#math-and-meta

1 messages Β· Page 509 of 1

weak elk
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copy

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that method is good for getting stuff from miner to a collection point

wind spade
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(a lot of streamers unfortunately call them that way and that leads to big confusion)

weak elk
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yeah

wind spade
weak elk
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love the explorer they can climb any wall just expensive but worth it.no need to make roads.those trucks cant climb for stuff

versed violet
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is this radiation calculator valid for U3? https://satisfactory.greeny.dev/radiation
Trying to find out how much clearance I need for a wagon full of uranium, so it doesn't kill bystanders.

sand garnet
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yes

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radiation hasnt changed

toxic cipher
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ooof Radiation hurts

versed violet
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75m to be safe? OUCH

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So I would need a train with locmotive, 5 empty wagons and uranium box at end so ride without taking damage?

tawdry pebble
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if i remember while riding in a loco you do not take radiation damage since your body is not exposed? or visible.

versed violet
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possibly, but still would like to embark without burning

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could use a "lead-lined walls" mod

fierce ruin
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can someone tell me how I can have 2.4 assemblers

versed violet
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build 3, downclock last one to 40%

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or overclock one to 140 and build only two

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or build 3 assemblers clocked to 80% (bes power usage)

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possibilities are endless*!

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[* we can only set % in 1 unit increment, so they are not, but still we have many]

sinful vale
fierce ruin
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how does 2 at 120 sound

sinful vale
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not 100% power efficient but close enough, potato seal of approval

fierce ruin
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I don't care too much about power efficiency because thats just another thing to worry about

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I would rather just build more generators

sinful vale
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there really ain't that big a difference with the logistics between having 2 at 120 or 3 at 240, and you would get more power, only situation in which i would say you can safely dismiss higher clockspeeds is in the endgame with a big enough doggo farm, when you have more power than you really need

versed violet
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I personally remommend to have 2 at 100% and downclock last one to 40. easier to change later than mess with every machine

icy pumice
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which one should I choose? πŸ€”

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im already making like 10 motors per minute

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so ig the motor one isnt that good for me

vast jungle
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crystal oscilators are awful...

icy pumice
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Yes, totally

vast jungle
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and sulfur is one of the rarest resources... so using less for nobelisk is a good thing

icy pumice
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well than ill do so

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thank u πŸ˜„

wintry aurora
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Seismic nobelisk has to be one of the worst recipes, increased complexity for very little actual benefit.

fierce ruin
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same with iron-oil recipes

wind spade
fierce ruin
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laughs in turbo fuel

wind spade
vast jungle
manic oak
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You might be making 10 Motors/Min, but that's at the cost of 20 rotors and 20 stators per minute. That drops to 10 each per minute and 3.33 crystal oscillators/min with recipe 3. Plus, you don't really need to mass produce nobelisks, you just need to make like 50 when you go out exploring.

wind spade
manic oak
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Because it significantly reduces your iron consumption

wind spade
vast jungle
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thats why "Copper Alloy" is great... you never really have "not enough iron"

bleak coral
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you have to save absolutely massive amounts of iron for relatively little of other resources to make the tradeoff worth it, and even then it may not be worth it because more iron for less complexity is a good tradeoff

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for example steel coated plates technically can be more resource efficient with the right recipes, in particular diluted fuel and recycled recipes, but the added complexity is a tall order even to cut the iron usage in half (or something, don't remember the exact numbers)

iron prairie
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So, for the coated plates, I get the following data:

Coated Iron Plate: 0.67 iron/plate, 0.133 plastic/plate, 12 MJ/plate
Steel Coated Plate: 0.167 iron/plate, 0.167 coal/plate, 0.11 plastic/plate, 20 MJ/plate
Steel Coated Plate (w/ solid steel): 0.11 iron/plate, 0.11 coal/plate, 0.11 plastic/plate, 20 MJ/plate```
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For perspective, the map can support a maximum production of 29700 plastic/min (using the HOR->DPF->recycled plastic/rubber alts), versus 130706 iron ingots/min (using pure iron).

Technically, you could squeeze out a bit more iron ingots by using the iron alloy alt, but there are other uses for copper ore.

bleak coral
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you can also squeeze out more by using pure as well, but that should affect all those setups equally so it doesn't really matter for comparison

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but yeah you can see the big savings, and with both recycled recipes + diluted fuel that 0.11 plastic can be made from 0.04 crude

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but that's the kicker, you have to set up the complicated recycled double loop to make it worth it because there's just so much more iron

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even with a saving of iron of ~90%

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it's probably worth it if you're the kind of person who sets up big factories of individual resources then redirects where needed, so you already have some spare plastic ready to go

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but I can't see setting it up new when you need some iron plates

fierce ruin
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what clockspeed to I set a constructor to make screws take 15 iron rods instead of 10

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nvmd im big dumb i found it out

wind spade
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build two and set the second one to 50%

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@fierce ruin

fierce ruin
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and i just overclocked all of them anyways to 150 i dont really care about power consumption

wind spade
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machines use way more power when overclocked. It's usually better to underclock to save some power (and in turn resources that were used to make the power)

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you could also build 24 of them with no overclocking πŸ€·β€β™‚οΈ

silent storm
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Is it better to have machine speed above input or below if you can't get it exact. Blue Lines - Exact | Red Lines - Overcut | Orange Lines | Undercut

versed violet
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If you can sink the excess, let machine run slower and it will be 100% efficient.

silent storm
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wont it not be 100% though because there will be time inbetween actions while it waits for the material?

versed violet
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if you let the input be higher than machine speed, no

silent storm
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how would i even redirect to a sink

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the difference between the red and orange is 1%

versed violet
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smart splitter on input. whatever machine doesnt eat, will land in sink

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with less than 1% difference it will take several minutes before you see first item pushed to sink

topaz hedge
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how do you cheap silica and silicone circuitboards?

fierce ruin
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Tested with one miner with an output of 300/min

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and three machines with 100,35/min each

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after some minutes, one of the constructors only have 99% efficency

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two 100%

topaz hedge
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so you're producing 300 a min and you're using 301.05? Yup looks right to me

fierce ruin
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yes, a little more production than the input, preceding productions donΒ΄t stop

wind spade
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@fierce ruin imo it's better to have machines clocked slightly higher. So if you need e.g. 73.2% on a machine, you clock it to 74%. It'll stop once every few hours for a few seconds, but you'll get 100% output and you don't have to use any sink

icy pumice
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how can I build a 1/4 - 3/4 splitter?

vast jungle
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just split in 2, then in 2 again... and merge 3

icy pumice
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oh

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yea true thanks πŸ˜„

magic shadow
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  /----->
  S--\
  |  |
--S--M---->
vast jungle
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(you need only 2 splitters... merge 1/2 with 1/4)

magic shadow
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o right

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there we go

wind spade
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if you split that between two machines, you can also just split it using one splitter and let it balance itself

versed violet
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Trivia question: How many hard drives are accessible without needing hazmat suit?
Or in reverse, how many HDD are denied by radiation?

mystic moon
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Depends on how many times you are willing to die

dull bolt
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at least one.

versed violet
sand epoch
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reload is death.. lol

versed violet
jade minnow
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Reincarnation

versed violet
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I prefer time travel tbh. Cuts down on having to walk back to place so lethal it killed you.

wind spade
feral summit
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I think there are two in the middle of uranium

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But I think you can just nut through it

jade minnow
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I never use hazmat suit lol. Approach the hard drive or slug or whatever from a foundation from above, build a ladder beside the item, loot and quickly climb up. You lose like 3 HP bars

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You can also do that in poison gas but you will lose hp quicker

vast jungle
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especially before you get the rifle

jade minnow
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Nobelisk or rebar gun

vast jungle
shy mason
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Going to go round up the swamp and red forest hard drives, I'd imagine a hundred nobelisks and 6 hundred rifle cartridges would be enough.

uneven onyx
bleak coral
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I'm pretty sure that's only when it first powers up, not when it starts again after going into standby

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if you go under you're gonna underfeed the next part, or have to turn that one down too. better to just spend the extra power and have the manufacturing capability so you're actually making as much as you intend to

jade minnow
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If the machine has slightly less input than it can consume there is a delay that will let it pause for a moment. But after some time it will catch up so it will still be 100% efficient, even though the game tells you something else in the UI

bleak coral
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the efficiency meter on the machines is a measurement of uptime, and it's not wrong that it's not 100% efficient because it will consume more power on average than if it was properly clocked. But you don't have a choice if the ppm you need isn't doable by integer clockspeeds, and realistically it's a very small power inefficiency

jade minnow
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Yeah that should just happen if you need to underclock a machine to a decimal number, so just round up to the next %

versed violet
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What are the options for moving player against their will, except applied gravity? Jump pads?

sand garnet
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interactive map

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it depends, is the character from a logged off player? or just afk?

sinful vale
shy mason
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Could knock them Into a hyper tube entrance. Hitting them with a truck would also work if he's moving.

versed violet
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I'm planning on a 'fun trap' that launches player from 'complaint management booth' into local nuclear waste storage.

deep root
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Hyper tubes

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I guess they can turn around though

versed violet
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yes, the option with no escape is preferred.
Jump pad they can just navigate away from next hop I guess?

deep root
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Could use hyper cannon... A little more difficult to get away from maybe

sand garnet
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if character is logged off, build hypertube cannon

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so that once he logs on, he instantly gets sucked in

versed violet
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oh, hypercannon would work I guess. Not much time to react

deep root
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The more entrances there are the less time to react

versed violet
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and a jump pad right behind door

deep root
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I've built a few hyper cannons with no space between the entrances, so I can fit more in less space than other models

versed violet
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Opinion based: Need to divide out exactly 22,5 coal for my nuclear plant train use. Any 'smart' ways of getting that?
Other option: use solid steel recipe, then I have exact 20 units ratio πŸ˜…

jolly silo
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say, if i have one miner mk1, into how many furnaces would i need to lead it to smelt everything as fast as possible?

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much obliged

sand garnet
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mk1 belt only has 60 items per minute

jolly silo
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say impute node, mk1 belt because im poor

sand garnet
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so thats only enough for 2, assuming you have a node that provides it

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mk1 on impure = 30 per min I think

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check the miner UI, it tells you

jolly silo
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alright nice thanks for the tip, i have a lot of backlog in my iron to rotor and reinforced plates setup

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working on a second floor for steel production

silent storm
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Im so confused. Im pumping 480 iron and coal into 8 foundries at 60 per foundry. They say they are making 60.3 steel/m. which doesn't make sense but im going to assume they are making 60/m each so a total of 480/m out. 2x26.1/m is going to pipes, 4*106.8/m going to beams. which totals only 479.4/m. But 3 of my 4 beam constructors is running at only 84%

jolly silo
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hmmm yes

fierce ruin
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60/2/2 =15 60/2/2/2= 7,5 15+7,5= 22,5

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need full belts of course

deep root
silent storm
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i shouldnt need a mk4

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i have 4 foundries in 2 groups

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the left path needs far less steel than the right so i just overflow the steel to the right

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oh wait yea

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i think i do need one

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thats gonna be a pain

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that still didnt fix the problem

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it helped alot

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but they still arent 100% sadly

deep root
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Maybe ask modded discord? Link found in #welcome

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I notice you have some modded buildings there

silent storm
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i should be over supplying by 0.3/m but it slowly leaks, ill probably just leave it at 95% and hope its just the wireless item transporters that im using to test everything first before i make it in survival that's causing it

topaz hedge
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if your math is correct, it's a balancing error, rounding error, or you've got enough shit that your mk4's have slowed down

true merlin
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if a production machine says 100% efficiency, is it rlly 100% ?

bleak coral
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It means that it's constantly running with no downtime, so in that sense yes the machine is being used at 100% efficiency. But there's other types of efficiency like power efficiency and resource efficiency that can't be determined just by measuring uptime.

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It also doesn't speak to how the rest of the system is doing, just that one machine

true merlin
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ok

iron flicker
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is it possible to do a main bus design in satisfactory? I've been trying to think of ways to organize my factory and normally i'd use a main bus but often 1 or 2 buildings takes up an entire belt. What do y'all do to keep the spaghetti away?

mystic moon
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Put it under the floor

iron flicker
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oh damn

mystic moon
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No busses

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They get clogged

iron prairie
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Factorio-style bus designs don't work that great in Satisfactory. Satisfactory has much more issues with belt capacity, and many fewer issues with existing in two dimensions.

iron flicker
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i see, wb smelting? I generally have a lot of issues tryna plan where to place my smelters

iron prairie
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Usually I just put down some foundations, put the smelters in a line, and feed them via a manifold setup.

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What a (single-sided) input manifold looks like:

        O  O  O  O
        ^  ^  ^  ^
        |  |  |  |
Input-->S->S->S->S

Where S is a splitter, and O is an "output" building using what's coming in from the input belt.```
bleak coral
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end to end production is generally easier to do in satisfactory, especially since resources are unlimited so you just let stuff keep running forever

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like you make stuff specifically for one production line, and that's all it does and then you make more when you create a new production line

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you can totally force a BUS if you really want to do it, but it's not that great

true merlin
hasty nacelle
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Do people typically have discrete lines for each item (1 line for iron rods/plates, 1 area for rotors ect... Both feed into a mall seperately) or share them out (1 line for iron rods, splits into both mall and rotors)?

nocturne yew
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If anyone could help me, I'd appreciate it highly:

Im doing Oil right now, and my refineries are producing 150m3 of heavy oil residue, which I plan to package and sink, im using 4 Packagers on 125%, and I'm getting confused with how many constructors I need to power those 4, would it be better if I used 5 instead? I chose 4 because its easy to evenly split canisters into.

frosty owl
nocturne yew
frosty owl
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Since you need plastic to make canisters, you wouldn't need any plastic for the canisters ^^

nocturne yew
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What I intended to do was saturate the packaging process with plastic for the canisters, which would run through a smart splitter, sending any overflow, which would be probably most of the plastic I produce, off to storage. That way the constructors making canisters will always have plastic to use, with no overflow

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I'm not sure if thats viable, I'm still kind of new to this sorta stuff and it's difficult for me to effectively make a factory that's not garbo

frosty owl
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It would work πŸ‘

nocturne yew
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at 200 plastic per minute, I think I'd be okay

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I just wanna get it right first time, as most of the factories I build I end up ripping down because I calculated it wrong

frosty owl
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My suggestion comes as you could use a lower amount of machines, power and plastic if you turned the HOR into COKE instead and sinked that. But to each his own xD

nocturne yew
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How would I turn it into coke? with more refineries?

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I never even thought to do that. when you first said it I thought you meant, through a packager or something

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Man I'm dumb sometimes

frosty owl
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HOR > coke with refineries > sink
Alternative to: HOR + containers > packaged HOR > sink

nocturne yew
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your way sounds way better

frosty owl
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If one doesn't need the packaging, the coke is more convenient usually ;)

nocturne yew
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Lemme try this out

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Kinda sucks that you need power and an input to see the effects of over / underclocking

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@frosty owl I appreciate the help, it's greatly appreciated 😁

frosty owl
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Anytime :)

oblique hollow
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Im starting to think alumina solution isnt really alumina, but aluminate

sand garnet
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it's aluminot

oblique hollow
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yes, anything but aluminium oxide

deep root
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AlumiNUM

oblique hollow
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AlumiNOPE

vast jungle
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I will AlumiNEVER believe you!

deep root
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You don't have to! AlumiJACE said it and showed it on stream

manic oak
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That was a fake video produced by the Aluminati

vast jungle
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@manic oak okay, you win...

deep root
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Don't you mean the Aluminaughty?

deep bison
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math you say?

deep root
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The spaghetti is killing me!

true merlin
manic oak
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Legit same

final spoke
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This is how I do it

wind spade
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there are some nice tools in pinned post btw πŸ˜‰

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but if you're fine with paper and pen, nothing is stopping you πŸ˜›

final spoke
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shameless self-plug xmasdoggo

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but I digress, the tools are indeed very nice

lone wasp
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8+8=15 prove me wrong

wind spade
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maybe prove that in #off-topic-general and don't spam this channel πŸ€·β€β™‚οΈ

frosty owl
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I'm actually quite glad I left place for a BUS. It's being very convenient for planning, much was simplified why_so_snutt

wind spade
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heresy!

vast jungle
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"bus" = space for multiple belts... not "bus" = mixed belts

wind spade
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"bus" = belts carrying resources, which are split for machines and resulting products are merged back onto it

ashen quest
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honestly i love drawing it on paper

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but once you add alternative recipes it becomes a lot XD

frosty owl
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From "where the hell do I belt this to reach there" now it's just a "just hook it to the BUS and it's fine" jace_smile
If it doesn't fit on the belt bus, there's always the train bus (aka rails)

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Behold a 600 to 576 reducer (stackable design)
Happy balancing noises
@smoky patrol @torpid robin @sinful vale

vast jungle
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1/25 reducer... nod

frosty owl
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*1/5 πŸ˜…
I just split the 120 in 1/5 and sent those 24/min away xD

vast jungle
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ahh ok... so its "belt filtering + splitter-based-reducer"

frosty owl
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If the 480+120 splitter is called "belt filter", yes :D

wind spade
vast jungle
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but balancing is about math... especially unbalanced balancers πŸ˜‰

wind spade
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but balancing is not meta πŸ€·β€β™‚οΈ

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and I'm mostly just making fun of the classic "balancers are crap" πŸ˜›

wicked tinsel
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balancers are poor man's solution to lack of priority mergers πŸ€·β€β™‚οΈ

frosty owl
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Manifolds are poor man's solution to lack of balancers why_so_snutt

dull bolt
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Does balancing on one leg count? hehe

frosty owl
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As long as you don't just manifold your steps afterward

wind spade
frosty owl
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Thinking about it, priority merging would indeed take away some balancing... But just a minor part of it, I think

wicked tinsel
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i have few parts makers that are usually idle and they totally consume more resources than provided

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being able to supply multiple input belts properly would be nice

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also for stuff like package/unpackaged fuel it would make packaged fuel factory much easier

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essentially removing the fuel in pipe step

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they would also make buses feasible πŸ˜„

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but for some reason bus is a forbidden word in this community

wind spade
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buses are not feasible because of fixed mine output

wicked tinsel
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mine output is irrelevant for buses, no idea where the idea that its the key comes from

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also its certainly not fixed either

wind spade
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busses are used in factorio because you don't have fixed input and fixed output

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in satisfactory you have fixed input (miners) and fixed output (no mall)

wicked tinsel
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this doesnt sound true tbh

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satisfactory bus would be about same as factorio one i think

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just with less input lanes

wind spade
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it would be the same, but it would make way less sense

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(in terms of efficient building style)

frosty owl
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I mean, my bus doesn't have 'em, but it's coming along nicely

wind spade
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nor do I think we need priority mergers in satisfactory

frosty owl
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I was referring to Amelek's comment about the mergers

wicked tinsel
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normally you would build bus like this in satisfactory

frosty owl
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What I didn't understand in your message, Greeny, was the part about variable input making the BUS convenient

wicked tinsel
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the idea here is that say you return from exploring, you want to continue building

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so you grab everything there

wind spade
wicked tinsel
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and now the overall production requirements might be higher than your current input

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but this is ok, no problem there

frosty owl
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That sounds like the result of bad planning, to me thinking_helmet

wicked tinsel
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say plates sink 50% of your iron input, so you starve engine construction for now

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priority mergers go like this, ensuring that the lanes you pull resources from are mostly full

bleak coral
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It's fine in a game where you can automate buildings and you make a limited amount and stop. And those buildings share a lot of resource types.

In satisfactory we stop before that step because we don't automate buildings, and our resources don't often share intermediaries. So there's not much to share in the first place and sharing production for making components rather than buildings is less efficient.

wicked tinsel
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yeah but the game constantly expands in size

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so your meager tier 1 plates factory might be too small for your tier 3 needs

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so the input and output constantly changes

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unless you want to end up with spaggetthi or rebuilding everything constantly

bleak coral
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Not really, it's super easy to get enough ppm for building purposes, and just let it stockpile into a couple ISC

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Like 5 to 30ppm for anything except concrete

wind spade
# frosty owl What I didn't understand in your message, Greeny, was the part about variable in...

in factorio, you don't build buildings out of resources like in satisfactory, you craft them in machines and then just place them using the crafted "building item". So e.g. you craft a belt from iron plate and cogs, making two belts, you can then pick the "belt item" and place it anywhere to make a belt.

for that reason, people usually make "malls" which are just storages for most of the buildings, belts, inserters, etc. and since those have variable production (only produce for a while after you pick the items, they don't produce 100% of time), you have variable output/input. For that reason, you build a bus, put some extra resources on it and connect it to the mall.

In Satisfactory, this doesn't happen. Machines usually produce 100% of the time, since even if it goes to storage, we sink the overflow for tickets. For that reason, we can connect the factory directly to nodes, since we know how much the node outputs (and this won't change, in Factorio it can change with productivity or run out) and produce the final item directly.

wind spade
frosty owl
wind spade
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another thing why busses are kinda bad in satisfactory is that we have super slow belts. SF's fastest belt is still slower than Factorio's fastest belt. So we'll need A LOT of belts to make the bus

bleak coral
wind spade
# wicked tinsel priority mergers go like this, ensuring that the lanes you pull resources from a...

the thing about "fixed input" is that in your example, you know how much resources each factory takes, and so you can hook that to the correct amount of machines producing those resources instead of merging all the resources just because you want to split them again. Essentially all the problems with bus and your need for priority mergers is caused by you doing the bus, which isn't exactly the best option

wicked tinsel
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how is the input fixed in this game, are we even playing same game? 😐

wind spade
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(I really need to finish my reddit post about busses so that I don't always repeat myself)

frosty owl
wicked tinsel
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input constantly changes as you unlock better belts, miners, input recipes

wind spade
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and for that reason you can hook it to a different factory/miner that produce that exact amount of items

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instead of using a bus method to merge and then split the resources

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(also your example with priority mergers can be easily done with priority splitters (which we have)

wicked tinsel
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also the mall thing does exist in satisfactory, very similar way to factorio in fact

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you get the bunch of slowly produced factory building components

frosty owl
wicked tinsel
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you just dont turn them into final building in factories

wind spade
wicked tinsel
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i like how ultimate solution to lack of logistic features is to shred everything πŸ˜„

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i dont think we will reach an agreement

wind spade
frosty owl
# wind spade simplified definition of a bus

The left side is just the right side when nothing is being put on though 🀣
I mean, really, it's just a collection of belts with mergers and splitters on :man_shrugging:

wicked tinsel
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here is other thing that would benefit from priority mergers

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this is how you would do fuel canister factory for trucks currently

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and this is how you would do it with priority merger

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much simpler

wind spade
wind spade
wicked tinsel
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how is this even an argument against priority mergers πŸ˜„

wind spade
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it's not, I said it's irrelevant

wicked tinsel
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when you only have hammer, everything is a nail, sure

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doesnt mean stuff cant be improved

frosty owl
wind spade
frosty owl
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It might just be me, but anytime I build any belt I think "I need to move this from A to B". If it moves along other things moving in the same direction, I save space. If they share the belt, I save even more. Thus the difference from a "collection of belts" and a BUS seem really really little in my eyes

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After all, any collection of belts can become a BUS and the other way around, with just some splitters/mergers

wind spade
#

can, but shouldn't be called a bus until they are indeed a bus. And no, adding one merger doesn't make it a bus, it's the context in which it's built

#

anyway, I'm gonna go write that reddit post I guess xD

frosty owl
#

After all, ALL production goes either: in machines, in sink, in storage. If one's sink is close to the storage, that means most final products have the same end point

frosty owl
wind spade
frosty owl
# wind spade yeah and if you build a lot of belts just to group items to a sink, it's almost ...

But if that beltspace is used by unfinished items too (serving for other production) then it's a bus, right?
Also, anytime your production changes and you need to tap onto one of the lines to increase another production: it's a bus again.
What I mean is: if one makes a huge belt area, it sounds more convenient to me to have that serve as a BUS rather then just as a symple "straight belts from A to B" (unless one wants to just showoff)

wind spade
#

there's no "unfinished item" πŸ™‚ everything can be sunk πŸ˜›

frosty owl
#

Check the edit

wind spade
#

still not 100%, the point is if you use the space for transportation or for distribution

frosty owl
frosty owl
wind spade
#

gonna finish this first I guess (may take a few hours) before going into another deep discussion πŸ˜„

#

wondering if I should include it into my (almost) weekly reddit series xD

frosty owl
frosty owl
wind spade
#

don't worry, I'll try to be objective at least for most of the post πŸ˜„

frosty owl
#

As objective as a player with <10h of experience can be...
disappointed_snutt

wind spade
#

I mean this is mostly theory anyway

wicked tinsel
#

do you build dedicated miners for project assembly stuff too? πŸ˜„

wind spade
#

or you can just take the items needed for parts and put them to dedicated factory that just makes them and puts them into elevator

wicked tinsel
#

i guess ultimately, its same as in factorio, whenever you prefer bus's neatness and cleanness or just spaghetti everything around πŸ€·β€β™‚οΈ

#

the problem is that due to lacks of features, satisfactory just prefers the later way

#

and the argument is mostly that you shouldnt do it coz we dont support it

fierce ruin
#

i bought this game to dump nuclear waste into rivers, but no i found a college level algebra class

frosty owl
wicked tinsel
#

the connect everything directly to miners way that greeny prefers seem like ultimate spaghetti to me πŸ˜„

#

bunch of random factories everywhere where resource happen to be and random belts between them

frosty owl
wicked tinsel
#

the math of this game boils down to division

#

not exactly college level

fierce ruin
#

oh ya i know lol, the sound when the dam biofuel generators just die

river night
#

you can call everything spaghett if you want to just bash it. for me transporting raw resources over half the map to a central factory is the ultimate spaghett

#

see what i did there

frosty owl
wind spade
river night
#

I should keep a pack of spaghetti nearby and rebuild your layout just for fun images πŸ˜„

frosty owl
#

suddenly_simon REEEEEEEEEE

fierce ruin
#

i need to learn from these gods

frosty owl
#

Just beware of heresy why_so_snutt

wicked tinsel
#

a lot of this stuff discussed here is useful at the earlier stages of game

wind spade
sinful vale
wicked tinsel
#

early game your production ramps up very fast so the side factories need to be expanded constantly

#

as you upgrade belts, miners, insert slimes

#

or find stuff like different steel production

wind spade
frosty owl
river night
#

thats just your lack of vision for those factories, i just leave them and build a new one, and maybe much later tear down the old one to rebuild it, or build something else

frosty owl
#

Also, good morning πŸ‘‹

fierce ruin
#

tbh im playing the creative mod to figure out layouts for my factory

#

as last time i did it without it, my factory became em noodles and my efficiency went to hell

#

had to rebuild everything

frosty owl
river night
#

Like i have this motor factory that ships motors, stators and rotors to my central hub in various quantities. Ultimately all it does is fill a storage bin and overflow into a sink, the only thing I might use it for is project parts. Once I get to turbomotors, I won't connect it to that factory, but build an entirely new one somewhere else

frosty owl
river night
#

I do that inside my satellite factories which are comprised of sub-factories that create that sort of layout πŸ˜„

#

just not miles long stuff

#

except the one belt/train that brings stuff to the hub

#

the only exception sometimes being plastic/rubber since oil can be in odd locations and i rather transport plastic/rubber then the oil, so there might be refinieries sprinkled about

frosty owl
#

Yeah, you need to find some spots where you can hide the massive rows of refineries for oil xD
I'm not a huge fan of massive rows of stuff myself. I like there to be a lot of things breaking up the repetition at the very least

river night
#

I'm always torn between efficient builds and interesting looking builds

fierce ruin
#

far more nicer XD

#

i can show you the hell it was before pft

frosty owl
#

Ofc, comparison is needed at this point

fierce ruin
#

want me to show ya?

frosty owl
fierce ruin
#

very well

frosty owl
river night
#

vision, i guess πŸ˜„

#

I really like those actual closed factory builds some people do, with large buildings properly organized, i always try to start building like that, then all goes to hell and i just make big flat rows of things

frosty owl
#

Oh, I used to be in the same spot as you xD

#

I think what matters the most is to experiment, find inspiration and (last but not least) learn what looks good to you
For reference, I started feeling satisfied with my enclosed buildings after my 6th playthrough, but that would have been easier if I roamed #screenshots more frequently or generally had been in the Discord server sooner (got in after my 7th)

fierce ruin
#

a living hell i said pft

frosty owl
#

Example: I now really like the looks and utility of balanced belt sistems. Before, I always made manifolds, so I had a LOT to learn once I made a cool balancer and decided on my preference. Luckily the community helps a lot with that :)

oblique hollow
#

Curse of the Manifold 2: Electric Boogaloo

median thunder
#

I mean, manifolds work fine for a lot of cases

oblique hollow
#

Except Pipes but thats a different story

frosty owl
oblique hollow
#

Heck no

#

not until U4 at least

wind spade
median thunder
#

if you have >you max conveyer speeds, or if you have more consumption than production

#

not that it matters, really. As long as you're consuming as fast as things come in, OR using all factories at 100%, the distribution method doesn't mean anything

river night
#

for the first issue, you dont necessarily need to have everything on one manifold. You can split it if there is a clean split somewhere, or join two lines from the source after a bunch was already consumed, its really the smallest of problems πŸ™‚

#

people seem to get turned away from long manifolds due to the startup time, which I can understand to a degree, if you just build a factory i like seeing that it actually works at 100% as designed, and with a manifold that just takes a while. But once you get over that, its fiiiine πŸ™‚

frosty owl
#

That sums it up pretty well

versed violet
#

merges

oblique hollow
#

thats why im for the balancer-manifold hybrid, aka balanced injection manifold

frosty owl
#

You almost had it, then you ruined it by ending with manifold simon

#

I'm a fan of the manifold of balancers <3

bleak coral
#

I made a manifold go across 3 buildings by going into the ceiling and coming back down

#

do I win?

river night
#

i'll often have setups where small manifolds feeding 4-6 machines go off from the main manifold line without re-connecting back, thats not technically a pure manifold, but it does the job πŸ˜„

bleak coral
#

also it injects from the ceiling too

frosty owl
bleak coral
#

including the scrap? uwot_jace

frosty owl
#

Of course I didn't even manage to take a screenshot while it was working properly before the base teardown πŸ™ƒ , but yes
#math-and-meta message

#

Just 2 assemblers for copper sheets at 100% efficiency at the end

versed violet
#

is train track turn radius affected by slope? Eg. do they behave like conveyors that going up or down requires more space for turn than flat?

jade minnow
#

Not really. If you don't build on flat surface, the curve will somehow always be a little strange, have to build it anyways and it suddenly looks smoother

#

And you can't build so steep or the train will roll backwards

versed violet
#

But imagine what speeds it achieves on downhill!

#

Was more wondering if making track go down makes the corner bigger, or it doesnt matter

quaint ridge
#

I'm pretty sure it doesn't matter, according to videos I saw, never experimented with that myself

versed violet
#

yes, I got similar impression, that you can turn and slope at same time

vast jungle
oblique hollow
#

Perhaps the minimum turn radius but other than that, its not affected

vast jungle
#

maybe... "3 foundation quarter turn" still works even with slopes

oblique hollow
#

I can fit a semicircle on just 5 foundations at any slope

vast jungle
oblique hollow
#

I mean yeah, the track is ON the edge but it fits nontheless

frosty owl
#

A balancer for 60 -> 48 (straight) and 12 (right). Someone can find a way to optimize it further? thinking_helmet

wicked tinsel
#

if you got faster belt, cant you use the merger approach?

#

60 split into three, then one of those split in half, one output out, one merged back into the original 60 line

#

it should work i think

oblique hollow
frosty owl
oblique hollow
#

Give me an hour, then im home

frosty owl
oblique hollow
#

... Try two mk 2s and a mk 1 out of 1 splitter, with the mk 1 being 1/5th

frosty owl
wicked tinsel
#

something like this (green merger, red splitter)

#

i think it should coverage to 48/12

#

unless i hadnt messed up something

frosty owl
#

I can just do the same but with 480 and 120 to check wether it works or not πŸ‘

oblique hollow
frosty owl
wicked tinsel
frosty owl
oblique hollow
#

Sorta, but this is a splitter with different belt mks on its output.

#

60* (60/300)

wicked tinsel
#

does belt class on splitter output matters?

oblique hollow
#

Yep

wicked tinsel
#

wut

oblique hollow
#

This is like a resistor network

vast jungle
#

Only when the belt limits the output rate

oblique hollow
#

No

#

Always

#

Ill show you the math in 20 minutes or so

#

This is the same thing as vakves on a junction

wicked tinsel
#

you input 60 at bottom, it splits into three 20 ?

#

or does the mk2 somehow gets more than 20

#

if it does this sounds like bug to me?

mystic moon
#

No, if you are feeding 270 into the splitter and have two mk1 belts, they will both get 60, and the other belt will get 150

oblique hollow
#

Hm....

wicked tinsel
#

well duh, but his image has mk1 at bottom

oblique hollow
#

I think i might have goofed somewhere

wicked tinsel
#

sure if you feeed too much it splits properly overflow but for underflow this shouldnt be the case

vast jungle
#

Like I said, belt maximum should matter... As long as you are below maximum belts should not matter

oblique hollow
#

Well, only one way to verify

versed violet
#

Does Merger have any kind of extra behavior when inputs > output? Does it take 1 item from each input in order, or faster belt gets to put 2 items and the others just one?

wind spade
#

if all inputs are full, then it merges it 1:1:1

oblique hollow
#

or rather, the lowest item rate

#

specifically, depending on if you use 2 or 3 connections:
Priority: If Input <= 50% or 33% of output

oblique hollow
#

dont question it, it is like that

#

its one of the reason backmerge balancers work

versed violet
#

So if you have mk1 input, 2xmk2 input and mk5 output, it will wait for item on mk1 belt, skip a spot, then take one from other two belts?

jade minnow
#

I just tested it, this is not true

#

It splits 50/50

versed violet
#

I mean, what are the ration when inputs have diff marks, still 1:1:1?

oblique hollow
jade minnow
#

Oh. Gimme an example. I don't quite understand your sentence with "lowest item rate"

oblique hollow
#

You can put less than, say, 60 items per min on a mk 1 belt

versed violet
#

Rephrase: Can you make a single merger merge items in ratio 3:4 by using any combination of input and out belt speeds?

oblique hollow
#

example: merger with a mk 2 or Mk 3 output,
Mk 1 and MK 2 input
Mk 1 belt will not back up

#

therefore it technically takes priority

#

this is active usage of this mechanic: bottom input is a mk 4, top too. Bottom belt gets split in 3.
Bottom belt will make top belt back up

#

this is the inverse of the old overflow splitter build

#

with a bunch of splitters in series

#

but now its mergers

versed violet
#

so on image we have priority merger?

oblique hollow
#

technically

jade minnow
#

The merger that is closest to the "end" of the line merges the last two belts. The merger before that is outputting the line that goes into the last merger but also consumes two conveyors. This is just a reverse manifold or whatever you wanna call it

oblique hollow
#

this is the improved version
bottom belt has 100% priority, but output will always be
Priority Input + 1/27th of 2nd (top) input

jade minnow
#

I first realized you could do that when I wanted to transport my storage to another spot. I connected all the storage containters to one mk4 belt and the last container took the longest to get empty πŸ˜›

oblique hollow
#

this includes a smart splitter to deal with any finicky backup

jade minnow
#

but isn't it 1/81 that is going through in your picture? You have 3 mergers at the top and one at the bottom

oblique hollow
#

since the output belt is mk 5

#

which is faster than the mk 4s

jade minnow
#

Well yes it makes a difference. The last merger (left) receives items from the kawoomba in the middle and from the first splitter. But I just saw that you don't split that by 3 and only 2. You could even prioritize more items from the bottom belt if you split that by 3

#

Btw what are the single splitter and merger at the very left doing? Split it and then merge back together?

oblique hollow
versed violet
#

If I connect a pipe in loop and add a pump, will the fluid just keep circling inside?
[no machines connected at all]

jade minnow
#

Pumps dont push fluids horizontally

versed violet
#

awwww

jade minnow
#

Only the pressure from where the fluid is coming moves the fluid to the opposite direction

versed violet
#

But if only available direction is through the pump, then it should circulate?

jade minnow
#

I don't think so

#

The fluids in game don't act 100% like in real life so it's hard to say. Best example is a pipeline junction will always split the fluid even if the junction is pointing down. In real life the bottom pipe would fill first

oblique hollow
oblique hollow
#

and can force a direction

zealous tide
#

There's no need for a pump in a horizontal loop, no?

oblique hollow
#

no

#

but one thing i noticed: the game hates feedback loops

zealous tide
#

So how would you use it as a check valve?

oblique hollow
versed violet
#

Uh, guys...
I think I've just built an perpetuum mobile

zealous tide
versed violet
#

Closed loop with pump, the water circles. The pump is unpowered BTW 🀣

versed violet
versed violet
# oblique hollow never

Of 1st kind, so no useful energy can be extracted (I think)
[attempts to connect constructor to pump to try and extract energy]

oblique hollow
#

since pipes are pretty much frictionless: its definitely a bug with the pump

#

since they always take from the input and hand it over to the output

versed violet
#

valves have the same weirdo behavior it seems

#

which is perfect, because it means I do not have to power the showpiece!

#

[unless flow gets reset on save reload]

#

say, deleting the pipe deletes the fluid?

cold snow
#

some of you are probably using trainstations attached to miners to get ressources to a factory. Are you putting ISCs infront of the trainstation with input and two outputs to buffer the "missed" production due to the loading process?

versed violet
#

Yes, even if prod doesn't exceed station belt input

jade minnow
#

This is a common tactic with every loading process, not only ore

cold snow
#

so far i'm only using trains for that πŸ˜…

iron prairie
#

What I suspect is going on with that infinipipe: fluids can't flow backwards through the pump/valve. So, if any fluid, for whatever reason, flows through the valve, the section behind the valve is now underfilled. That pulls from the segment before it, which pulls from the segment before it, and you circle around to that bit of fluid that just went through the valve.

#

A bit like Maxwell's demon, really.

versed violet
#

Zero friction also adds to it, so fun for making showpieces

oblique hollow
zealous tide
#

Makes sense

#

Now how can we EXPLOIT it

versed violet
#

Wonder if you can connect it with water tower exploit, to create a vertical showpiece with water flowing without power needed.

oblique hollow
#

vertical..... no, probably not

jade minnow
#

Nope... stops at around 12m

versed violet
jade minnow
#

We were talking about a kind of perpetuum mobile trying to keep the water from flowing back and "pushing" more water into the pipe. But without headlift it wont move after that certain point

versed violet
#

do turned off pumps even have headlift? thinking_helmet

jade minnow
#

Nope

oblique hollow
#

if they did we wouldnt need to power them simon_smile

jade minnow
#

But with valves the water went further than with unpowered pumps

oblique hollow
#

because valves dont block headlift

versed violet
#

Pumps do reset headlift

oblique hollow
#

unpowered pumps kill head lift

jade minnow
#

Fascinating

versed violet
#

Ad. Pumps & Perpetuum mobiles:
My fancy train tunnel decoration. Works without power(!)

#

I also have some good news and bad news for it.
Bad news: Restarting the game resets all the pipe flow, so it stops.
Good news: It automatically starts again (probably due to pipes being filled unevenly)
Bad news (perhaps): If at any point the pipes become filled evenly, it will most likely stop.
Still a fun piece!

topaz hedge
nocturne yew
#

Quick question for anybody here: I have 90 steel ingots being produced. If I split them into 3 constructors at 100% clockspeed, that'd be 100% efficient right?

#

I feel like I'd have to run them at 50

jade minnow
#

Depends what the constructors are making. Steel beams? Steel pipes? Select the recipe in a constructor and look how many parts per minute it needs

nocturne yew
#

It's making beams

#

It confuses me because it requires more than one ingot to make the product

river night
#

look at the items per minute figures, not the actual per-craft use

#

a single constructor at 100% uses 60 steel ingots per minute for making beams, if you only produce 90 per minute, then 3 would not be 100%, you only have enough to feed 1.5

oblique hollow
#

The (x/min) is the most important thing for factories. All other things are more... additional help

lone anvil
#

bolted plate + casted screw or stitched plate + iron wire? What do you guys prefer?

wind spade
#

the second one

topaz hedge
#

If you have steel screws, bolted alts are really nice. if not, stitched

river night
#

I often dont end up using steel for RIPs because iron is just extremely abundant, so the stitched setup is fine for me

lone anvil
#

Yes my coal is really stretched with power and steel so I'd rather use Iron for RIPs

topaz hedge
#

I chew through so much copper on my world.. it's silly.

#

Steel is nice, because the recipes are faster and you use fewer machines, even if it's slightly less resource efficient, fewer machines = better performance

wind spade
#

less steel used

open meadow
#

for the 10.67 foundry idd say its best to use an overflow system? so theyll fill up 1 by 1 and same for the assemblers?

topaz hedge
#

more machines, more belts.

#

I'll pass, steel screws

wind spade
manic oak
#

Yeah, but someone pointed this out to me earlier. Iron is basically infinite

topaz hedge
#

my computers performance is not infinite, it's the most finite resource in this game. (:

wind spade
wind spade
topaz hedge
#

and as far as steel, getting several thousand steel/min is not very hard, and only takes a couple of nodes.

sand garnet
river night
#

actually, yes, but those are probably not relevant in satisfactory

sand garnet
#

my brain hurts πŸ˜›

manic oak
#

If you're trying to make your iron consumption efficient, you're wasting something else which is typically rarer than iron. Case in point, I was using the same reasoning to make a steel factory, and came to the conclusion that solid steel ingots were the best way to make steel ingots. While that does technically give you the most steel per iron, it uses coal, which is rather rare. You could instead use petroleum coke (which has the added benefit of giving you rubber and plastic as a byproduct) and not have to worry about bringing in more coal

river night
#

better dont watch a youtube video on the different infinities then

sand garnet
#

I thought infinite is just a binary state. either it is, or it isnt

#

will look it up, my brain hasnt been fried enough yet and i dont want to go off topic here πŸ˜›

wind spade
river night
#

(and it doesnt end there, maths gets weird at that level)

topaz hedge
#

Gotcha, bolted rips is 5/min faster than stitched and you can 1:1 steel screws/assemblers. my argument is by losing a little resource efficiency, you save time by hooking up fewer machines as well as overall game performance (which isn't an issue unless you already have 2000+ machines)

river night
#

its not math and meta then, its meta math πŸ˜„

topaz hedge
#

meta math for days

#

So, early mid game, I think stitched is better? but late game megafactory building.. bolted alts deserve a look, as well as steel coated plates, that use plastic to make iron plates. overall switching from iron completely over to a steel only production line is worth it, in my opinion

lone anvil
open meadow
#

an 0.15 input to low is neglect-able?

topaz hedge
#

depends on how you make your plastic @lone anvil if you're using recycled loops, yes, it's very rare

#

@open meadow if you're asking if it will run out, yes, yes it will

lone anvil
#

by using petroleum coke you are effectively swapping coal for oil as a raw resource no? So you are still using a rare resource to make steel

manic oak
#

@lone anvil You'd think so, but next to the pink forest there's a pure oil node and two normal oil nodes. If you take the 6 pure iron ore nodes in the North Forest spawn (and the 3 pure that are a little south east of that), you can make about 60 Heavy Modular Frames/min with the right alternate recipes. At least, that's my prediction. I'm still doing the calculations. Since you can triple plastic and rubber production from the oil coastline, giving up a couple oil nodes isn't that big of a deal, especially if you're going to get 6,400 steel ingots out of it.

open meadow
#

@topaz hedge so is that a problem or not? or does the 0,15 a min to low add up over time so it becomes more and more to low over a longer time

topaz hedge
#

if you're inputting .15 a miunte less than what a machine requires, it will run out and stop producing.

#

if that's what you're asking

#

Is coke steel more iron efficient than solid steel? I've never really looked at the alt, I just know it's the fastest/machine of all the steel alts

manic oak
#

It is not

#

But iron isn't a problem, so it's best to look at what resource is most abundant and easy to supply

#

In my case, coal is too spread out across the map, and you'd have to go and bring all if it into one place to make solid steel ingots worth it. On the other hand, taking 3 oil nodes in the middle of no where, that happen to be in the vicinity of 9 pure iron nodes makes Steel Coke ingots quite worth it

topaz hedge
#

So coke steel is sorta like copper alloy vs pure copper in a way

open meadow
#

guess ill farm hard disk then to get the solid steel ingot

manic oak
#

sort of, it depends on if you have copper nearby

topaz hedge
#

my plain is to build a massive steel factory in the dune desert, at some point, and then train the ingots down to grasslands

manic oak
#

Only in this case, you can get plastic and rubber out of the residual recipes, and you get polymer resin from making petroleum coke, meaning you can use the steel ingots for iron plates recipe quite easily.

open meadow
#

to have an easiyer time merging/splitting

topaz hedge
#

Yeah, and that alt for iron plates is really nice, it irks me when people say it's not worth it because it uses a little plastic

manic oak
#

That's where I was going to build my mega factory, Wolf, but then I realized I didn't give myself enough room and didn't have enough train stations planned to truly supply a mega base. So I'm going to turn it into a super computer factory.

#

It wouldn't be worth it because of the extra effort you'd have to go to bring in the plastic, but since you can make plastic with Coal Coke byproducts, I find it particularly useful in this case.

topaz hedge
#

I built a pretty big factory in the dunes and I had framerate issues. If you've already setup the infrastructure to bring plastic, and steel ingots to the same place, it's really easy. It's more of a how smart were you when you setup your train network lol

iron prairie
#

Has anybody run the math on whether steel screws are more coal-efficient than steel rods -> normal screws? I'm thinking that, despite the naive calculation of "13 steel screws per steel ingot, versus 16 screws per ingot for steel rod -> screw", the vast reduction in # of constructors actually favors steel screws if you assume use of coal power plants.

wicked tinsel
#

for all intents and purposes, you will never ran out of power

#

you can built it anywhere and it will work forever

#

its not so easy with raw inputs for your actual factory

#

as belting additional iron source across half of map is actually annoying

iron prairie
#

Assuming Satisfactory Tools is accurate, I do believe so. Per 1000 screws, steel rods -> normal screws saves 9.61 coal (and 9.61 iron), but costs an additional 95.2 MW of power. The 9.61 coal, as burned in a power plant, would generate 51.9 MW of net power*.

*At 100% clock, 10% of coal power is lost to running the water extractor.

wicked tinsel
#

once you unlock the turobofuel loop, power becomes irrelevant

topaz hedge
#

not to mention the extra time you spent building those extra machines. you know, your time. that thing you can't get back

iron prairie
#

Between that, and the massive floor space/complexity reduction of using steel screws versus steel rods -> screws, I'd just do steel screws.

wicked tinsel
#

its not the problem of the rods->screw being inefficient, its the problem of coal powerplants being garbage

vast jungle
#

but coal is needed for turbofuel too

topaz hedge
#

if you're still burning coal generators for primary power, maybe you shouldn't be thinking about advanced steel production linesthinking_helmet

iron prairie
#

Given that I'm still going no-nuclear for now (and turbofuel does compete with plastic/rubber lines), I'm not sure all these comments are helpful.

wicked tinsel
#

you get 41.7mw of power per 1 coal with turbofuel loop

topaz hedge
#

I'm not sure how turbofuel competes with plastic and rubber.

wicked tinsel
#

probably less as you need to burn some for the loop itself

#

but i guess ~37 per 1 coal would be about right

topaz hedge
#

and? use the north coast oil all for plastic and rubber, that and dunes and you'll have enough oil for ~7000 plastic or rubber

wicked tinsel
#

it mostly doesnt, there is so much oil available that you probably wont be able to tap it

topaz hedge
#

and use the oilnodes in the middle of the map next to sulfur for power.

merry bison
#

oh yeah on large scale thats true

vast jungle
#

and we will get more oil with U4 with the pressurizer, right?

wicked tinsel
#

so it would seem

topaz hedge
#

More than likely.

#

It really depends on where they place them, as most large scale oil setups need water nearby

wicked tinsel
#

blue crater and coast have plenty of water nearby

#

also iirc, they said that the fracking machine will also have water sources

topaz hedge
#

they do, yeah, and they've more or less told us that there's going to be a nitrogen well (unless they move it) in bluecrator

iron prairie
#

There's one spot with mediocre water access and a handful of oil nodes, and another with poor access to water, but that's it.

wicked tinsel
#

so maybe we will get water near remaining oil fields?

topaz hedge
#

this area probably has all the oil you will likely need for all your plastic/rubber

manic oak
#

@iron prairie To answer your original question of coal efficiency, steel ingots -> steel rods -> screws is 0.0625 steel ingots per screw, whereas steel ingots -> steel beams -> steel screws is about 0.077 steel ingots per screw. So, the first recipe is technically more steel efficient (and thus coal efficient), but not by much.

topaz hedge
#

not enough to justify almost double the machine count in my opinion. also the fact that you can 1:1 steel screw constructors with any machine that needs screws is REALLY nice.

iron prairie
# topaz hedge not enough to justify almost double the machine count in my opinion. also the fa...

It's not double the machine count. It's nearly 9x more machines going the steel rod -> screw route.

Per 1000 screws, it's 20.833 steel rod constructors (each at 12 steel ingot -> 48 rods/min) and 25 screw constructors (each at 10 rods -> 40 screws).

For steel screws, it's 1.282 steel beam constructors (at 60 steel ingots -> 15 beams) and 3.846 steel screw constructors (at 5 steel beams -> 260 screws)

topaz hedge
#

Ah well, more than double. shoot me lol

#

Well, I think the point is that early game, screws suck. during mid and late game, you'll hurt yourself by keeping that mentally and avoiding recipes that use screws such as bolted plates and bolted frames, by choosing instead to use another alternate such as stitched plates.

#

or copper rotors.

manic oak
#

Fun fact: if you're combining the steel coated plate, adhered iron plate, and steel rod recipes, then the most steel efficient modular frame is the default recipe.

jade minnow
#

Bolted frame is best

manic oak
#

But if you have steel rods, the bolted frame consumes about 0.6 more steel ingots per frame, and requires you to turn ingots into beams and then beams into screws (or ingots into rods and then rods into screws, but as we saw before, they're basically the same amount of steel)

glacial hemlock
#

Bolted trade power with slightly more resources. But you know, in the end you still end up using those iron ores to make nuclear rods

vast jungle
#

there is so much iron ore on the map, I don't think you CAN use it all for nuclear fuel rods

torpid robin
#

na you will run outta uranium,sulfur,quartz

copper imp
#

Is using copper instead of iron logical? Which one of them is the limiting factor on a huge scale?

#

like, using copper rotor or the default recipie is the logical one

wind spade
#

there's ~30k copper and ~70k iron, neither is really a limit for big factories

#

and copper rotor is great

copper imp
#

we use 11k copper for quickwire

#

and 1k for alclad

#

these are unescapable:D

wind spade
#

8 copper for 10 rotors

copper imp
#

so what do you think about stitched iron plate

wind spade
#

great recipe

copper imp
#

okey cool:D I understood

#

so using copper instead of iron is a good idea

wind spade
#

47 iron -> 10 RIPs

#

or 13 copper and 27 iron, whatever suits your needs

copper imp
#

so if i maximize turbo production, which one is the efficent one

wind spade
#

turbo what

copper imp
#

or i just run out of caterium or something else before iron or copper

#

turbomotor

wind spade
#

max turbomotors are capped by bauxite

#

and use 2200 oil, 6500 caterium, 6100 quartz, 4600 limestone, 10.5k copper, 6200 iron, 6800 coal (roughly)

copper imp
#

thanks a lot

vast jungle
#

@copper imp you should also consider "Copper Alloy"

#

most of the advantages of "Pure Copper" without the insane price (space, power)

copper imp
#

well thanks for the advice but I think there isn't that much of a lack of power and space in this game

#

but you are right in a sense I suppose, because it seems I won't be using all the iron. So alloy might be the more logical way of doing it. Thanks again:D

#

and I hope they change the pure recipes from refineries to different machine

iron prairie
#

Hm. Maxing out copper production requires either:
577.2 foundries and 14430 iron ore/min (copper alloy ingots), resulting in 57720 copper ingots/min
1420 refineries and 161 water extractors (pure copper ingots), resulting in 72150 copper ingots/min

Either way, you can effectively reserve 27600 copper ingots/min for maxing out fused quickwire (producing 66240 quickwire/min). If you're planning on world-maximum fused quickwire production, pure copper does result in substantially more copper not spoken for by fused quickwire.

topaz hedge
#

@copper imp It's worth a look at copper alloy, If you don't care about power usage or space, it's still worth a look only because 100/min per machine vs 37.5 per machine

fierce ruin
#

the nice thing about the alloy you can do both iron and copper alloy off the same set of input belts

shy mason
#

I'm assuming it's not worth using quickwire for stators. 900 stators with quickwire vs 600 isn't worth it as the quickwire would be better off being used for ai limiters in same spot. might just use a bit of the excess caterium for fused wire though. I'm assuming electromagnetic control rods and turbo motor alt both require them in update 4 at this point. If not it's going to crystal alt recipe and more motors.

oblique hollow
#

it honestly depends on if you have other alts too

#

considering that AI limiters dont have any alts right now, i suspect them to receive one in U4

shy mason
#

I guess i lose the amount of steel i gained through the ingot steel recipe but keep all the caterium, either way going to continue this factory that could go straight to motors if anything to drastic changes at this point.

#

site in question is the rocky desert underneath the waterfall. Going to turn that region into stators / ai limiters / concrete / rotors colonies. Already have a HMF batch on the 4 normal coal there. Looks like it'll still be needed for nuclear.

topaz hedge
#

my if AI limiters get a decent alt for u4.. I'm gonna feel kinda played

shy mason
#

Watch them require either aluminum or nitrogen

versed violet
#

Wouldn't make sense, they are needed for smart splitters

fierce ruin
#

they are talking about alternates to make AI limiters

magic shadow
#

yes pls

tepid ruin
#

Since this is math can someone help with my math homework (lol joke(but seriously I have 2 reviews for test in 1 day 3.5 pages of homework help...))

sand garnet
#

This is not that kind of math channel

torpid robin
#

wait

#

so you can help me with 2x2?

#

cant*

vast jungle
#

maybe if you can reformulate your homework in terms of satisfactory machines...

signal nimbus
#

If they can do that, they're probably ready for the test.

vast jungle
#

yes, but thinking about a problem from a different perspective can often help

#

especially for things like math and physics...

signal nimbus
#

Yeah, that's... pretty much what I just said.

oblique hollow
#

Task 1) Derive a formula that descibes the time it takes a manifold to fill n number of connected machines

vast jungle
oblique hollow
vast jungle
#

easiest way is to activate the manifolds step by step... and even then it sucks when Wire/Quickwire is involved πŸ˜‰

drifting pelican
#

47 sulfur and 47 charcoal -> 10 blackpowder

jolly silo
#

math? ha! i just add more stuff!

frosty pawn
#

put a storage container in the middle, problem solved.

vast jungle
#

@wind spade most likely the "pulsed" input of the machines in satisfactory also plays a role...

wind spade
#

Simulation > formula

magic shadow
median thunder
#

@left granite crouching?

manic oak
#

@tepid ruin What is the subject?

tepid ruin
#

Math and geometric equations

#

And arithmetic

manic oak
#

You can dm me. Not sure how much help I'll be since my area of expertise is functions and calculus, but I can probably help

versed violet
#

Alternate math question: Does anyone bother with energy efficient recipes, eg, least energy per final product made?

jade minnow
#

You can check the wiki to see the different recipes for each item to craft. It tells you the MJ per item

green mango
#

does industrial containers output objects at full belt speed?

#

i.e if i add 2 mk.3's do i get an output of 540?

versed violet
jade minnow
#

So if you input 200 items and you have 2 MK2 belts as output, it won't be 100 on each, it will be more on one belt

iron prairie
green mango
#

k tnx, was planning to have higher feed and lower output use it as a combined buffer/spliter

iron prairie
#

Well, that and use of iron alloy/copper alloy and normal iron/copper smelting in preference to pure ingots, because pure iron/copper consumes a lot of power.

jade minnow
iron prairie
#

You can use Satisfactory Tools to try to calculate things out: https://www.satisfactorytools.com/production

jade minnow
#

Yeah just look at the needed MW there and adjust the recipe to see if it takes less energy

versed violet
jade minnow
#

Indeed. πŸ™‚

jade minnow
bleak coral
versed violet
vast jungle
#

the recycled plastic/recycled rubber is normally done together with diluted fuel

versed violet
#

was not unlocked at time of my calculation, and diluted fuel intimidates me a bit

#

Recycled plastic was still a good update though

oblique hollow
#

energy efficient recipes are kinda pointless when you consider that underclocking a bunch of machines will always be even more energy efficient

hidden osprey
#

im here to help you guys

versed violet
#

yes, but factory footprint also matters

weak elk
#

double checking a explorere can do 780 belt if the loop is under 3mins for a 100 stack item and around 6-7 mins not sure on exact time for the truck?

versed violet
#

Back-of-napkin says 3 minutes times 8 stacks per belt is 24 stacks, which is the slots ex has, so it checks out

sand garnet
#

just solve a rubik's cube, end world hunger and sacrifice your firstborn

#

im holding out on U4 to set up proper fuel stuff myself, curious if we'll get more alts

wind spade
#

nice numbers, easily modular

wicked tinsel
#

even if the numbers werent nice that setup is super easy

sand garnet
#

I promise I'll look into it and put on my big boy pants after U4

wicked tinsel
#

and you get insane amount of fuel

wind spade
#

I mean each to their own, not forcing you, but it's relatively easy setup compared to some others

wicked tinsel
#

to be honest, i have no idea where the whole omg complicated thing comes from with diluted fuel setups

sand garnet
#

its because I am a lazy time-efficient player

#

and I dont like setting up complex stuff

#

with backfeeding water and canisters etc

wind spade
#

you start with one refinery packaging water, put that to one refinery making packaged fuel, output goes to another refinery that unpacks the fuel, you loop the belt back and have closed 1:1:1 loop, you put 10-20 canisters in it and you're happy. Nothing complex here

#

and for every 4 of these loops, you build 3 refineries for HOR (and belt out the polymer resin)

versed violet
wind spade
#

ye ik

#

too lazy to edit

versed violet
wind spade
#

I'd argue that it takes very little space

#

since you should count space per unit produced

versed violet
#

But I count space needed per source, and that spot has 2 pure nodes πŸ˜‰

wind spade
#

I mean sure but that's a pretty weird metric πŸ˜›

#

I'd rather have twice as big setup that produces four times as much

versed violet
#

Practical application. How to process full 240x2 oil in limited space

wind spade
#

pump it out of that small space πŸ˜›

versed violet
#

[And I kind of have so much plastic I have no dea what to use for yet]

wind spade
#

coated plates πŸ˜‰

iron prairie
weak elk
#

Copy how about for items with better stack?if the formula for explorer is 3x8=24slot 3mins for a 100 stack about about 500 stack?

#

Just times 2?

iron prairie
#

I'm unsure: do truck stations also have a fixed amount of time for loading/unloading their cargo? If so, it's not a strict multiplier, as items with larger stack sizes can spend more time traveling and less time loading/unloading.

keen patio
iron prairie
#

Roger. I've done plenty of trains, but never trucks.

wicked tinsel
#

since trucks dont physically dock with stations, you can build multiple stations in the catchment zone

#

they will all work as long as truck clips any of hitboxes

versed violet
#

Trucks stations also don't pause input/output when loading, so it simplifies to truck roundtrip time

naive ingot
#

My wife has encouraged me to play around with trucks in her save. I've found that you can float a truck station over a ramp and have it load trucks as they slowly drive up the ramp from underneath. It allows you to load/unload two trucks on one station side by side without them colliding.

smoky wolf
#

question: how good is the alt motor recipe?

#

it seems like quite the hassle in terms of balancing. considering I just did the math for balancing the regular motor recipe, I feel like its a bit too much trouble for what it's worth. I've never used the recipe so I don't know how life changing it is

iron prairie
#

I'm a bit ambivalent about it: while it does cut down a lot on iron and possibly copper, it does introduce more limited quartz into the mix.

wind spade
#

also, balancing is not a big deal, we have underclocking πŸ™‚

smoky wolf
#

that is true

wind spade
#

(and manifolds)

smoky wolf
#

((TRUE))

weak elk
#

you can edit the pause node to like .1 secs to no idea on secs probably 999?

#

but limit for 100 stack 3mins explorer and around 6 mins truck not sure on the 500 stacj

#

stack*

weak elk
fierce ruin
#

..

#

I did not know that this games community gets this detailed

magic shadow
#

math everywhere!

fierce ruin
#

calculus

keen condor
#

does anyone have a flow chart for an entire iron factory? (all materials made from just iron

wind spade
#

depends how many of each product do you want πŸ™‚

vast jungle
#

and what recipes are used

manic oak
#

@fierce ruin You summoned me, master?

wind spade
iron prairie
#

Hm. For encased uranium cells, I'm thinking the default recipe might be the better option for most people: while infused cells are a bit more sulfur-efficient and way more uranium-efficient, most people can use the quartz and quickwire more than they can use a terawatt of nuclear power.

versed violet
versed violet
#

Q: When you build the uranium pellet refinery the old (current) style, how do you handle the sulfur acid at output? Can I just loop t to input when using single refinery? Planning very very small uranium refining for start

jade minnow
#

Try to build a second refinery (even if you only needed one) and let the second one get the "waste" sulfuric acid

#

That's how I'd do it. So each refinery has it's own input and you don't mix the pipes

versed violet
#

where do I put the waste acid from second refinery?

jade minnow
#

into itself

versed violet
#

won't this repeat the issue where firt refinery produces too much and second one gets clogged because it cannot process because it cannot output?

jade minnow
#

So you have one pipe with fresh acid (is it fresh though? lol)

#

Idk I think that's also how wiki says to handle it as a "best case"

wind spade
jade minnow
#

Because you have a fixed output from the two refineries, there won't come more. The pipe with the sulfur + water production will always be full

versed violet
#

Hm, if both pellet refineries get blocked on solid outputs, it won't overfill the secondary, am I right? Whence if I had just one feeding into itself, once it would get blocked on solids, it would fill with acid and deadlock?

jade minnow
#

I wouldn't worry about the solid materials, as long as you keep the fresh and waste fluids separated you're fine

versed violet
#

I expect the solid output get blocked, since trains

#

It looks like two refineries should work ok. Now I only have to calculate the clock for making a grand total of 40 pellets per minute πŸ˜ƒ

wind spade
jade minnow
#

One on 53% and one on 27% πŸ˜›

versed violet
# wind spade buffers πŸ˜‰

A finite buffer will not help with me taking infinite time to fix things 🀣 . And since uranium is involved, I'd rather stay far far away and not allow any big piles to accumulate

wind spade
#

and you can always overflow solids to sink, right? πŸ˜›

versed violet
versed violet
jade minnow
#

Only ppl who are too lazy to calculate put a sink into their factory. One sink in the whole game is the way to go thinking_helmet

versed violet
#

I find it hard to calculate the amount of items I am taking items from shopping mall, so I overproduce

weak elk
# versed violet You can also allow it to drive back and forth without longer pauses - it will on...

not what im saying ,mate.if the loop is 1min long not counting the loading and unloading and you using explorer 24 stacks and 100 item stack.its gonna take around 11 secs to unload that.and you only do 60 secs loop like from station 1 to station 1.so for explorer as long as its within 3mins loop it can do a 780 belt no problem.you can fine tune it so it dont waste fuel.to do that you do you do 180 secs - 60 secs for the loop - 11 secs for loading on the loading station then 5-10 secs for error that brings to 137-147secs.so put 137-147 secs to the 1st station unloading station and put 11 secs for the loading station

versed violet
#

If you really need to save a bit of fuel, you could., Just make sure nothing else is passing through wherever you park it. they don't like bumping each other.

weak elk
#

???????

#

You can also allow it to drive back and forth without longer pauses - it will only pick as many items as station managed to move

#

for a game that is supposed to be efficient you doing it wrong and btw that is basic.for a base with lots of traffic just put another truck station on the exit path or entrance for fueling at loading setting.

versed violet
#

What I mean, that as long as truck route (full loop) is less than time belt needs to empty the station, it doesn't matter how fast or how many times it circles between (may drive half loaded), and the calculation simplifies to how much the belt itself can load/unload.

#

I don't find it time worthy to calculate exact routes for fuel savings.

wind spade
#

especially since trucks will be replaced by trains anyway πŸ€·β€β™‚οΈ

quaint abyss
#

math- 1 constructor + 1 constructor = 2 constroctor

versed violet
#

-1 +1 makes zero?

weak elk
#

well then you are playing differently like i do

versed violet
#

Would be surprised if I did. Unless you try to build realistically supported bridges.

shrewd ledge
#

guys, how much fuel use fuel generator per minute?

#

idk where i can put Heavy Oil Residue from my plastic factory

wicked tinsel
#

fuel generators only use as much fuel as energy you use, so its hard to tell exact number

#

try to process HOR into something instead of burning it

shrewd ledge
#

i can make petroleum coke, but idk where i can put it, i have no idea

vast jungle
#

petroleum coke is burned in the same building your can burn normal coke

#

or just send it to the awesome sink

shrewd ledge
#

i forgot about awesome sink, ty, i will put coke inside it

keen patio
#

@wicked tinsel @shrewd ledge FYI: Fuel generators (All power generators that are NOT Bioburners) will consume 100% rate in update 4, beware.

wicked tinsel
#

yeah

#

which is at least a month from now πŸ€·β€β™‚οΈ

sand garnet
#

Not for experimental

strong pecan
#

does anyone have a vertical design for steel (foundries)? Like oldshavingfoam's style

static rock
#

Hi Guys!
(I know batteries will change some of this behaviour in U4 but atm thats not the question πŸ™‚ )

My fuel production gets around 16kMW
My power use is around 7K

Excess fuel is put into storage containers / fluid buffers
I can then turn on the other half of my fuel gens letting me turn up to 26mKW for around 8hours before it needs to recharge its reserves.

I love the idea of making one factory that can just spew out crazy amounts of a few select recources AFK overnight
What 15kMW factory would you build to stockpile tier 5/6 components in crazy quantities intermittently?

mystic moon
#

I would stockpile computers

#

However, that's just generally not a good idea

#

I'd do an overflow from your pipe inputs to the gens and then package and sink it

#

Build enough gens for your max fuel production, no more.

#

That is just a bad idea IMAO

#

@static rock

static rock
#

lol, when the reserves are full they then overflow into the sink hahaha
Im uploading some screenshots to #screenshots atm πŸ˜„

twilit sigil
#

9+10?

mystic moon
#

That makes sense at least

#

Whatever works

#

I do like your switch method, although I'm a little confused by the point of it?

static rock
#

Switch 0 is 16mKW production.
the other switches adds 2 floors of 9 gens letting you tailor how quick you want to burn through the excess in increments with incremental power trips

Come the U4 batteries it works nicely, as i can kinda underclock the power production by the same principle
Creating 'Fuel' batteries or tuning up to fill acrtual batteries as well

mystic moon
#

Nice

#

That is a cool idea

static rock
#

If anyone else has ideas for a 15kMW factory id love to hear them too!!!

fierce ruin
#

15k hmm thats a lot of fuel generators

#

100 fuel generators

#

5 rows of 20?

#

in a 4x5

vast jungle
#

I noticed yesterday that I am within 2 GW of my total power production... 11 of 13 GW... and I only have enough existing TF production for another 20 generators...
might be time to think about a place for another powerplant... getting enough sulfur will be challenging

vast jungle
iron prairie
#

Or 4 floors with each 12x20 generators if you're mad One trick for use with diluted packaged fuel: use conveyor lifts to bring the packaged fuel up to the top of your factory, unpackage there, and let gravity take fuel to generators downstairs.

vast jungle
#

or just put one mk2 pump between each level floor... should be more than enough

wind spade
vast jungle
#

luckily we work with the metric system... so understanding what kMW is is quite easy... πŸ˜‰

wind spade
#

it is, but it's also wrong πŸ€·β€β™‚οΈ

vast jungle
#

why so many pipes?

#

1 MK2 pipe should be enough to fuel 100 fuel generators with turbofuel

fierce ruin
#

fuel -+-fuel

#

i mean layout

vast jungle
#

yeah... but still fuel generators only take 15 m^3/min... so a floor of 30 is well below a single MK2 pipe...

#

5x5 or 5x6 or even 5x7 for a floor could easily handled with a single pipe... keeps the number of "things that can go wrong with pumps" lower πŸ˜‰

fierce ruin
#

floor of 20 with 5 floors looks nicer

vast jungle
#

yeah

#

my PP has currently 3 floors with 5x6 Turbofuel generators... and a single floor with 4x5 is still missing

fierce ruin
#

you just need to use pump m2

#

mk*

vast jungle
#

as soon as you have MK2 pumps/pipes, why would you EVER build a MK1 anymore?

fierce ruin
#

there is a case where it would be good

#

splitting 600m3 into 2 300m3

wind spade
#

that works with mk2s as well

vast jungle
#

if you need to control the flow, use a valve... much better than trying to do it with different pipe types

fierce ruin
#

ah i guess it does

static rock
vast jungle
#

all praise the Metric System that makes this so easy πŸ˜‰

fierce ruin
#

100kw is 1 mw

wind spade
#

1000*

fierce ruin
#

oh 1000 bah

static rock
fierce ruin
#

see what i know

vast jungle
#

no... 100kW is 100000000 mW ^^

#

but 100kW is 0.1 MW

fierce ruin
#

eagles that works

static rock
#

(Sorry for reposting this but there are more buddies around atm)
Hi Guys!
(I know batteries will change some of this behaviour in U4 but atm thats not the question πŸ™‚ )

My fuel production gets around 16kMW
My power use is around 7K

Excess fuel is put into storage containers / fluid buffers
I can then turn on the other half of my fuel gens letting me turn up to 26mKW for around 8hours before it needs to recharge its reserves.

I love the idea of making one factory that can just spew out crazy amounts of a few select recources AFK overnight
What 15kMW factory would you build to stockpile tier 5/6 components in crazy quantities intermittently?

vast jungle
#

@static rock number of floors is just limited by the amount of headache everyone is willing to accept for extending vertically... so find a design that you like and its automatically a good way to replicate πŸ˜‰

wind spade
#

you know you can just use GW instead of kMW and have it both correct and simpler? πŸ˜›

static rock
#

Mine πŸ˜„

fierce ruin
#

you could have source pipe at a high height and let gravity do its jib

#

job

#

thus no need for pumps

vast jungle
#

then you need pumps for the "source pipe"... not really different

fierce ruin
#

not necesarily

vast jungle
#

unless your source of liquid is that high up

fierce ruin
#

depends on the path you take to get the fuel to the higher height

#

and how much is flowing

#

if its on top of a cliff with a smooth path up to it

#

in that case you just transport the oil then make tf up there

static rock
#

because diluted fuel is already packaged i bought the converyor to the top of the cliffside by conveyor belt.
No pumps needed!!!

#

It all just falls from the un-packagers

fierce ruin
#

that works

vast jungle
#

but then you need another belt (or train) to bring the containers back...

static rock
#

Yes πŸ˜• I do haha

vast jungle
#

but I agree, trains can be a good alternative to get liquids or solids up

fierce ruin
#

depends

static rock
#

But that didnt bother me too much

fierce ruin
#

if you make the diluted fuel on sight

vast jungle
#

imagine a TF powerplant with a train double-helix AROUND the building to bring up the raw resources to the top

fierce ruin
#

and unpackage on sight

#

now thats an idea

vast jungle
#

it would definitely look cool

#

but I would still do the whole fuel dilution process in one place... because I want to keep every loop completely separate

fierce ruin
#

depends on space

#

could work all at the golden coast

#

where the iron and cooper is at

vast jungle
#

maybe a 5x5 generator floor with the four corners missing... and then build the trains around it.

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or a 3x3 generator floor with corners missing and the center for support (so only 4 generators per floor)...

fierce ruin
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williing to build that?

vast jungle
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I just build a Computer/Highspeed-Connector/AI-Limiter factory with a tower (one manufacturer per level) for each of the three...
but currently I am busy connecting a 12-train-station building with an yet to be built storage and sorting system... 96 belts of fun πŸ˜‰

fierce ruin
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im not touching my main save until mods are updated

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cause of the storage

vast jungle
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cause of storage?

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@twilit sigil wrong channel

twilit sigil
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Well you guys keep being you

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Math Maniacs :D

vast jungle
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Math is fun... so is Satisfactory πŸ˜‰

wind spade
vast jungle
wind spade
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yet you gave none πŸ€”

vast jungle
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the 1:1:1 thing with diluted fuel makes it so much fun to work with

golden pulsar
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Lel idk if this is correct

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I made this myself with the trailer

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But nvm the update live stream is coming πŸ˜‚

sand garnet
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I doubt they'll make a machine for 1 recipe

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breeder reactor seems weird

vast jungle
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maybe its a Refinery MK2? Twice as high and long!

bleak coral
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you missed the concrete for the encased uranium cell
also there was a new machine at that step, it has two solid and one liquid input: https://youtu.be/1WUB7XdTS6Y?t=35

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We still don't know how they've changed aluminum, so it might actually be used for that too. Cause I agree it would be unusual to make one machine for just one recipe when they haven't done that before.

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Especially since that step doesn't even use the liquid input.

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Maybe they'll get rid of the alumina solution? Make the aluminum scrap a one step process: coal/coke + bauxite + water in that new machine.

wind spade
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we also don't know if the stuff will be the same as in trailer

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I'd believe them if they said they made random recipes to confuse players

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just for the sake of the trailer

sand garnet
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they said they wanted to showcase the recipes

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so that if people paid attention they could figure it out from the trailer

wind spade
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did they?

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damn, don't ruin my theories

river night
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yeah the trailer was supposed to roughly show the flow

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of course we dont know exactly whats in some pipes etc, but at least some idea is there