold for red ornaments was quite a delight for buffer-filling. :D
I pre-filled all my FICSMAS manifolds 'cause it was pretty absurd otherwise
you know you can just block the output of the manifold and have it fill its self?
Of course. But a 72-machine manifold where things stack to 500 is still no slouch. :)
Oh yeah when I talk about filling up a manifold I assume it has no output, that's usually how I set stuff up
Even with a mk5 feeder. That's practically an hour of warmup time there
46.1 minutes :S
I actually dislike letting machines run without their outputs already hooked up. I find it annoying to hook things up, realize I made a mistake, and then end up with production detritus in my inventory when I disassemble and rebuild
@dusky dust Sounds almost as bad as my 115 constructor manifold for wire ๐
Iron wire for stitched plates
Though I think FICSMAS lines beat that out since practically everything stacks to 500
True
But my cable production had around 100 constructors getting filled with wire
heh, fun
Yeh it was ๐
I wonder how much wire I'm planning on having in my as-yet-hardly-built-out-at-all base replacement...
Ah, only 17 assemblers doing Fused Wire; not bad.
I got like 2 constructor at base doing wire from copper
But I have about 48k stored iirc so all my cable production goes into the sink atm
Tho I'm gonna turn it into crystal oscillators
I don't get it...aren't the hard drives supposed to offer like...more convenient recipes? I can't tell which here is better. Wish I was good at this game...lol
they offer you to chose between 3 of the recipes you have available
you just chose the one you like the most
ah, so it doesn't really matter?
you get more recipes available the more you advance in the game
not all recipes are made equally
for example, in your case, the one in the right would be the best one of the three
Steel rotor is nice, because it uses the same materials as stators, so you can make motors with only steel pipe and wire.
Steel rotors better there for early game . Cheap silica for later on . Cheap silica is better in long run though
@fleet python just pick whatever you like, there are more drives than the recipes so at the end you will unlock all and yet still have a few extra drives remaining
The entire process will take min. 12 hours though, and you gotta explore a lot
Yea takes some time to get em all eh lol
o7 thanks!
Anyone in here has experience with how many train line tracks is required for number of trains operating in the area?
At the moment, trains can just clip right through each other, so there's no real limit
The main thing you have to watch out for at the moment is that if two trains are close enough to each other, and one's supposed to go one way at a split, and the other's supposed to go the other way, they'll both end up getting diverted to the same path
So one will have to waste some time taking the long way around
As you add more and more trains to the same set of tracks, the probability of that happening will get higher
So trains will just move through the one in front?
Idd had hoped they would balance out, I mean that would have been most satisfying.
They intend to do a full overhaul of trains at some point, including collision avoidance, "proper" switching, etc
I suspect it's not high on their priority list at the moment though
For now, magically-clipping trains it is. :)
Not the end of the world if you put plenty of turn arounds in your line
i just make sure trains do not share the same station and all seems to be working just fine for me
Coughs in balancer lenguage
Coughs in "I just filled them up as I went along and it was fine" language :D
Laughs in I-only-deal-with-pipes
Sneers at the plumber, despite having used the help multiple times already
Breaks all your refineries
Notices how refineries are more then half of the machines in the whole save, exclaims: THAT'S A LOT OF DAMAGE
hey, earlier i asked if it was possible to have 3-4 trains on one loop of track to boost throughput, but was told that they can back up and shit themselves
would a solution to that problem be to have each end of the loop of track connected to a bank of multiple train stations, one for each train?
Ye
gamer
The issue comes when you try to have multiple trains on a single station
Since they stack their loading/unloading time and can become useless if they become close to one another, for any reason, as mentioned
The solution is to have more train stations
im going to set up a system to bring the eastern bauxite and oil to a platform near my western base, and only do a temporary aluminum setup to prepare for update 4
Or to set the timetable so they dont cross paths
I suggest not going over the 1200 items/min for each freight station. That gives you a few seconds of "leisure" in programming the loop for the train
Got some really good news!
and the oil i wont use yet i'll just save that for later, i already have fuel oil and plastic
but since i'll have to use fluid cars i have to make some beefy train lines
they suck, yea? if my memory serves
Nah, liquid trains are fine. A few balancings went by
I passed my GED Tests at a College level, an today I am going to finalize the paper-work for the military!
On those (the fluid freight stations) , I suggest 900/min as a maximum throughput
well wouldnt you pass your GED at a high school level? because thats what it is lol
Yes, but you can score in a college level, and that is what I did.
yea man you went to high school so hard you got a college education
Lol I hated High School
I dropped out because the system was worsening and I felt I had better to do with my life, sure enough 12 years wasted, compared to the FOUR hours it took to take a GED Test.
i spent 4 years at a great highschool, most of it was spent taking electives related to my hobbies, taking classes at the local college for credits to count towards my AA, and working at a part time job to make money to move out soon
High Schools are either hit or miss sadly. You may be in one with teachers that are passionate about their job... or ones that are not sadly
You need a grinder to turn all solids into liquids
Chuck it into the Blender lol
You'll make blend haha
alright I'm putting this question up for this channel: If we need a fracking solution to make the new wells work what combination do think it would be?
- Just Water
- Water + Limestone
- Water + Bauxite (for realism)
- Water + Silica (also for realism)
money+more money= satisfactory
@bleak coral for game balance and resource scarcity, id say #2
Guys I am so big brain!
good for you
maybe dont spam nonsense
i mean that what you think is a haha funny joke, in reality really is not
he is right. seriuosly wtf are you even on about
not even remotely rellevant to this chat
U SEE MATHS IN THE NAME?
It is MATHS
go troll some other discord
maybe create your own discord
have all the math fun you want there
Some people have nothing better to do
Tom AM NOT TROLLING
chill on the caps dude
Now shut up and stop being mean AND ANNOYING
Bro mods tell him to stop
<@&387163995947270144>
Razor, stop wasting my brain cells
are you kidding? you are the one being a knob yet pinging mods ? he wasnt even being nasty . grow up and stop being a child
Why everyone tell me what not to say and be a asshole about my โjokesโ
you have 3 people here sayioong you are the one being annoying? what are you 12?
because its lame. and this isnt the channel for it
You could of just moved on, but you are the one making a big deal.
God dam IT DID MATHS THIS CHANNEL NAME IS MATH
this is a channel where people can actually discuss numbers and difficult stuff. without having it clogged up for random crap like you are spewing
๐
I told Tom TO STOP BUT HE WONโT
stop what
Just read the channel description, it's for math and meta regarding factory builds, aka the most efficient.
He being mean
wow.
he wants me to stop telling him his attempt at humor is not funny and this is not the channel for it
So mean ๐ข
wow tom
Tom just stop already
Actually according to his YT channel he is 12 or less
how dare you tell someone they are saying the wrong stuff in a channel
i can tell
Danger is my middle name
@cosmic night Yeah what you wrote sorta disrupts the point of this channel. Move on, talk about efficiency.
lol
Just STOP AND LEAVE ME ALONE
Itโs a god dam joke
Drop it and move on, or I'll include a formal warning
"1"+"1"="11"
let's talk about how many lizard doggos you need to kill sacrifice to achieve optimum indifference to carry out your job with max efficiency
At least 42 no?
at least
I felt indifferent at nr 1, actually
all of them
you monster 
just slaughter fest
I genuinely wonder what the effect will be of this new well system for production limits in the game
can we put em in the blender?. thats max efficiecny slaughter
nothing imo
unless bauxite limit increase?
I assume it's going to increase quite a bit
or we can use the gas to increase it some how
if we suddenly have a lot more oil, for example
cause thats the biggets limit atm
but oil isnt a problem anymore. and hasnt been for a wee bit
this stuff might cause some alt recipes to change in priority too, for example
and im almost assuiming new alrts
i think its really hard to say atm. yea this is newq stuff for new tiers. but i think the big thing is how they deal with turbo motors. and what the limit of them is. ooorrr maybe seeing as it wont be the best item . people wont max em. so there will be a differebnt route
like atm turbo motors is bauxite limited. thats like one route. um how do it put it. like indrustrial partsd.
but with sucomps. its more an electronic route. which is limited by cat and quartzx
what does these new items take ? inrdustrila parts. or electronic?
turbomotors, based on the items for the space elevator, dont really seem like they should be most complex yea
New challenge, max of whatever the new most complex tier item is ๐
well thats what itl be
you may only end up with 50 turbo motors not 156
but tbh. i al;most cant see anything using turbo motors in a production line
more for building. kinda like how HMF is now
it would make sense for a space elevator item to be the most complex
yup i agree
the final cherry on top, basically
but that measn there would need to be an endgame elevator. that doesnt unlock anything. but finishes teh game
cause you cant have the most complex item unlock more stuff lol
so it wont be able to unlock t7/8
well yeah, i wonder if the next update will make it also more reasonable to keep any space elevator production chains running
i hope so
because I assume most of us have dismantled them after reaching T7 so far
thats exactly right.
Ye, either that or just keeping it and sink the items.
i didnt even make a factory for them,. i hand feed stuff. or pulled a line off storage
elevator does need work
i like what they had done though. like changing the parts and making it no hand crafting. it was a step in the right direction
it is a problem if you are capping iron plates per min
sure lets make what was it lik 374k or something lmoa
yaya means we can make 400k!
tho there is a chance they may be used in the fused frames
347k*
i thought this was confirmed
or you meaning the turbo motors?
why would a motor be used in fused frames? nothing is moving
i think they will be used in alot of the high end buildings.
this is all just my opinion of course
they haven't said their recipe, only that they take the new gas, besides that we can't tell for sure
Turbo motors usage: Blender and the gas extractor thing most likely. (assuming here but since they are new buildings I'm guessing that's the case)
yea this is what i think to
and any other high tier building. like say mk2 things maybe?
Maybe, there are probably a bunch of stuff they haven't mentioned yet.
i almost reckon any t8 building is gonna take turbo motors
i know! i need to know
just checked the vid, he only says the gas is used in the fused modular frame
because of nitric acid
but considering the fact that HMF uses MF, it doesnt surprise me if FMF uses HMF
and maybe alclad sheets or alu ingots
i think in one of the earlier vids. or teaser. it showed the HMF going into it
on one of the belts
oh or maybe it was the fused frame going in actually
yeah in the vid of the blender
this is my pick. we gotta make the fused frame. with say HMF and nitrogen . and some other stuff. then maybe we used the qunatum computer ? and fused frame to make the plutonium .like in the new smaller containers. which will give off a much smaller radiation radius
aluminum
alclad sheets, HMF + nitric acid it seems
That looks like HMF and alclad
nitrogen gas and water?
in this case I assume nothing, might just be connected for show?
for nitric acid?
eh. idunno. like these teasers do things for a reason dont they
i would of thought its gonna get used. but i kinda think itl only be water
could just be connected to show the amount of connections
Is the fuse break sound supposed to be louder or quieter than the ingame chainsaw sound? Because I think I missed it over that. Though I was gathering materials at that moment anyway.
The chainsaw is hella loud and IIRC they've said they're going to balance that eventually
Or some sort of visual notification that the fuses tripped, other than the machine power indicators..
When do I get access to power poles with more than four slots? I'm having to start creating a small grove of them just to add more nodes.
in the mam, caterium tree
Caterium? I don't see that word.
It's a mineral that you have to find first.
'k
And whoops, I just noticed I posted in the wrong channel, sorry about that.
Is there a good way to go 1:10 ?
they should add an op system using coal and water but it has tons of steps (so irl) that uses coal vapors and steam with cooling towers that make a tiny but of water and coal as well
if as in spilt 1 to 10 lines i do an overflow if i cant do a split compactly
yea, I ended up doing 3, 3, 2, 2. It'll work for making concrete from a normal and impure node OC'd to 250 to ultimately proiduce 450 limestone > 150 concrete /minute, which gets dumped into storage for platforming.
all the lights in all of the machines turn red, if you have line of sight with it you should be capable of seeing those too
manifolding
is an mk1 miner on impure limestone going to mine the same amount as normal limestone? Ik the answer is probably no but im checking to see if we want to go the extra mile for a normal limestone deposit or just go with the impure one closer to base
an impure node of anything will produce half as much as a normal node
and a pure one will produce twice as much as a normal node
ah, I haven't seen a pure limestone deposit before. I thought you could only find pure ores on special occasions
i wouldn't say special occasions, tbh there isn't a tell of the purity of a node without checking it
all nodes have a fixed ore and purity that doesn't change between saves, but there isn't a way of telling what purity it has at a glance nor is there a consistent sign for them
Another problem i have, I have found multiple ores and I don't know what they do as i cant research them on the M.A.M like s.a.m ore and caterium
sam ore is useless for the time being, it's gonna be for story stuff, but cat should appear in the MAM
ah i see. Is somersloop going to be used for anything later too?
somersloops and mercer spheres are going to be for the story too, same deal no use for now
alr. Also adding on the the multiple ores problem, I found quartz and cant research it on the m.a.m Is there any specific ways to find out what they do?
same deal as cat, it should have it's own tab in the MAM
alr cool. Thanks for helping
np
https://satisfactory-calculator.com/en/interactive-map#4.25;-21512;-138628|realisticLayer|ironPure;limestonePure;copperPure;coalPure;quartzPure north central where all nodes selected are there is tons of pure nodes
Satisfactory helper to calculate your production needs.
hey guys i have 13 fuel generator and i produce 200m3 of fuel,so i dont know if i can package excess fuel
where do you want to process the excess fuel?
you see i have 150 resin as byproduct so im thinking of turning that into plastic then making canisters to fill with the excess fuel
and what would you do with the excess fuel?
I'd just build 14th generator with 34% underclock to have a bit more power
you'll have excess anyway, since generators scale depending on how much power you are using, so you can still do the overflow thing
So, my base is now consuming 3300 copper sheets. I need another 700. I find the nearest copper node to use for this expansion and its pure. So, I decide to maxamize it. Will make me 1950 total more copper sheets.
I forgot how much water steamed sheets uses. Its nuts in comparison.
And the poor little pond next to that node isnt big enough for all the needed extractors.
Cool
More annoying ๐
Cuz that 700 sheets is needed for a 4th silicon circuit board setup. Need 840 of them for computers alone ๐
Planning towards a 60 a min super computer build
And the 180 high speed connectors I will meed ๐
I already make around 160 for nuclear, so its not too bad. I have a build plan I mean
Nice
Just a sample of my insanity
That's a lot to take in
I filtered out trains for this to show all the factories
Wtf
That's insane
Im scared
The mass blob of assemblers is cheap silica and fused quickwire only
Seperste floors tho
Well, i'd hope there were more than one floor
Then there are
- two AI limiter plants
- 1 infused uranium cell plant
- 1 alt crystal ocilator plant
- steel ingots plant
- steel pipes plant
- quickwire stator plant
- silicon high speed connector plant
- alt electromag control rod plant,
- 4x silicon circuit board plants (one not finished)
- 1 NFR plant
And I have
- 12 belts of silica, 700/min
- 34 belts of quickwire
32 of which are at 450/min
2 at 545/min
And 90% of the silica/quickwire is used ๐
A while ago I wanted nuclear and decided to max it. Then decided to only do 1/3, but max the non radioactive stuff
Almost 1000 id guess
Nice!
I'm trying to get better at the whole efficiency part of the game and massing my stuff/builds
Yea, I spend more time planning, contemplating than anything else ๐
Planning is a big part of this game
not really
you can do a lot without planning
planning only really comes into play when you start caring about efficiency
True
I'm wasting the most time making the factory look neat. The planning is easy with the online calculators
I mean they literally tell you how many machines you need. Especially in the beginning I found it hard to place the machines and do the belt work
Ah ok
I must've spent over 30h pondering about how to piece machines, belts, pipes, balancers, manifolds, hypertubes and walkways together by now ๐
But once you get it you don't have to figure it out again ^^
package and sink
why tho? there's much better things to sink.
bc. if it backs up everything stops
Bruh, you obviously use fuel to make plastic. If you got the recipe, it's way better then sinking it
well fuel should have dedicated production line anyway, since your generators almost never use 100% of it
and yeah, if you want to overflow fuel somewhere, put it into recycling loop
I like to recommend building plastic or rubber recycling setups independent of fuel for power production.
^ that
So if I'm using the calc website correctly does 240 iron ore per minute make 20 rotors per minute with no alternates?
How can i produce the same amount of steel beams and steel pipes from 480 steel per minute?
what alternate recipes?
with basic recipes it's this way https://www.satisfactorytools.com/production?share=PEZ4aBksg8gRKyojqxRu
Wow. Thank you alot!
Normal recipe:
6x constructor with steel beam = 90/min
4x constructor with steel pipe = 80/min
Thank you. I calculated that as well. But I wanted an equal amount. Thank you for your time tho!
You care about the exact amount or fully used steel?
why not both?
If both, build this:
5constructor with steel beam
1constructor with steel beam and set 80% = 87/min
4constructor with steel pipe
1constructor with steel pipe and set 35% = 87/min
steel used 478,5/min from 480/min
82% and 36% are better numbers
How exactly do I load balance 6 360 belts into 9 240 belts
no this is for my aluminium factory
well, ok, you do have to balance then
easiest way would be with 3 sets of 2:3
you grab 3 machines you need to input to and connect 1 belt to each one on the sides, put a splitter on each and merge both in the one in the center
repeat 3 times to cover all the machines
anyone around that can help me make my factory more efficient?
Divide each belt by three and then merge them in pairs
No, because it is short of steel and production will stop.
ayyo, how many smelters do I need without overclocking using an mk2 on pure vein?
8 right?
Mk2 pure = 240/min. You need belt Mk3
Yeah
I have mk3 belts
ahh smelters
Smelters use 30/min ore
so 8
4
No itโs 8
xD is it late there?
I've just got up. I need some coffee.
for me its early in the morning
Here is 08:23.
im one hour ahead
It will use full node, which is better than having some leftover
I'd just use the 360 belts. No need to load blnce
how many train stations would you use for resource exportations... can a station handle full belt linespeed (with enough trains), does it need to be limited to a lower rate or can I combine two belts on the same station?
I just made a check for Sulfur and Caterium, which are closely together on my map position... I have 1080 Caterium (but I use ~240 locally) and 750 Sulfur to export. Is one train station for Sulfur and one for Caterium enough?
train platform can handle two full belts minus the 25 seconds loading time
so it should just be a problem of "add more trains" if the throughput is not enough?
my current plan is to use only "4 platform" stations... so at the moment the plan would be "1st platform on station is Caterium, 2nd platform is Sulfur, 3rd is factory output"
would each of those need it's own train?
the problem with sharing stations is that the trains have to wait on eachother which can throw off the round trip time and hurt throughput
maybe... depending on the receiver... if the receiver only needs one of the resources, it would add some fluid train cars to the positions it don't need
maybe I could add a 3rd station at the position... 1 for delivering resources to the factory, and 2 stations (with a total of 8 freight terminals) for getting the local resources and the factories output away
also it all depends on round trip time, it's really hard to actually get a station that can support two full 780 belts
it has to be really fast
you mean freight terminal or station?
(I am limited to MK4 belts at the moment anyways)
throughput per car/freight terminal
it's a function of the round trip time and stack size
so limiting the input of a freight terminal (especially for resources) to 480/min could be a good idea? Even when I get mk5 Belts later?
situational, you've got to time your trip and see what the max throughput is
My current train network...
see this on the wiki: https://satisfactory.gamepedia.com/Electric_Locomotive#Train_throughput
I have two trains sharing a station to get 960 throughput per car, so far, I've been fairly lucky I guess, but they do seem to be playing nicely. I defintily don't recommend doing it as every once in awhile, the trains will somehow start getting to the same station at the same time and I'll have to manually stop one for a minute and start it again. after that it's normally good for about a week before it happens again
I ran out of room for platforms and didn't guess correctly the round trip time. I was about 15-20 seconds off from just needing 1 train.
This is much closer to what I was thinking. Thank you alot!
960 throughput per car sounds insanely fast... maybe I will add a third station to my "supercomputer factory", so I can have two stations (each with 4 cars) for exporting things and one for importing the necessary ores.
It's moving lol. I needed the capacity to move 14 mk4 belts of plastic/rubber setup from the oil ocean in the north to the factory in dunes.
With the update around the corner don't go too big on your "supercomputer" factory. It's safe to say you'll still need lots of raw material, so having the infastructure built for it never hurts :p
Currently my train setup is overkill, but I like to work on infrastructure...
Now I "just" have to hook it up... Will be especially "funny"for my main base...
@bleak coral it is impossible to sustain 2 full belts due to the loading/unloading mechanic
Also, 2m3sec for a round-trip is pretty impractical
@glacial hemlock have not seen you around in a bit. Doing well?
Is I can sustain one mk4 belt per station I am satisfied.
@vast jungle can.
@upbeat tide yeah, playing some astroneer while waiting for U4
Nice!
is 600 fuel exactly 40 generators?
yes
thanks. Was trying to make sure I wouldn't need to do any fancy nonsense with the mk2 pipes for my generators
Regular fuel burns at 15 a minute considering 100% clock speed
Has someone a good idea what do do with for trains when you have lots of different kinds of things you want to load on different trains? I don't want to build one station per type of item, that just doesn't make sense
empty platforms @vast jungle
you don't need one station per item if one train can make the round trip in time for the throughput. to avoid mixing belts they just need to be in different cars
@magic shadow that helps to save trains, but not train stations
belt everything to one in station?
that'd be the only way to avoid having more stops
one pickup station and one drop off station
@magic shadow That doesn't make sense... if you have belts coming together somewhere, you don't need trains anymore
well what do you want then
example... I have a supercomputer factory that is also the closest infrastructure for my Sulfur and Caterium... of course the factory needs lots of stuff...
I plan to have a single station to deliver everything to the factory, splitting it afterwards with smart splitters (except for the caterium, which is mined locally)
So I need the factory to export (at least) Supercomputers, Sulfur and Caterium... and thats unless I can siphon off some interesting side-products.
But building FOUR trans station just for this factory is insane
even the two train stations I attached at the side are nearly as long as the factory itself
honestly i was planning smth similar and budgeting for upwards of 10 train stations
so how much of each do you need to export and how far
trains are big ๐คทโโ๏ธ
at the moment the factory has 1080 Caterium and 750 Sulfur available... and use (I think) 240 of the Caterium...
yes, but the problem is more that I cannot control "per train" if it should use a certain platform or not
per minute right
yes
are they all exporting to one place
no
not sure who will need the caterium... most of the sulfur will go to my powerplant, some of it (most likely) to a (yet to be built) weapon factory
well if it is all not yet to be built just sink it for now
the problem is that I cannot send a train to fetch the Sulfur without getting the Caterium too if they are on the same station...
and as I said, "on station per resource type" doesn't scale because of the huge size of stations
what do you mean by 'getting to caterium too' ?
you can just put them in different freight platforms?
exactly
yes I can... but how do I prevent them being loaded on a train?
there is no "empty train car", right?
different platforms
empty platforms don't help
yes there iis empty platform
they do, if you just make the train longer
yes they do they provide space for a car not to be loaded/unloaded
wrong problem
same problem, different solution
no
it's a workaround
show me ur train and point out exactly what you mean pls
assume I have a train collecting Sulfur for my powerplant, oaky?
you only need train spacers if more than one train is using a station which is a bad idea anyway
also you can use locomotives as train spacers if you really want to ignore that advice and this cautionary tale
using a train station with only a single train sounds insane...
that's where we're at, trains aren't that developed
using locomotives for spacers might be an idea... power hungry but at least an option
we have no signalling, logic, collision
just trains going round and round or back and forth
https://questions.satisfactorygame.com/post/5e483c03a88e031cdf963aa6 @vast jungle have a read through my suggested changes and check the video in there if you want
it would solve your issues too
yes, might be... hell, even an empty wagon would solve my issue... I might just use Locomotives as empty wagons...
a setting in the train timetable where you can checkbox which wagon will be handled at this stop by the train would also be a great addition
@vast jungle Yeah i think trains need some improvements. I would want at least the checkbox. Also "wait until % full option would be nice"
has anyone here tried extreme underclocking?
yes
@glass flicker Everyone should have.... Iif they made biofuel in the early game efficently on a mk1/2 belts
if you go low enough on a low powered machine it goes below idle power
great... I just noticed the idea of a common receiver Train Station based on Smart Splitters doesn't work either
yeah, I've worked out that idle/standby is 0.1Mw
@vast jungle umm why not? I use it... but not for bulk items. For incoming slow items eg things which are being built at rates of < 100min
because of Input blocking if you deliver too much... you would have to sink everything the receiver cannot currently handle, otherwise you will block the station terminal
and that a Pure Limestone can feed 8 "1% Constructors" for each 3%
Oh you need and overflow + sink on the receiving end
I'm trying to see how far I can get on Hub only power
which means it becomes nearly impossible to deliver a resource to TWO receivers, because each receiver will throw everything away that it doesn't need
Yes. Or you could "return it" in another train carriage.... and remerge it upstream for delivery again later
When i say sink. I really don't always means awesome sink. It just must be dealt with in some way
okay, putting it back on the train with a second station could work.
Now if you remember the problem i had about a week ago with the belt priority shifting so the belts would fill in order. That is what this is about ๐
the belt priority thing was easy compared to make trains work without giving every factory a station 10* as large as the factory
Yeah but for my factories I have not had to use a station longer than 4 sections yet....
@glass flicker greeny's codex shows how much power the buildings use at different clockspeeds: https://www.satisfactorytools.com/codex/buildings
and the wiki has the formula on the clockspeed page: https://satisfactory.gamepedia.com/Clock_speed
and whatever it shows in the UI, it uses the full number. I've tested that. I got 9 smelters working on a biomass burner showing using 0 power because it was using so little power the UI rounded it to 0
It also why i was calculating timings per truck eg 4 carriages @ 780/min with a stack size of 100 = a round trip time of ~16 minutes. So one of the other steps I do is compress materials as quickly as possible. eg its cheaper to transport later items rather than raw materials. eg a renforced plate will never need more than 1 carriage ๐
Cause you never really need to build them in rates > 600/min or so
small side effect though, you do need enough max capacity to add the machine because it won't use the new power right away it starts at 100%
Or if you do. they are going to be coming from multiple sources
my problem is that I don't know how to handle too many products...
how do you mean too many products? Like if you end up with too many items produced and not consumed?
too many KINDS of products
Like too many different product types?
I don't want to build one station for each input and each output type for a factory
I assume output is limited to 1 per factory? or you doing more complex factories?
my supercomputer factory would need SEVEN train stations
(and thats just a factory with a single output item)
Yeah I don't build the factories that way. for example a complex factory that I would have would distibute the super computer factory
So a super computer factory cannot have more than 4 input stations. Since it will never require more than 4 items in the manufactor. But the computers to get into the supercomputer factorty are built elsewhere
not sure it would make sense to build 5 train stations (4 input, 1 output) for feeding one or two Manufacturers for Supercomputers...
For example my crystal ossilator factor would have 4 stations. 3 in and 1 out. (basic recipe)
Funny enought he footprint of the train stations of 2x2 is about the same as the footprint of the manufactures on top.
It seems I have quite the task ahead of me, and I'm gonna do all of this in a single factory.
However the 5th station in a case like could be shared.... and it would only every need to be 1 platform long. Since things like turbo motors, crystal ossilators, supercomputers have such slow output rates your not going to overflow a single train carriage.
my current factory floor size is 11x11, would that be enough to contain the image i sent in like a few floors, or w/e, or should I increase the size to 17x17?
depends on your tier... as soon as you need Manufacturers or even Refineries (for Pure Ingots) 11x11 is not large
@outer agate The question cannot be answered. Or its answered yes. Because your 11x11 factory could have 20+ floors high.....
I dont even have tier 5/6 unlocked, the image I sent is my factory blueprint for the next space elevator
Wrong Sky ๐
I was wondering why i didnt get pinged lol
so yeah, I'll top off my floor that im one (floor one lol) and build a 17x17 foundation floor above it
@bleak coral I think its not actually the displayed value being used, I've got a factory running at 11.1MW, by adding up all the parts I think are working I get to 10.91 MW (with around 140 factories)
hmm... I just had an insane idea... I could build a huge station that collects all the raw ores, maybe even refine them into ingots and then has one train station for each other factory where it puts together the mix the factory needs... still, this sounds more than a bit insane
@vast jungle The other thing to consider is putting input stations back to back like i do in that 2x2 setup. eg that 2x2 setup for crystal ossilators. The input and out station only need 2 seconds each because re-enforced played for 25 manufaturers is going to be in the region of 50/min deliver rate (1 truck always)
stations "head-2-head" would become (no pun intended) a headache as soon as they activate train collisions and/or signals
don't think so. You just need a longer run into the station eg a holding line for the backlog
You just need more junctions and tracks that allow trains to pass by
pass-by's cost a lot of space... if your train station is only 4 foundations long, you waste (most likely) another 4 foundations to get the passby
you can do 2 stations behind each other an can get away with 2 foundations for a "pass-by" if you move one of them sideways 2 foundations...
still, not a solution for more than 2
If you want a pass by, if we ever get signals then you dont need a train station there. Just switch a signal to "stop"
and (from what I just tested) you cannot build an "x-style" passby, because the rails snap in the middle to the wrong one. the shape is possible, but you cannot build it
Collision and Signals are needed for each other
hmm... the standard layout for "many stations" would be to put them besides each other... which means you need ~3 additional foundations on each side to get the 90ยฐ turn and connect all of them. So the minimum width of this "train station manifold" ๐ would be 10 foundations (3 in, 2 train station, 2 freight station, 3 out)
I wonder if it would be better to rotate the stations by 45ยฐ...
or 60ยฐ (45 is not possible without a mod)
Why would i have multiple stations besides each other, besides 2 seperate loading / unloading stations
because factories tend to have multiple types of input?
and sometimes multiple types of output?
... Add more freight cars?
that doesn't work... unless you have a special train station which assembles an exact train for THIS station input.
because you cannot easily deliver to one freight platform and ignore a different one.
I have (as an example) a supercomputer factory... it needs Caterium, Quartz, Copper, Rubber, Plastic and some Iron...
the only "good" (if you ignore the size) solution I have heard is to build 6 trainstations for the delivering the resources to the factory
Usually you have a train of set length run between stations.
I dont quite see how you cant work with that
My solution to trains is to have a single item train setup. Such as if its a train carrying copper sheets, thats all it does. No mixing of other products.
I tried mixed trains, have a active one, but its a PITA
I had thought trains were a good solution to solve the insane "one-to-one" belt problem... having a train station (or multiple) at the border of a factory where you deliver all the inputs and gather all the outputs...
but this requires A LOT of train stations
You mean one to one items rates?
Well they are. But it depends how you break the paths up.... I don't seem to be having the same problems as you with them. But i do my builds very differently
The only times this problem comes up is if you try to go for a magical all-in-one factory
Which is horrible design practice
having a factory for each "production step" sounds boring from my perspective...
just a line of "all the same" machines with a single input/output manifold
You saw where the all in one path led you
Well kinda. But it gives you massive flexability which makes it interesting again
the "all in one path" led me to all kind of interesting puzzling how to put the necessary parts together in a single building... maybe even on a single floor
The all in one lacks flexibility and expandability.
Also they usually are bigger, which is a framerate killer
The all in one is just one step away from the 5x5 challenge
like I said, these "doing only one job in a factory" sounds boring for me... would be a good way to quickly stop playing this game I had so much fun with
Well, it is your right to hold that opinion
Well its not always exactly 1 job in a factory.... You can do more than one step if you like. but what you don't do is too many steps
It makes things a logestic problem rather than fit it in a building problem
But all-in-ones are inherently chaotic if you dont somehow plan the entire structure, and i do not want that kind of chaos. I play this game and try to not be as chaotic
Like you said, the main problem is "how the hell do i get my items from A to B without spaghetti^3"
not really... some belts are a bit more tricky, but normally 80% of the necessary groups of machines are placed in a way to minimize spagetti
the spagetti problem happened more on the outside of my bases... especially because the density of resource nodes is quite high around my mainbase... thats why I hoped trains would solve the problem for getting stuff between (distant) factories... but it looks like they create a lot of issues too
Sounds more like a problem that requires more planning to be solved.
The other suggestion i would make would be not to train them as part of your factory. But treat them more like resource node on the outskirts....
my current problem is mainly to ignore or accept that I spent 2 weeks building train tracks only to discover that there is no "fluid car" for trains... which would resolve half of my problems
i noticed that to. Did they remove it?
no, its just the same train car... it can do both, depending on the point it halts
cause there certainly used to be. But also you would be disappointed with them... they have "issues"
I wanted to use these cars as "fillers" to be able to load stuff from (lets say) freight terminal 1, 3 and 4... but not from terminal 2
Wdym. Fluid Cars still exist
still, the idea with "one receiver station, then smart splitters" has its own issues... so both my idea how to handle input and output was flawed
Yeah, transporting fluids by train is certainly possible
Its just done by a different freight platform
exactly
(though with the caveat that the cars don't have a huge amount of capacity; if you're willing to spend the power+material to package/unpackage you can probably get more per car, but ehh)
I never wanted to move liquids by train... I wanted to add these cars to a train to prevent them from loading things I don't want in "that" train... I can emulate that by adding more Locomotives... but as I said, the receiver side is also an issue.
So whats prevents you from loading a bit of fluid onto a car to make the normal freight station skip it
hmm... don't trains load stuff if there is at least 1 stack free? Or do they try to keep each freight car "pure" ?
.... You cant load/unload solids onto a fluid-loaded freight car and vice versa
And Fluid cars are always "pure"
AHH... okay, thats an interesting idea
Learned that trick from Smerkin
That way you can make freight platforms skip cars
now I just need to get some fluid into the train car... that might be tricky but not impossible
I could build a "fill up" station that just loads a train with water... and then empty the parts I need
Just have a station somewhere off to prep the train, then drive it onto the main track
You dont need to load every car anyway
Unless you plan to make some kind of one for all solution
What would the benefit of that be versus just putting one of those "empty" platforms instead?
you can have a train station that has one platform for coal, one for iron and one for copper... and then send a train to just get coal
Sometimes you dont want one train to take stuff thats supposed to only get picked up by another
Oh, oh, for like mixed-use stations then?
Kinda. Maybe you have a train that needs coal, but coal is at the very last station. And another train also uses that station to pick up other stuff
yes, because each station has quite a bit of "static" overhead... the necessary space to get it connected on both sides and the "train station" for the locomotive itself. Sometimes you don't want to waste the space to build four trainstations just to transport off 4 kinds of resources
So you load fluids onto cars to prevent that one train from picking up unnecessary stuff
Gotcha
or you put a locomotive in that spot 
This solution is for 1 station passed by many trains. The empty platform solution is for 1 train passing many stations
the locomotive trick does consume quite a bit of power if you do this with LOTS of trains ๐
I mean with lots of "empty" cars you will need at leas 1 more loco eventually
so does an extra stop to load water, doesnt it?
