#math-and-meta
1 messages Β· Page 508 of 1
What are your ideas for a main bus?
Do you know some way to design one that is easy to expand? ^^
(I have 4 foundations wide and 3 walls high space, currently using it for 4 lines of 4 stackable poles, so 16 lines total. Still go enough space to attach lifts to the splitters/mergers on the lines and move them around easily)
my main bus loop on itself
my main bus is a double rail-line, connecting all factories together π
main bus π€’
train > bus
those are two different things but ok
what's wrong with a main bus? 
dont play factorio inside satisfactory
gonna screw you over hard in the long run
everything. Tons of belts for nothing, hard to keep track how many resources you have remaining on the bus, eats fps, directly connecting machines is way better, intermediate products don't get reused as much as in Factorio, production and consumption is stable, so no need to build main bus
You will be regularly using 1 or 4 belts worth of items, unless you plan the bus to be huge AF your gonna end up with a mess, and what greeny said
Oh wait, a main bus for belts? I missed a comment π
Thought about a main bus for trains
main bus for trains isn't even a thing π€
why a main bus for trains lol, you minimum need 1 track, 2 if you want the trains coming back not on the same track
yeah lol
similar concept with trains is called "main track" π
Trains>belts>trucks by a looong way for long distance transportation
bus/track - forgive my terminology, not a native speaker
nonetheless - the idea is to have a "hub" that allows you to have all the stations together and multiple tracks that go to different locations
that's why I was wondering what's wrong with that
I suggest you make 1 big track around the world and make sidings to specific locations, Less effort put into track making plus everything is connected
but longer travel times.
2 big tracks*
then once the train has emptied/filled up it goes to the 2nd track back
still it goes around the map, not directly A to B
Yeah but lot less effort, plus, if it's not fast enough you just add more carts to the end
you're in #math-and-meta , we don't approve inefficient setups here π
lol
having a small circuit closer to base and pairs of tracks that go to target destinations seems more efficient imho
it's efficient in time
Nah, Best efficiency is 1 track with a 2 way train
but i really don't like them lol
A <-> B - yeah, agreed
But if you only want to have a pair of tracks for going in/out of the base then that gets complicated
No need for a 2nd track, add a loop to each end
no loops, bi-directional trains plz
for A-B trains, not 1 big main track
yeah but meh
and makes travel times faster
is there a way to get 4items/min with mk1 conveyors ?
Splitters and mergers
You got to do a lot of math
split the input into 4/min
yeah, better do a manifold
hmm, maybe not worth it just to gain 2screw/min
how do you gain extra screws by balancing?
manifold it then π
it just backs up and doesn't use the items, putting in 60/min into a machine that uses 5 wont use the rest 55
Main Bus
I use a main bus in my factories. It just doesn't continue forever. It starts at vehicle imports, passes through dedicated factories, passes through vehicle exports, and ends at a mall.
I don't keep all my raw resources on the bus. Most raw resource belts enter a dedicated factory and are replaced by the products outbound. I do keep a single overflow belt for each type of ingot for convenience (space elevator parts mostly).
I use this design to help with organization and vehicle synergy (better to have the fuel go to one truck hub). The concept would be better if there was an alternate limited resource node mode.
so... Factorio mode
yep
or do you mean limited as in: there arent as many nodes
Each node has limited resources. The total amount of nodes could remain the same.
Some randomization of location would be cool.
that difference is exactly the reason why Busses dont work as great in normal gameplay
I regret nothing!

I just wanted to use trucks and I wanted to be more efficient at being inefficient.
I didn't want tiny 2 car trains going in different directions either.
What if my friends and I wanted to make products in the middle and train them to the outside. The outside track goes all the way around the map picking up and dropping off resources to the stations that need the products. The middle trains pick up and drop off what is needed and made. The outer train also drops off everything not used at a main storage facility... Would you use loops at the outer train stations so the inner trains can pick up and drop off at the same stations as the outer train?
Ignore the fact that trains can't smart sort yet
I'd rather make a normal-ish train grid than do a loop around the island. I'm not sure I understand what you are talking about, but in my ideal setup every train would only alternate between two stations and ideally drive straight between those two (although some track optimisation would probably be in place so I don't have too many tracks going near themselves)
My idea is one central storage with many factories making products. Overflow products are brought to central storage by one main train
But the central storage is in the outside of the map, so the ring around would have the train(s) carrying resources to each factory and also to storage
Pipeline mega-report has been completed. @frosty owl
https://questions.satisfactorygame.com/post/60352c10fedfd12dd739b885
Anyone feel free to check this out
I beg to differ. For how my base is set up I think it'll be quite convenient. It's just a way to organize my belts in one place rather then all around the place. I'll gladly discuss it in more detail as soon as I finish a couple commissions and read the rest of the chat ^^
you're free to build whatever you want. If you have good reasons for it, go for it. Just most of the people build a bus without realising there are alternatives that are usually way better for them π
I can imagine 
or just because "it worked in factorio, so it must work the same in factorio 3d"
I'll post a screen later, I think we can agree it makes sense for how I set things up
sorry if this is the wrong channel. but i am starting my second playthrough of this, this time making my factories actually efficient. i was wondering, is it better for the iron to be smelted, then automatically made into the iron plates/rods and stored for other factories to use them, or just transport the smelted iron to the separate factories to make the rods/plates if they need them?
Transporting the least amount of items is what makes the most sense to me, so I usually transport the "highest tier" items
so you would make the rods and plates and then send em off
You would have to send less items/min then if you sent the ore, so yes ^^
other option is to make everything where it's needed instead of transporting it around π
thankyou so much mcgalleon
for the second save, have you also checked if you're getting less packaged items than you should? efficiency displays can often be bugged, so I wouldn't take them as source of truth and rather see if I get correct amount of packaged items over e.g. 10 minutes
I can send it to you so you can check~~
Honestly, the more checks are made from different people on the same setup, the better ^^
that would mean that I'd have to install satisfactory π€
Bruh... 
But to answer your question @wind spade , each set of unpackaging packagers are manifolded and their output passes through a "checking splitter". The input of that should be 600/min which can be checked by looking at the MK4 and MK2 lines coming out of the smart splitter (priority to mk4 as it's easier to see if mk2 is lacking items). Then the containers are merged back again and fed to the packing packagers ofc
It would be great if you can build boards... Just boards with text you can write done on it, and the text would be visible without interaction.
we will get "signs" in time... but not with U4
there is indeed a slight loss, but this is a loop of packaged and unpackaged liquids
As usual, mods are there for you. Other then that, we can only hope, pray, and upvote posts on the QA site
Because yes, there are already posts about signs ^^
I am building base and would be happy to remember tomorrow, what is this part of base, how much does it produce and consume. π
thanks for hope π
even items on belts are not always exactly as they should. I'd take "items in a container" as the only real source of truth for any kind of efficiency testing at this precision
(also @oblique hollow ^ )
the devs know there are LOTS of "quality of life" things that could be done, but at the moment the new content, the new engine updates and bugs are more important
the efficiency display regularly takes a dip because you can WATCH the machines starving. Even when you have a full internal storage at first, the last 3 machines slowly starve over time
Mods can be broken after updates, because they are made not by devs of the company, as I understand properly. It is kind of lost work π Don't like that perspective
but CSS can evaluate this save however they want
again, I'm fine with this, but I'd test the container as well
There are containers for the packages, so it can be checked π
if it produces the correct amount of items in the end, there may be some other issue π€·ββοΈ
you would only have to monetarily empty the containers and disconnect their output
(e.g. machines being slightly faster than they should)
they dont. thats the thing. ive seen it on many saves now
it is an actual reduction of input
and if the input is below demand, you wont get the expected number of items after a certain time
If you're careful and patient enough, you can get away with just a few weeks of wait every many months (which is the period when big updates are moved to vanilla BEFORE mods are updated for the new... Update. So many repetitions...)
it should be something around 5% loss
I just found that the output of the unpack would get clogged up (thus leading to the packaging starving in the long run), but I haven't tested as long and in detail as the guy above ^^
maybe the issue is that packagers need two containers for whatever reason, so they can miss the schedule if items arrive in bad order
like at the end of large manifold
mmmmm no, unlikely
Okay...
Just because I like meming about balancing Vs manifold, this does NOT mean I don't know how to set up a manifold correctly :snuttstach_stare:
go ahead and load the save yourself. see if you can find out whats going on
Its freely available for everyone on that post
I'd like to but don't really have time to install the game now π¦
tbh, looking at that save, i see that issue occurring on all lines, just with less frequency π
my guess is that splashing of water in the pipe causes the pressure on the input side when wave goes toward it
and that limits the input due to pipe max flow rate π€
you can kinda see the wave going both sides on the double connected manifold
this pipe in the middle should be passive, but it can get +- 20 flow randomly
the double feed manifold is actually the only one without that issue
ye, but it helps visualize the problem
if that 20 flow was pressed against the input, you would be pulling only 280
thats why i read the input pipe only
it says 300 and stays 300
if it would lose 20 because of backflow, then i wouldnt read 300 anymore
doesnt it drop like this for you?
nope. not at all
also, i think the other side compensates that
just check the machines
if one of them runs low, theres a problem
ye i mean, it stays like this for a while
it wont be like that afterwards
this always happens when you load fresh into a save
im not sure if it actually drops or if the UI window just.... has a moment
because i KNOW its not actually below 300 / 600
dunno, it seem to consistently stay bellow 590 hm
i had added some more water to it but it doesnt actually change anything either
and indeed some packagers at the end are starved
only enough, the last one is full, its the two before it that are empty
you could try to add even more water
i did the same thing with every setup: fill them to the brim then wait
and sure enough, they all dropped slowly
even though input never fell below 300 / 600
i wouldnt be looking into this if it actually was some rare problem that can be resolved with "good luck and faith"
Ive had multiple people report this now
and its always the single feed manifolds
of course, this is all very dynamic stuff, so i cant ensure that everyone will see the same things as you now
i have 0 control beyond what i measured and built. same for Vencam, he built this entire save after all
ye i mean, i think my setup also experiences this actually
there were some packagers in my fuel loop that were sometimes yellow, but i couldnt bother to investigate
it wouldnt surprise me if they were affected by this too
to be honest, its bit weird to me that those machines dont aggressively empty the pipes either hmm
maybe i was under wrong impression how this system works
like why some of those are nearly empty constantly
while others are 50 full
so do yall recomend I start over since ive played like 6 hours and get the stuff?
or just rebuild
6 hours? dosnt seem like a whole lot could have been built in that time
yeah im just gunna rebuild shit
usually it acts like a belt manifold: after one machine is full, then it fills the next. it also doesnt just completely drain the line, but does 1/2 or 1/4, etc, but pipes are very volatile
i guess there is some hidden flow priority on the junctions
front and end machines seem to be filling while middle ones starve
its actually a "even divide rule"
it tries to split 1/2, if you use just 2 outputs
if the machine is full, it cant input any more, of course, just as with belts
that what it should do but
here, the right one is 50 while left one is starved
they share junction
so it doesnt split it evenly clearly
oh, i can help with that actually
look closely: one is mk 1, the other mk 2
mk 2 actually have a "higher priority", so to speak
makes sense
it simply affects the input ratio a lot
try turning that mk 2 into a mk 1
that should resolve it
the ratio should be: 1/3 to 2/3
with a mk 1 and a mk 2
perfect π₯²
this is why i tell people to be careful with mixing pipe mks and to make sure that, when they use valves, to actually limit with the valve
does this behave same way if you rebuild this as a tree instead of manifold?
you mean as a kind of balancer?
yeah
i think since that counts as "center feeding", it reduces the issue
downside is of course this takes WAY more space
ruins the neatness of pipes
Generally, here's what I think helps not having issues:
-Avoiding using max flow in any pipe (ofc)
-Using buffers to clear or fill manifolded pipes as soon as possible (clearing the outputs and filling the inputs)
-Avoiding small pipe segments (especially close to junctions) as the more buffering in the pipe, the more stable the flow is
Comments, corrections or additions? @wicked tinsel @oblique hollow
sounds right
The only "tree" I like is one made of belts <3
yeah, seems alright.
also avoiding feeding from just one end
feeding from two ends essentially equals to avoiding max flow π€
But if yoh stay under the max flow, that SHOUDLNT be an issue
you got two 600 pipes each doing 300 fluid inside
Also doubles the fill speed
the only time max flow is not an issue is if you transport it from one building or so. or with a VERY low number of junctions
to be honest, im not quite sure how pipes resolution algorithm works here
it doesnt look like flow network variant, is it like factorio where it tries to balance individual components?
Pretty much just from buffer to buffer then ahahah
apparently it is a mix of all sorts of things: some bernoulli, navier-stokes perhaps, blah blah
I noticed it pretty much hates any big delta (variation in fluid amount or fluid speed)
belts hate big delta too
thats why mk 5 are only like 99% efficient. they have a loss of about 6 items/min
and thats absolute
i did an entire test rig to verify that
How do you verify the loss?
BTW I made a small testing area for that: mk5 splits into mk4, MK3 and MK1 with overflow on mk1
MK1 should be filled by half exactly, yet after a while... It was full :man_facepalming:
At least this delta issue seem to show only on mk5, pipes suffer even at MK3 :/
Maybe bigger deltas then conveyors? π€·ββοΈ
Mk 3? xd
they already suffer at mk 1
480+270+30?
i basically divided the mk 5 to a mk 4 and to a 300, then divided the 300 into 50 mk 1
and a single mk 1 belt had losses
all others were full
then i simply timed that belt for 10 seconds and counted the items coming out
... You should try out my test too. I really dunno what to think about the MK1 getting full. Could be belt issue or smart splitter issue...
I mean, since it's FULL, it should actually BACK UP
i tested with both smart splitter and normal
you should also avoid counting items on a belt and rather count it using a container
not sure if it's still the case now, but I know like a half year back there was somebody who did big research and came to a conclusion that items on a belt don't always represent their current location
I did so, but was too lazy to wait for the whole system to stabilize xD
i have a rather high trust in mk 1 belts, dare i say
yeah just saying that container is most likely the only 100% reliable source of truth
How do you know any fluctuation isn't due to mergers or splitters holding or releasing items? 
the irregularity makes no sense. it should divide evenly if they all hold back
Makes sense, but I think they should represent the amount of items/min correctly. Meaning each item that goes in, should be seen passing through
the belts regularily receive slight optimizations too. i could just go back to the test rig and have that one mk 1 belt go into a container i guess
You can check out the system I'm referring to just below the main platform.
I made 4 sets as described, each had its MK1 full eventually. Items in the container were fluctuating for a long while so I stopped bothering with it before I closed the game, but they were slowly decreasing still
im waiting until U4 until i make tests now though.
Fair
@oblique hollow I may or may not have had the issue on double feed manifolds. I can't remember but I'm pretty sure I have.
its really hard to say at this point what exactly causes / gets affected by this issue, but thanks for telling
If I did, it was a row of 20 or 40 something manifold
that may have been standard manifold startup time. did you prefill the machines?
because the only way to verify that its the same issue is to fill all machines up 100% and then wait 30 minutes.
if some start to starve, then i believe that it could be the same issue
no, but it was a turbofuel setup and the issue was getting turbofuel out to the fuel gens, It'd had been running for quite a while before I got close enough to full load for it to die
So yeah, they were full/prefilled
pipe issues are the plauge and as much as I hope for a cure.. the only thing we can do is try to build with them in mind. The valve slamming issue was definitely.. an interesting one.. and something I'd do if I'm bored.. glad I didn't lol
Generally, here's what I think helps not having issues:
-Avoiding using max flow in any pipe (ofc)
-Using buffers to clear or fill manifolded pipes as soon as possible (clearing the outputs and filling the inputs)
-Avoiding small pipe segments (especially close to junctions) as the more buffering in the pipe, the more stable the flow is
Uh, what do I do if Im intending on making 900 oil into turbofuel off of a pure node with 600 output (+a normal node of +300)? Split it and use valves to lock it to like 350 flowcap per mk2 pipe? use MK2 pipes everywhere even if 300 or below flow?
I used mk2 for everything and then made sure I didnβt go over 500 in any pipe .
crap π
I did test a long line of 600 oil into 2 huge buffers after maybe 400m of travel. It got up to 600 flow rate no problem .. shrug
Itβs when you start to do heaps of splits off of it
So maybe run your long 600 one . Then split in 2 to be 300 in mk2 pipes . Then manifold it
yeah I'm worried about my turbofuel setup when U4 hits, though I could easily retrofit it to be 300 per pipe instead of 600 and then split
thats how im gonna do it XD
I wonder if I've got a good picture
my turbofuel setup is for a full 600 pipe, and it fills a full 600 pipe for a bit before splitting in two
so I'm worried the bug will starve some gens
but basically I've already split the refineries making turbofuel in two for aesthetic reasons, so I should be able to just not join the two sections in the first place and fix it
I think you will probs be fine if you do the split before the manifolds
yeah the split happens before any generators get fed
It's gonna be exciting for us for sure lol
You could have 3 300 pipes or, if you feel fancy, 2 450 ones ^^
@wind spade is this supposed to not work? https://www.satisfactorytools.com/production?share=aapJjqK5SsnDuG2v1gFO
yeah, maximise with input doesn't work properly (yet)
just put in 1920 copper ore instead π
Okaies, This is actually the first time I thought about doing that lol
it's one of the first fixes planned after the big engine update I'm working on
That works too :p workin on my super hub train factory thing for U4 xD and seeing what I can do with small satellite factories around clusters of nodes xD Still havent decided if it's better to move wire, or copper ingots though >.>
Once that works, I think that'll be pretty useful, I find myself adding inputs a lot of the time into the tool to reduce cludder on big projects, example https://www.satisfactorytools.com/production?share=h5A5rrMvZRnP0bipYe7q
have you noticed the (relatively) new feature, where you can double-click a node on the graph to "hide" it?
that may help with visual clutter as well
Yeah, I was kind of wondering if that was always there or if it was new :3 it's nice though
it's 12 days old π
it doesn't hide it completely, but should help in most cases
(I didn't want to hide it completely because then numbers wouldn't match and it would also be hard to bring the hidden nodes back)
that is freakinmg awesome
btw, remember how i said it would be nice to be able to blow up some of the random rocks that litter the map?
jace stream right now
yes, everyone has this reaction... but the cons still outweight the pros, so it will most likely never happen
what pros?
pros as in not having the random rock clipping through your factory whenever you want to build near ground?
needing to overhaul the system for how the map is built probably doesnt help
https://www.reddit.com/r/SatisfactoryGame/comments/e7coiy/remove_rock/ this is a pretty common complain really
i doubt there is a hole in the ground mesh bellow those rocks too
people need to plan the factory around the surroundings, not build the factory through the rock and then complain about it
learning to build around the terrain is one of the challenges of this game
those that dont want to deal with that can use foundations
Yeah
there is a major difference between dealing with terrain and dealing with small unremovable land features like those white rocks
sure you can build everything above them but where is the fun in that
that's literally two same things
if the rock had a grass texture, it would be the same, but would count as terrain?
lol
are there any places where land randomly expands 10 meters up in the middle of otherwise flat areas
yeah I find that annoying
yes, I have one behind our house
good thing you can rent a company to flatten it for you π
I don't want to. Terrain is nice and flatland is boring
so your complaint is that a game doesn't mirror 'reality'?
you could also build around that rock
the small rocks in the terrain are close to the ground
my complain is that a lot of places you cant build near ground level since random rocks profound from it
that's part of the challenge π€·ββοΈ
sure, +4 or +8 foundations can fill those but where is the challenge here
it sounds like you just want a perfectly flat world lmao
Who builds at ground level??
how had you even arrived at that conclusion is beyond me
there's two solutions to this, one is to design a factory around the rock which can be annoying, and the other is to build it up 15 meters which is boring
There's plenty of space around the rocks etc
I do
here is a nice mostly flat zone
it would be a shame if someone threw a boulder in the middle of it
right, so what's the issue then? plenty of space as you can see
lol, i use ground for the π
who doesn't?
Looks like you solved your own problem...
I do build at ground level. I also find interesting ways to hide rocks that would otherwise protrude from my foundations
well, i did it like this
but then there are also stuff like those super high flower stalks near crater lakes that simply cant be removed or hidden properly
Sure they can
Make a box around them so they seem like the supports for your factory for above
Just one way of doing it
Isnt that the entire continent of Australia, but scaled down
Real talk... Literally anyplace in the world has places like that
The ocean even has it just opposite, it goes down
The amount of flat land in satis is actually sorta a favor from the devs
That literally is the challenge... I don't understand how you conclude a perfectly flat and boring landscape is challenging...
If the grass hill starter area actually had more hills, then it would be more realistic
Not to mention there are literal roads, at times
Seems like somebody has been here before
And just flattened the area in places
All the artifacts placed around
those roads could just be elephant paths though
But the artifacts!
the artifacts made them!
What elephants? The toothpick legged space potatos?
Who knows what the cycle of life was or is on the planet
Giant freaking rib cages
balloon animals
PokΓ©mon
Hahaha
the response!
Omg that's awesome
I imagined in my head the sound of letting the air out of a balloon while pulling the spout tight to make the high pitched sound
Pheeeeeee
Alternate noise is a whoopie cushion
from the CSS website
What if he's not part of the team anymore?! π±
then the orange is a lie
Learn by mistakes... or what is it called... I've cut a cable with scissors once... Wasnt the smartest... buuuuuuuuuuuuuuut I wasnt very old at that point... The good thing I used insulated scissors... else I'd probably be ded ;))
huh. glad this doesnt happen to the pioneer
Hehe π
thats not how overclock works for generators
wdym?
250% OC is not 250% capacity
you're using the wrong math
wdym?
250% OC = ~202% output
the game handles overclocking differently
generators (coal and fuel) don't scale output linearly with overclocking, unlike production buildings
crap. ima break a fuse
the good news is that you're not using 250% the inputs... so just make more
the problem is the generator UI lies to its players
the UI will say the capacity is 250% of normal capacity for that generator
but in reality that is wrong
oc'ed generators don't become less efficient - still same rate of coal and water per MW produced. so you're only consuming 202% resources, not 250%.
just make moar
k
lets hope they fix the UI showing the wrong number soon
gtg
planning with gens is easier if just left at 100% clock. takes a little more space, but cleaner math.
a good starter setup is the 3 water extractors > 8 coal gens setup
it provides 600MW per setup
and at 15 coal/min, that's 8 * 15 = 120, so that scales super nicely with miner output and belt speed
nice
im planning a large scale coal plant with like 60 coal gens
ill also be using this:
The BEST Fuel Generator Power Plant Tutorial, 300 Oil to 16,700 MW! - Satisfactory Tips
Satisfactory tips and tutorial time! Today is a Satisfactory Fuel Power Plant tutorial that uses 300 oil, 600 packaged water, 400 compacted coal, and 66.6 refineries to make 16,700 MW of power! This is an advanced Satisfactory tutorial that requires 4 altern...
That number doesnt sound quite right... it should be 22,222.22 mw ... or did he subtract out all the production power costs?
Cost is subtracted
i did a 128 coal gen setup. its not enough power
OH, the video is old and doesnt use packagers.
So it should produce (minus costs) ~19k mw
I was like.. 16.7k mw sounds super low >.>
Ahhhhh! I didn't watch it. I used an old reddit post to get an idea on how to build mine, but used my own design
Another design option: https://imgur.com/a/VvEpZp9
Note; its ALSO old and references uses refineries.
but its the only layout post Ive seen that looks good.
I'm looking for the post I used
66 votes and 17 comments so far on Reddit
This is what I used to get an idea, then made my power plant how I wanted it
Used it mainly for math
Of course! But I found the post at work (reddit is the only thing that works) so used it
rgr
I use tools now for easier math, friends and I build factories based on the math and our own layout
@deep root if I may suggest; if you build for 900 oil, the math//structure count is much nicer.,
I mean... 300 is a multiple of 900, so the numbers aren't off. Just have to under clock a machine
I mean; instead of wanting 13.33 buildings, its an even 40 per phase.
with no clock changes needed.
Hmmmm, I'll keep that in mind
*in all but the turbofuel refineries, which are still slightly off I think
but the Diluted Fuel loop is cleaner.
I liked the size of the power grid I built
148 generators
I was going to try a build with overclocking the power gens, cutting what I need in half, but the shard requirements are so high lol
Just finished watching the video from Kibitz... I think the math has changed, or his clocking math was wrong.. because 300 oil makes more turbofuel than he says.. shrug
Alright. I'm trying to plan out some trains. I know the formula to determine the per minute transport of trains. Would it be bad to assume that 2 trains will take the same amount of time given the same amount of track?
a lot of kibitz's videos are wrong π€·ββοΈ
.>
A lot of them are outdated now.
which is quite normal for a Early Access game
e.g. don't trust any non-recent video about how to rotate your foundations and get the same height... the hitboxes have changed over time
Which is why i keep my guides constantly up to date and revise them
but that doesn't change the fact that old videos can be entertaining and inspiring to watch
indeed, but even some videos were wrong at the time of release
i calculated how many stuff i need to activated my nuclear plant. And heee i need 5 Trains with 10 Waggons of water
And my Train and Bell infratructure is more spaghettie then italia produced in the hole histotry
That's why you build nuclear near water
Just watch out for earthquakes
Are trains worth it? or should I say, are they more efficient than mk.5 conveyors? Sure they may look more aesthetically pleasing transporting rss from one place to another, but im just trying to think of a situation where I would be better off building a railway network over conveyors.
you can't really compare trains to conveyors, they are completely different. That being said, trains are usually preferred for transportation
As long as your trains make a full round faster than belts can empty the station, you can simplify it to station x2 belt output
No my Save Game starts crashing
what is the rss/min equivalent of 1 freight car?
depends on loop length and connected conveyors
and also on item stack size
also usually people use "ipm" or "items/min", "rss" I never heard before
rss = resources
yeah, it's kinda confusing tho
habit from other games i guess π
basic simulation - assuming mk4 belts, it will take 24*100 items divided by 2x480 minutes to empty station from single wagon. => 24000 / (2x480) = 2,5 minutes
you also need to take loading time into consideration
with mk5 belts you are looking at roundtrips of 1m or multiple trains
I assume loading belts = unloading belts. Rundtrip time is a full circle train makes, so stop at station time can be ommited.
In summary - as long as you have a train passing the station every minute, you can assume it to have capacity of two mk5 belts.
what I mean is that you can't just hook two full belts into a platform and expect two full belts to come out from other platform
because on the other side you'll get less due to loading times
Too soon... I was there
Actually no. Loading time is included in ful circle time. You get a delay between item getting into first station and reappearing at second station (same you would get by just conveyor-belting it).
In detail:
Items arrive into first freight and buffer up in the station. Train comes and picks up to 24 slots.
Trains goes to destination station. Drops 24 slots, items are moved out at conveyor speed.
Now, as long as the train makes a full trip faster than belts can input full 24 stacks, the target station will always have items in it and will work at full belt speed.
The system is auto balancing, as items that don't fit in target station drive back and are dropped in at next roundtrip.
during the loading time (24 seconds), the platform doesn't accept any input and doesn't output any items.
Does ImKbitiz's math still hold that factory carts are the most efficient?
Ok, that I did not notice.
(or is it 25 seconds?)
anyway, during that time, you won't get any input, so you're limiting the output
so it's better to do e.g. only one belt into each platform, but before the platform you put a storage container and connect both it's outputs to the platform (same thing on the other side)
essentially adding a buffer to be able to use the full belt
Truck stations do not have the pause when loading ?
don't think so. But also automated trucks kinda suck, so I wouldn't suggest getting them
Why not use double input / output for both stations though?
They mostly work. might be faster than train on mk5 belts.
you can, but you can't use both inputs with full belts
Why not?
Yes I know trains stop the input / output
so if you put two full mk5 belts, on the other side you won't get two full mk5 belts, you would get less (based on how often a train comes)
if for example the train comes every minute, on the other side you'll get 2x325 items/min instead of 2x780
But if you input 960 with belts, and transport MORE with the train it will still be 960 in and out
max belt is 780
2 mk4 is 960 input
If I input 960 and my train transports 2000, it will always transport the 960 and the output will be 960 on the other end
example, train comes every minute, input is two full mk4 belts
platform is full
train comes, starts loading, platform is empty for 25 seconds
train leaves, platform starts loading for remaining 35 seconds (560 items)
train comes, starts loading, loads 560 items (platform is again empty for 25 seconds)
train leaves, platform starts loading for remaining 35 seconds (560 items)
... and repeat
see? every minute a train leaves with only 560 items even though the input can do up to 960
and this works for any numbers you put in, you can't transport more than you have and you have less than full belts because of the loading time blockage
the less often a train comes, the more resources you can transport, but you can never get max belts
so in summary, just use mk.5 belts and an array of smart splitters if using multiple items π
if using multiple items, don't ever put them on a single belt or in a single platform. always have them separate
I see what you mean now
Why?
basically to be safe, just put max one belt into each platform (but with the buffer I mentioned above) to get 100% throughput from a train
there's a lot of issues coming out of mixed belts, stuff can get stuck because you overproduce/underproduce an item, you need to sink overflows everywhere (and that reduces the amount of items that make it to the target location). It saves a lot of headache when you keep them separate
But if the train takes longer than 1 min of travel then you will transport the full 960...
It depends on what you want to transport.
Eg. gas filters, couple stacks of fuel and other oddities in low quantintity - why not.
for automated transport, you still need to overflow everything and it may result in sinking items you didn't want to sink
no, you'll still transport less
Train takes 1:25 to travel from station to station (not round trip) that means 1 min of resources are in the storage
same example but with two minutes:
platform is full
train comes, starts loading, platform is empty for 25 seconds
train leaves, platform starts loading for remaining 95 seconds (1520 items)
train comes, starts loading, loads 1520 items (platform is again empty for 25 seconds)
train leaves, platform starts loading for remaining 95 seconds (1520 items)
... and repeat
so it transports 1520/2 mins instead of 1920/2 mins
basically you'll always have 25 seconds in which the belts won't be working because station is blocked
Do nog inserters work with station? [joke]
Trains have one advantage over belt systems/trucks.
Move 16 meters to the left. add another wagon/station segment. Capacity doubled.
well not doubled, but increased
This is why I didn't start any train stations yet. This shit is so complicated to calculate
well you don't need to calculate π€·ββοΈ just put a few extra cars and it'll work nicely
Every car needs another station, too doenst it? That's a waste of power to use them. ADA said I have to be efficient
no, it just needs a platform
Just watch your train to make sure it fully empties the container when it picks up, if it doesn't add more
and iirc they only use power when loading the train
if you want to not waste power, then trains aren't for you anyway, as you can just build 500 belts that don't take any power
Yeah that's what I meant. Not stations
EZ
still, it's just 20 MW over 25 seconds, not something you'd care about
50 MW π¦
For each train. Having excess platforms over the whole map can drain much power in the end
Okay yeah that's true
one nuclear power plant makes 2500 MW, that can power A LOT of trains and platforms
One manufacturer already takes 55 MW lul
Okay gonna go build my first choo track after this HD hunt
Trains are kinda fun.
ima need so much power....
ya so y yall do math for this game
i just hook up from the main line and be like that should work
It's nice being able to post images in here, but I'd love to not see memey stuff like that constantly.
Maybe let's not, before a mod decides to turn off images in here, too? :)
ye
someone auta edit that so the cutters are the build gun and a helmit over his face
for sanity
Ah, not a problem for me then. Was already insane before coming here.
What is the build gun distance limit, eg how far from yourself can you build?
Pretty far, 200m I think, maybe more.
Perfect, I don't have to update my sign then
Seems like it's further than that.
100 sounds about right.. (going from memory when reusing foundations in the air)
20-24ish walkway pieces, would make 100
what is a walking piece? o0
screnshout incoming in a moment
The walkway sections. You can get them on the FICSIT AWSOME shop I believe.
Screenshout, ok.
ah. those. ok
Walkways & reason for asking build distance. Cause I'm not walking there obv.
#screenshots message
Using the angled sections doesn't count.
So, a bit of useless math: if I did things right, the maximum sustainable power production is actually 1.52 TW, with a net production of 1.39 TW after accounting for the cost of producing the materials.
The nuclear fuel rod production chain used: https://www.satisfactorytools.com/production?share=ZxRR7qkaK0YVi5NTnuHQ
So how much waste a miunte is that at fullload?
or... after U4 without a nuclear reqork
472.5 units of nuclear waste each minute, the same as every power scheme which maxes power production (and assumes you manage 100% load).
that is not for 1 reactor
are you sure silly?
A few additional assumptions involved: all the oil/coal/sulfur/uranium nodes are maxed, whereas all the other ores are obtained via T3 miners on pure nodes overclocked to 163%. Polymer resin is disposed of via seven AWESOME sinks.
I thought each reactor produces like 5 waste a min
This is not for one reactor.
These are calculations for maxing out every oil, coal, sulfur, and uranium node, devoted to nothing but power production.
so at fulload wouldn't it be ~2300 waste min?
not like you're ever getting to use all that power though lol
although with the power changes.. hooray for the power priority switch they refused to talk about but obviously exists
... May have messed up how much waste/min gets used. I accidentally used 94.5 rather than 472.5 for the number of nuke plants.
nah, I'm pretty sure the game dies somewhere around 100GW consumption
Heavy overclocks + looots of trains (some dude did it on youtube)
I think where the wiki went wrong is by using a nuclear fuel rod production chain utilizing more rubber, plastic, or coal than is strictly necessary, where I tried my best to use alts minimizing the use of oil/coal.
I'm not exactly sure, but after using around 50GW parts of my world were almost unplayable
sure, but realistically, nobody will get to 1.2TW
I can load up one mod and use all that power too, @versed violet
I don't think kedpler ever said how much power he used, and I'm not sure what amilea uses for her max tm build, but whatever they used is probably pretty close to the realistic limit of power consumption before the game is unplayable
(and yes, it is ~2300 waste/min, so about 10.1 minutes to fill an ISC)
but speaking of realisticness... the smelters and foundries should use way more power than any other machine lol
and after that concrete production should use the second most.
Maybe they are advanced model with heat rcycling. otherwise the floor would melt
just realized that all you guys with your max nuclear setups are 100% going to need to make sure you have switches to turn off segments of the setup
otherwise that waste is going to pile up and mess up your whole world
Yeah, max nuclear builds are dead
and it will happen FAST.
I think they've been planning this for a long time.. and that's why they said they were going to break nuclear
Build a whole farm of energy storage. Run plants for 10 minutes, use for days.
because with this update nuclear HAS to get reworked
I think the power storage only saves the power for one hour or so
should depend solely on capacity
(and, despite putting so much spreadsheeting into the nuke power, I refuse to use it in my games because I don't want to deal with waste I can't get rid of)
after A LOT of hours
Not with the new power changes lmao
a max nuclear build going 100% non stop? depending on where you build it that's gonna suck
I calculated this back in the day, if you had full nuclear setup and put it into one corner of the map, it would take 9000 hours to reach to the opposite corner of the map
sad klepdar noises
and that's not even accounting for the possibility to build vertical or have multiple waste storages
actually, I think it was days, not hours
let me do the math again
really hope they'll nerf radiation spread a bit for plutonium
more damage, smaller radius, something like that
My preference would be to have some sort of batch-mode waste processor that slowly steps down radioactive waste to a point where it can be sunk: potentially a lot of area consumed, but after enough time, less area than slapping down ISC after ISC. Possibly even requiring a series of processors for waste at different levels of radioactivity.
("batch mode" meaning "rather than a continuous in/out stream, it takes in X stacks, works on it for a while, and outputs X stacks of less-radioactive waste")
max waste production is 2362.5/min, ISC has 24k capacity, that's ~0.098 ISC per minute or ~10.16 minutes per ISC.
assuming you put the waste storage in the northern ocean, west corner (on ground level, also yes, it's a bit simplified and assumes all containers in the same place, however it's pretty hard to calculate with containers in different places and it's purely theoretical anyway, so this is acceptable simplification).
let's say the north-west 1/4th of the map can be radiated without calling the world "messed up", so let's calculate when the radiation radius reaches middle of the map (map is 6800 x 7972 meters, for simplification let's make it square with same area, so 7363x7363 meters. Half of that is 3682 meters, so middle of the map will be at sqrt(3682^2 + 3682^2), so a circle with radius of 5207 meters. Since we want a 1/4th of the map, we can even reduce it to 4000m for simplification (and also my radiation tool kinda dies with larger numbers π€·ββοΈ )
Putting these numbers into my tool, it results roughly in 10^24 Industrial Storage Containers full of waste (1000000000000000000000000). We multiply this by 10.16 minutes per ISC (or rather the exact value of 10.158...) and get insanely high number (~10^25), which after a bit of calculations is 10^19 years.
That's a lot.
Yes, it's a bit simplified, assumes you put everything in the corner in one place, etc etc. But. Even if we do just 1500 meters radius. That's still 10^9 containers. That's still 19237 years. On full power.
I think we're safe. Unless you put your storage in the middle of your base π€·ββοΈ
@sand garnet ^
late night math, so if there's a mistake, I apologise in advance, but it's still several years before your save gets hurt in any serious way (assuming you put your storage away from everything)
yeah just a few
thanks for doing the math my small brain cant do lol
the knowledge of the math, plus the existence of the priority power switch allowing us to only turn it on when needed ( and in segments) will mean it's basically as much of an issue as it is right now
which means.. not an issue at all
so great work and all but why
Would putting the waste containers beyond map edge help?
it wasn't an issue even now π€·ββοΈ people just made it seem like a huge deal. But it scales very nicely. Basically every time you multiply your waste by factor of 10, your radiation radius increases by ~150 meters
from what base? 1?
yeah before I actually created my own nuclear in U2, I was on team anti-nuclear
then I built the setup because I wanted to see if my feelings were justified
and then I came to the realization that they were in fact not justified lol
I used my old tool (still correct numbers, all of the other stuff is kinda broken tho), feel free to play with numbers https://satisfactory.greeny.dev/radiation
is the spread 2d or 3d
it uses 3d distance
circular or square
spherical or cubic sorry duh
how far down does the map go π€
you take damage at -244 meters
Well, you don't fall into void for long before dying, so....
but up it's a bit better, 1997 meters
so you can put your storage up there 2k meters and never worry about it π
im wondering what's the limit to how much waste you can put under the map without the rads going through the ground above
what's the lowest elevation
that's hard to calculate. The tool basically assumes it's all in one place
how do the spheres stack
The lowest elevation would be under sea level.
they are technically not spheres
Though I really don't know what the lowest point on solid land is., not including caves maybe.
excluding caves ig i don't really care about those
basically every item radiates the whole map. The radiation quickly decreases with distance though. For every game tick, the game sums radiation intensity at your point and if it's bigger than 0.2, you're in a radioactive zone. The damage scales linearly with intensity up to 45, any intensity more than that is considered the same as 45.
the intensity formula consists of several constant factors, only variables in it are distance between source and target and item radiation intensity (e.g. fuel rods have higher than waste)
@magic shadow basically the formula is this
(number of items * power of item / thing for area of a sphere) * wut
e is ~2.71 (see https://en.wikipedia.org/wiki/E_(mathematical_constant) )
RadiationFallOffDistance is just some constant (0.0125)
because it's fun π€·ββοΈ
I don't know, I got this from Jace, so you'd have to ask devs for this π
yeah ik negative exponentials at least :D
anyway, my tool (linked somewhere above) just takes this formula and calculates the distances based on number and type of items
I don't know too much about design decisions regarding this π I just know how it works
so radiation in the game is an exponentially less powerful infinite sphere but past a certain point it has no effect?
you sum the calculated intensities for every radioactive source on the map
ah ok
So the radiation isn't a problem, but how does the storage facility look work-wise? at about 10.15 minutes per ISC you'd need about 5.9 containers per hour of playtime. So for 100 hours that's about 590 ISCs you'd have to build......
That's a lot of containers per hour, and adds up pretty quickly if you want to spend time building something big enough to actually use that energy
Guess we'll see how those nuclear changes pan out
That's without mods at least.
And you can't delete it with scim lol
Indeed it's a bit of work. My calculations were mostly to counter those "I don't do nuclear because I don't want to ruin my map with radiation" opinions
Oh sure, I was just trying to look at if from another angle. And to be fair the massive amounts of ISCs is realisitically only a problem with massive nuclear setups, so it kinda goes hand in hand. Gotta build big everywhere. If you build a modest nuclear setup even without changes running at 100% it's less of an issue. Like a 100GW setup only needs 50 ISCs to last 100 hours while running at 100%. That's not a small amount of ISCs but it's completely doable.
That's the complaint I see more often: that the waste will fill up storage.
Well yeah, but you can build more storage π€·
Exactly, I don't think it's an issue for normal nuclear setups
but also it's gonna change so we'll see what the deal is soon
Maybe we could get something like this for pure recipes so they're not in refineries? https://base.imgix.net/files/base/ebm/foundrymag/image/2019/03/foundrymag_3976_ecotitaniummelting2_800.png?auto=format&fit=max&w=1200 It's a vacuum furnace used in titanium purification/production.
So I calculated the water with iron vs just the smelter, no over clock. Using the smelter is not as efficient in almost every category. But, depending on the size/shape of your factory you can have more throughout in the same amount of space using a smelter. Like on my 33x50 base I can theoretically fit 495 smelters (60% smelters 40% conveyors) in the same area as 264 refineries (60% refineries 40% conveyors and pipe) and thatβs not counting the extra height or the reduced placement options of the refineries.
no overclock on the smelter or refineriy or both?
No over clock on either
smelters almost need a 200% overclock in general for iron just because 8 vs 16 for 480/min. and for steel I like a 150% on the foundry for solid steel to make the numbers neat. But yeah, sometimes they're really nice/ better/easier than refineries. I recently built a setup for 1920 iron ingot factory in rocky with smelters, and It probably took less than half the time it would've taken had I used refineries. Smelters might be worse in every way, but they are more time efficient lol
Getting ore I donβt think would be my problem, Iβm setting up a train to try and get 11520/min from the 46 pure nodes, just have to try and avoid the god train Kibitz ran in to. Yeah idk on using nearly 1,000 power shards for the smelters. I also donβt want to deal with pipes if I donβt have to Iβm tired of themπ
scim yourself some shards and call it a day. lol
But you can use editor to move the box veeery far way
still counts against your object limit though :/
God train? Train god? Not sure what you're talking about.
Just press E before jumping on a jump pad with an empty inventory and collect it all before you die, never seen someone try it tho
He had an issue where the station timings eventually made all the trains run at the same spot inside of each other.
Oh, lol that's weird.
A bit of testing was made.
mk5 split into mk4, 2 mk2 and mk1 (in this order from bottom to top in picture). Smart splitters send items on the right, overflow straight.
Results: mk1 belt often not full. Drops in frame always result in a loss of items on the mk1 belt (the bigger the frame drop, the bigger the gap on conveyors, can be more then just mk1 if the drop is big enough). Despite that, the items in the containers are preserved: they seem to diminish until they hit a limit, but they reach that limit quite slowly and the balance is lost anytime you reload the area. No items are lost.
P.s.: When the belts lacked items due to lag, the change was reflected by a spike in the container's contents
@wind spade @oblique hollow
By item loss, are we talking about items vanishing into thin air (almost sounds like memory leak material) or just more spacing between items?
Though if you mean itβs just visual, then it sorta sounds like the items warp to the containers, or at least appear to.
By item loss I refer to items disappearing.
But no, if it was only visual there would be no fluctuations in the containers' contents whenever the contents of the belts "glitched". Or so I suppose
Fortunate that resources are essentionally infinite or disappearing items would be far more than an annoyance.
Might be a better experiment if the layouts were made identical, for science.
They are identical 
One is a foundation wider.
Probably wouldnβt change it noticeably though, just slightly less travel time.
Shouldn't make any difference for our purposes
I wonder if given enough time, the whole thing would actually run out of items?
No. As I said, there is no loss of items
You still said items disappearing though?
Which still confused me.
Sometimes belts aren't full. But the contents of the container (which tells the amount of items present in the system) are preserved, although the number does fluctuate when the belts "glitch"
More of a βgets held back in the splitters/whereverβ I guess then.
Sounds plausible
so the items teleport "backwards" to their source or "forward" to the next container?
Maybe teleport backwards? It reminds me very vaguely of βreappearing block syndromeβ in Minecraft which I know is completely, utterly, unrelated to this. I wonder if you can deduce it by seeing if the number fluctuates forward or backwards. Iβm sure the devs have tools that can look deeper into it than we can though.
if they teleport backward this could have effect on the whole chain of earlier machines... hmm...
A closed circulatory loop can give us no insight as to whether the items simply dont leave the container or teleport to the destination
Good point.
This just proves that the items dont disappear into the void
However, we get no insight into the Mk 5's true transportation speed
For that, we would need to do a timed loop with two containers: a source and a sink
Which was the unanswered question, last time I heard about it
Or observe a production line? Though youβve got more variables to control for then.
The problem according to greeny is that belts often dont represent the actual items on them. That means that there could be items sonewhere, but just not visualized
A closed loop can not prove whether there are items on there or not
But a timed test can prove if it can transport 580 items in one minute
Between two containers
In a small portion, in does. You can notice wether items are held up or teleported to destination when belts look "not full" when they should be full (in this case, the container indeed showed changes to such "glitches")
Imma keep my distance from any kind of timed testing. Sounds little interesting and much time-consuming to me 
A thought, relative distance (horizontal+ vertical, but just horizontal to simplify it) would matter, a short distance would neccesarily be faster than a longer one.
Im still of the opinion that the mk 1 belt is a very safe approximation to any kind of item rate fluctuation
So if it has gaps, then the item didnt leave the container
Aka: mk 5 is not really 780
I thought MK 5 was 700 something?
My test supports this idea
Yeah
Doesnβt sound that time consuming though.
You're more then welcome to try :D
dont think this is the right channel lol, this channel is for math related stuff, like how to optimally calculate stuff
So... "Test and media"...?
meth and metha
Optimally calculating stuff IS math. ;)
Math and meth
I may need to find a more FPS droppy area because I tried with this long winding MK1 belt to see if I could spot any of the FPS stutter gaps and didn't see any.
Anyway, I tried with the MK1 belt and these two storages and it came out as 1:01.87 , but accounting for the imprecision of human reflexes (I tried to start it right as I transferred to the storage, but I may have started slightly too soon) and the slight travel time, that seems about right I guess.
I'll try to time it again using the longer one by when they start entering storage.
@wintry aurora i notice you're doing this in EA β do these issues also appear in EX?
0:58.80? The imprecision of human reflexes is a factor here..... I think I started the clock like half a second after it appeared.
I don't play on experimental though, and only have one save atm.
There's room for experimenting further, but the imprecision of human reflexes needs to be factored out.
aren't there mods for calculating specific accurate throughput and such? maybe there is one for timing? it wouldn't be hard to do β time from box A to box B = time@boxB - time@boxA
I would think it would be easier to record the timing period, then go back and find the frame the first item departs, and the frame the last time arrives, then subtract for the time difference
That's feaseable, yea.
A train wagon full of uranium ore OR A train wagon full of uranium pellets - what is more radioactive?
[Trying to decide whether process on-site]
Also, what would be the minimum safe distance from such wagon to not take radiation damage?
Wiki says the pellet is "mildly" radioactive while the ore is "moderately" radioactive. In my understanding mildly would be less
I tried making sense with regards to item decay and stack size, but would love if someone with actual nuclear experience could tell.
looking at wiki, uranium pellet seem to be half as radioactive
tho it has twice the stack size so it equals out if it backs up
They also convert 1:1 from uranium to pellet, so no practical difference then?
Oh, wait... That means you can ship twice as much if you convert to pellets, while keeping the same radiation footprint.
yep
hello does anyone know how to split 1 belt into 10?
Manifold
but how?
ok thanks
so I never can decide which one I should choose but I would say the iron ingots is the best, which would u take?
The iron ingots are good for late game because that's how you can get the max ingots from the pure ore. Maybe you wanna go with 2 first because thats the best RIP recipe out there
Hard Drives are special parts obtained from Crash Sites used to unlock Alternate Recipes (see below). Crash Sites can be located using Object Scanner after Radio Signal Scanning has been researched in the M.A.M..
Each Hard Drive can be researched in the M.A.M. and results in a choice of one of three alternate blueprints, chosen from the pool bel...
I like bolted plates better for late game.
It's faster, and cheaper on resources and uses fewer machines.
Split in 12, merge the extra 2 back before the splitting
I think stutters show only with mergers/splitters along the line
@wintry aurora Do you need a big save to try this in?
Maybe? I suppose I should try that.
Maybe it's a 'only shows up with splitters' thing.
well, maybe. but I have a mk4 belt in my old world that shows empty spaces coming straight out of an extractor
I should reproduce Vencams setup to see if I get the stutters., and doing it in a decently active factory should still do it.
I would say it's just visual, but the machines on that line are starving. and it's only using 465 of the 480
I can force it into further activity by putting more feeds into sinks.
prehaps, but trying it out in a world with 2800 running machines should cause issues xD
Neither my or vencams setups are using machines though.
At least as part of the circuit.
I'm aware, and gallons test said he did it, but the contents of the container didn't reflect the gap
and if it's purely visual, why are machines starving when the math is correct.
Producing faster than the intake is the logical answer if we aren't assuming some bug or glitch is behind this.
Sure, I mean my math could be wrong too. but it's not.
I'm having some issues making a normal (300) oil node fit nicely into a plastic/rubber factory using recycled recipes and what not...Anyone have some output numbers for the rubber/plastic that make it self sufficient?
Splitting 60 or 120 per second to 45 per second of anything?
Was that to me?
I do not. what I did was I used the leftover oil for a self contained fuel packager setup
270 rubber and 270 plastic will use about 205 oil total.
have you tried the SCIM?
I used satisfactory tools, numbers weren't coming out evenly and it was making me mad lol
Tools shows 450 plastic & rubber from 300 oil.
No that was just me saying.
Try it using the "maximize" options..
Iβm thinking about switching to using the coke+iron ore alt recipe and just ignore fuel generators, bc no math will keep me from producing too much fuel for my generators since they never run at 100%. I know in update 4 they will, but Iβd rather have an over flow of petroleum coke that I can sink vs fuel stopping my plastic and rubber manufacturing. Would I be right in that or is that idea totally wrong and Iβm just missing something?
I'll give it another shot... Numbers I got weren't coming out even, but I'll try again and make some adjustments
300 oil can make 450 plastic and 450 rubber... using alts.
Not 100% sure why you are making plastic/rubber at the same time as fuel *for your power grid; They should be seperate from your power grid entirely.
Eventually; when you get alt recipes, you then do something like thus: https://www.satisfactorytools.com/production?share=B6TYrGuuEDZoyD6efwsm ((This is the entire southeast oil field))
Good point, I think I was just more trying to deal with less oil which Iβm not limited by anymore
There's nothing wrong with mixing them as long as you sink both sides correctly. Sure eventually with the right alt recipes you don't even have byproducts anymore when making plastic/rubber, but you gotta do something with the heavy oil residue before that.
But you're right that coke is the easier thing to turn HOR into and deal with, it actually also gets you more power than residual fuel.
ah sorry; early game rubber/plastic? -- yea, make coke from HOR, maybe run some coal gens off it; but BE SURE to setup an overflow to sink for coke so it doesnt back up your plastic line
I think after the update 4 changes I might actually change my tune and recommended residual fuel as the "simple extra power" solution. Cause it'll be less power but there's no need to go find water and deal with that. Obviously just throw coke in sink will still be the simplest option.
There could be new alts that crop up and we haven't seen what recipes the blender does. (other than at least one thing involving water).
can someone tell me how to get 5 outputs of 60 into 3 outputs of 100 with only mk 3 belts
there's always manifolding instead of load balancing: https://satisfactory.gamepedia.com/Manifold
but also you could split two of the 60 lines into six 20 lines then merge two of them into each of the remaining three 60 lines.
what is the ratio for fuel generator ? i got like 160 liquid fuel per minutes how many fuel generator i can install ? because the resin stop producing when the fuel is full in the refinery
15 fuel per min for 1 gen
but thats (for now) only true when you use 100% of your power
In U4, that will always be true though
yeah i have like 10 fuel generator installed and the refinery keep on idling because of fuel is full
am on like 70% capacity
You shouldn't rely on the resin from fuel production
for now at least
i use resin for plastic and rubber
but when fuel is full all the production is stopped
how ?
Make a separate production line that produces just plastic and rubber
And the liquid that refinery produce what can i do with it ?
Which one?
From plastic
the purple one?
Yes
So it will be the same
No, turn it to coke and sink
Or put into coal gens and sink the overflow
Good idea
Also there are alternate recipes that make this way better
Since I don't have MK5s, how should I do the splitter setup? Though I guess I could just try something and see if it reproduces. Or just use one mk 3 and 1 mk 2 instead of 2 mk 2.
Although, checking the math, I see what you're doing since that equals 780. So, 3 MK2s and 2 MK1s since that's the only way I can have it match 480.
Also, why are the tops of your mergers completely silver and where are the lights on the top of both from? I don't have those.
There are throughput indicator / sensor mods that measure actual belt speed.
The mergers are the ones on the right, the silvery ones are the splitters. I dunno abou true lights, it might just be the color scheme 
I have no mods that modify those
I figured out what they were from the models.
Anyways, I can't seem to reproduce it on my save, maybe I just don't have enough machines to produce the stutter effect.
Even tried a whole bunch of different things.
Best I can offer is a save with many machines to test on, but I dunno if it might stutter for you too, as I don't have a powahful PC
Ok
Is greeny the math genius around?
Alright, then let's try it π
Is there an easy way with Satisfactory Tools to force machines to be clocked at 100%?
Meaning, If I want to produce 200 copper sheet per minute it will use 400 copper ingots, which is 13.33 Smelters. Can I force the tool to produce 420 ingots
Without actually inputting that I want to create 20 additional ingots
not with tools..
that's kinda like asking my hammer to drive a nail into the wall without swinging it
SCIM may be able to.. (fuzzy memory disclaimer)
although, Since greenies said this here, hopefully I'm allowed to say that he's working on making it so it will work better with added inputs.
doesn't it already?
it can be made to work in this example, and with most things in a round about way.
that one is blank for me :/
it's supposed to be.
because it doesn't work (yet) if you go under item's/inputs you can clearly see there's copper ingots for it to use, but as of right now it won't maximize a given input.
ah. i had only tested it with both inputs being used
so the round about way is to tell it there's 1920 copper ore and use the standard recipe. which is fine, but if I had something like 600 circuitboards and I wanted to evaluate the best way to make, and how many computers I could make with those, it's a bit more complicated/work. example https://www.satisfactorytools.com/production?share=zFiXiXEM9ljYBdXIotAQ In this case, I'll usually just guess, and not use maximize until I get as close as possible.
isn't that just due to not having all the parts needed?
Not sure, greenie said the tool isn't setup to handle maximizing user inputs, but he's planning on adding it eventually.
Yeah, input with maximise doesn't yet work π
You can work around it by adding the extra resources. But there's no other way to do it right now. I didn't implement this functionality, because it makes the production lines use way more resources than with non-100% oc
Thanks for the response! I didn't think it could but I hoped I was missing a button... Like a "don't use fractions of" button lol
It isn't hard to do, just wanted a shortcut
In some cases it's impossible to do anyway
Or super hard at least
For example with cycles
Why would it be impossible?
Recycled loop
I've tried to do it way back in U2 and found out that for some late game items, it could increase resource consumption by over 50%. It's just too much to be anyhow useful
That's a good point. I'm not using any late game recipes yet
Underclocking is awesome and solves this exact issue way better than if you round the buildings up
Yeah sad thing is rounding decimals lol
I'd just round up to nearest hundreth and keep it that way π
One thing I've noticed lately with rounding is that sometimes it doesn't round properly to produce enough of a material
Like the tool will use 1.33 constructors, but in game 33% isn't enough
It does round normally, it doesn't always round up π€·
It's something I want to change when I implement overclocking
I've only recently found a few processes that it happens to
Normally it does a great job, and I love the tool
Nothing huge... I just wonder if maybe the in game numbers got tweaked at some point so your tool might be slightly off on some products
you can remove most of the decimals from recycled loops by NOT using residual rubber/plastic and either sinking the poly resin, or processing it seperately.
Or maybe I don't understand the difference between the number on the target production rate vs actual production rate??? I tend to think the latter
1.33 is probably 1.333333333... which meams you need one constructor at 100% and one at 33.333%, so you probably need 34% if you care about 100% output
Ha! See I knew it was my fault
What did you do?
Oh, you just saying the 1.33 is endless so it needs to be 34% in the machine
Pretty much. look at the numbers, listed as well as the 1.33 machines, Sometimes it'll be exact, most of the time you'll need to turn up the clockspeed by 1%
am i going insane or could these alts be used to turn fuel into plastic/rubber
if you make a loop using multiple refineries and both recipes
wont you be wasting recources?
i don't think so
it would take 60 fuel/min to make 30 plastic/min and 30 rubber/min
which could be useful if you used the residual fuel recipe
not resdual fuel
whats residual fuel? (i just unlocked coal so now you know where i am on the tiers)
it turns heavy oil residue to fuel
https://www.satisfactorytools.com/production?share=8MsckusTdZnohmlGmtYq is the most oil efficient way to make plastic/rubber
whats... oil?
heavy oil residue is a byproduct of making plastic/rubber out of crude oil
whats crude oil and how do i make it
oil extractors
what is oil?
i think it's in tier 5
It would be good to actually split this into dedicated plastic and rubber production, and within each group, has 0.25 of the final product looped back to byproduct, which in turns converted into the final product. If both combined, there is a small chance where they will bottleneck each other
^ Or some other kind of werid issue that'll drop your output of one or the other. Chances of it happening increase as you scale up.
It works best if you target the output based on a belt speed as well, so your output belt will limit the output and prevent the loop from running dry. such as a target output of 60, with mk2 belts in the loop, or 120 with mk2 and mk3 in the loop, etc.
So I've been setting up a new base in the Desert, and before doing any math I slapped down some Foundations and made a base wide enough to house 10 Train Stations, each with 8 freight platforms. Given that there would be about 10 resources I'm looking to bring in (excluding Uranium and Oil), I was wondering if my layout would be able to provide enough throughput of each ore, or if I was going to need to expand. So, using the interactive map, I did some math, and calculated the total amount Ore/min for each resource node on the map, assuming each was equipped with a fully overclocked Mk. 3 Drill. For anyone interested, here are the results (attached via text document)
the map maxes are already available by the satisfactory tools w/o mods, rip.
also it may be advantageous to perform reducing processes, such as caterium ore to ingots (which 1/2s throughput)
Each freight platform can at most saturate a single mk5 belt of any kind of resource, and you don't want the train to be too long (more than 4-16)
I disagree... you should be able to get more than a single belt... not 2 full belts (because of the 25 second delay for loading/unloading) but unless you get a train every 50 seconds, you should have more than 50%...
Greeny's calculator
There seems to be some confusion. The calculation wasnβt made to see if I could saturate 16 780 Mk. 5 Belts for an 8 car freight station (though I have an idea that might make it possible). Rather, I was doing an upper limit test on the number of stations that would be able to keep up with that demand, given the input was every resource node on the planet.
Heyo, layout help needed π
I'm planning a BUS made on stackable poles (4 stacks 5/6 high each). At the moment, I'm just spacing them out so I can have lifts bring the resources from the bus to the floor (I use the floor to manage the belt I need to add/take away).
What are some tips or suggestions you have to build it in a way that makes it easy to take away/put items on it? ^^
the main issue I see is how to get something out or in from the middle of the bus
@vast jungle What I got at the moment don't have the "central row" issue thanks to the space lefts for lifts (around the central row, and even on the external sides if I take away the ramps)
Also, one could just have put things on the central rows first (from the top) then on the lateral ones and take out stuff in the opposite order... things get complicated and limited that way though :\
if you leave enough space to put in a splitter/merge everywhere AND have space for sideways lifts it could work.
That was the idea, yes. The spacing is enough to have a merger on the bus, connect a lift and have the lift placed right between 2 rows of belts π
how many belts will contains the same item?
this could also make a difference in usability
What do you mean? 
if you plan a bus with 16 belts and 16 item types its completely different to one with 4 item types (and 4 belts each)
Atm, it should be 14 quickwire, 3 iron ingots, 1 mixed, 3 silica and 4 copper ingots if I remember right
14 quickwire???
Sry, 12
okay then you can keep the quickwire belts even more compact... 3x4 or 2x6 without spacing...
I know I should transport the copper and cat ingots rather then quickwire, but it was very convenient to produce it there π
no need to get something out of the interior of the "quickwire bus" if you can first just consume the outer ones
That sounds like a good idea, but it would probably ruin the look of it unless I made a dedicated bus for that, would it?
I mean, I can't simply add poles to fill the voids, as I wouldn't have space for the lifts for the other belts then
same for iron/silica/copper
if you make the bus "4 belts high", you can have three rows for quickwire, one for iron (upper layer unused), one for silica (again 1 unused) and one for copper... and then have a little bit apart your mixed belt if you really need it
if you make the bus zero belts high, and just change it for small scale production, you get even better results π
having a "row" of stacked belts with the same material sounds very scalable... up to a certain height π
Need some help double-checking my power generator underclock numbers. I generate 800 fuel/min and have 66 fuel generators (for styling reasons). If I leave 44 to consume at 100%, I want the remaining 22 to consume fuel at (800/15 - 44)/22 = 0.4242.. rate. Burn time then is 4s *(1/0.4242..) =~ 9.42s.
Formula for clocking power production building is (fuel burn time) = (initial fuel burn time) x (clock speed / 100)^-(1/1.3), so if we shuffle it around, (clock speed/100) = (fuel burn time / initial fuel burn time)^-1.3, so plugging in the numbers (9.42/4)^-1.3 = 0.328, i.e 32% clock to be safe.
why the odd splitting
Tower of generators, 6 per floor
Your initial calculation of 0.4242 burn rate is correct. If you run 44 at 100%, you would consume 660 fuel/min, leaving you with 140 fuel/min for the remaining 22, which is 6.36 fuel/min per generator, 42% of the usual value. The burn time is then, as you calculated, (Normal Burn Time)*(Normal fuel/min)/(New fuel/min) = 9.43 s. Plugging into your formula gives 32.8% clock speed.
you wont ever get near their maxiumum capacity anway, so why the effort? unless this is some prep for U4
consider this: the over/underclocking might change to not be as much of a pain to work with.
because right now the percentage values given by the overclocking window are next to useless
and if CSS changed the power UI, added Storages, removed self-regulation, changed how geothermal works and is also redoing nuclear..... then what is stopping them from changing this too?
Nothing preventing them, in fact I would appreciate them making the clock straightforward with a linear scale. However I suspect they would like to keep the current formula, since 250% clocked generators consume fuel/produce power at ~200%, promoting a "bigger factory" build.
Mostly though, I figured if they make a change, I'll be more happy to go back and fix it, rather than knowing it's a problem I am guaranteed to have to face in a few weeks
they could just change the percentage values in the UI to scale less drastically, but still linear:
1 shard: 135%, 2 shards 170%, 3 shards 200 % (or 205%)
There are too pure nodes there for small scale things ahahah
Still, the bus should serve for small scale productions, it just happens to be a lot of quickwire not close to a station to be sent farther away, so I'll process that first and clear a lot of belts soon enough to serve for the output/inputs of buildings along the way and serve as a way to see how overall production goes
||Also... Looks I think it'll look cool :happy_hannah: :jace_smile: ||
need "a little bit" quickwire for my current factory too... but not even 3 belts full
Originally, there were supposed to be 16 belts of quick, but I managed to steer off 4 to make AI limiters before the start of the BUS :P
Those take much less space on belts ahahah
I think all those 4 belts reduce to just 200/300 AI limiters per minute
in my experience buses are just unreliable... you should take a train, car or bike! π
Ugh, too little space for that. I think I'll use them for less then a third of items (ores excluded)
truck station with explorer very good combo for getting parts without making a bus system or roads.they can climb pretty much any road.just expensive.keep it under 3mins per run each drop off is 11 secs.so you have 3mins -20secs buffer for error and -24 secs for the drop and loading of items
do you mean belt system?
bus is like lots of belts right?
no
bus is when you have a lot of belts and you split resources from them to nearby constructors/assemblers and merge their product back onto the "bus"
if you just build a lot of belts from A to B, it's just "stacked belts", not a bus