#math-and-meta
1 messages · Page 529 of 1
I’ve made a steel factory that’s producing 8960 ingots, I have a lot of other resources gathered to a point in the area but no development on it, no oil, what’s something late game that will require a large amount of steel?
- Work backwards from desired products: making loads of ingots is a bit pointless before you know what to do with them.
- HMFs and motors are the most complex things I can think of which can be done on just iron, coal and copper.
HMFs in particular will chew up steel/iron
And they're needed for the new frame thing whose name I always forget
fused frame
yeah and pyrite does
my short research has also determined that irl gold does not often appear in cubes
I kind of just gathered all the normal and pure iron from the desert and just made a steel factory
It'd be funny if all our machines just rearrange atoms, but they're run by an AI that works off of surface level logic
i think thats how all machines work
Like ingots need to be made in smelters, I just got something that looks like gold, I'm in a smelter here's "caterium" ingots, which is not-gold
take iron, paint it golden
smelter: "yup, thats caterium all right"
Still more plausible than "gold-like element"!
I’m not a miner, but I’ve worked with gold in electronics and I would doubt you can find that in its natural shape often. Imagine one of those bendable metal spoons that could bend like that while taking little effort from a couple fingers, gold is way too soft to stay in that form.
Anywho, for the HMFs:
With default recipes, 2 HMFs/min costs 495 iron ore, 205 coal and 150 limestone.
With my preferred alts, 2.8125 HMFs/min costs 205 iron, 107 coal and 101 limestone.
Used alts in rough order of importance: solid steel ingots, heavy encased frames, stitched iron plates, encased industrial pipes, wet concrete, iron wire and steel rods.
So, even a modest number of HMFs/min can easily chew through a decent chunk of your bounty of steel.
And that's the most resource efficient version, minus some bonus from pure iron ingots.
You can always go for like steeled frame to reduce complexity in exchange for some extra steel usage.
To be fair, there are some alts like steel coated plate which can drop the cost even further, at the cost of more complicated supply chains.
I'd also argue that pure iron should be a last resort: there's so much iron ore out there that the power/space/complexity costs of pure iron are rarely worth it.
It might be interesting, to check the relative oil costs of pure iron -> normal iron plate vs. normal iron -> solid steel -> steel coated plate.
Reason I used pure iron for my HMFs was:
- I thougt it'd be fun to have a refinery basement for pure recipes
- didn't want to go get more iron nodes
hey guys, how much Nuclearfuel does a powerplant consum ? no plutonium
Though I'm not certain I actually would've needed to get more nodes, but it was close if I did smelters. So I guess mostly for fun lol
Thx
Convenience is a fair reason to do pure ingots.
For context, the location is above that huge bay in the north, so water is right there.
That... is exactly where I plunked down my most recent megafactory.
It's a good spot
Doing HMFs, and I'll probably fit at least one other thing there. I ended up with more room than initially intended.
Anywho, did a bit of mathing. Assuming use of solid steel ingots, 100 iron plates costs:
Steel Coated Plate: 11.11 iron and 223 MW (both in direct costs, and in consuming 11.11 coal + 3.7 crude oil).
Pure Iron -> Normal Plates: 80.77 iron and 89.231 MW
Pure Iron -> Steel Coated Plate: 5.98 iron and 227 MW
Each coal is assumed to cost 4.5 MW, and each oil 30 MW```
The 65/min output is quite stronk too. It also "finishes up" a pure node well, with coated plates. If you "pure" it all at 100% clock you get left with 10 ore/min. Smelt that and the total ingots output is a multiple of the ingots/min needed by coated plates assemblers ^^
The direct processing costs would be 2.14, 3.23, and 2.28 crude oil/min.
Personally, to keep the numbers sane, if I'm doing pure iron, I'd mix in a few smelters just to get an integer number of iron ingots out. A pure iron node can be done with 22 refineries and a 1/3-clocked smelter to get 1440 ingots rather than 1448.571 ingots.
That's what I mean by "Smelt that" 😆 (as opposed to "pure it")
I'm fine with decimals, don't mind the messy numbers. I got 4 decimals in clockspeeds and I'm gonna use them 😛
Side note: but I just realized recently that precise split programmable splitters would also be boon for manifolds. They would eliminate warmup time.
Same energy as "I paid for the whole speedometer so I'm gonna use the whole speedometer"
Hell yeah
The real question is "does it blend"... 😉
With a bit of pre-processing, yes! Nitric acid uses iron plates, and FMFs use HMFs.
And Diluted Fuel
blender sandwich: diluted fuel | iron plates | nitric acid
Which Aluminium recipe is better, the original one or the pure aluminium ingot?
Most of the time, pure aluminum. The default recipe is very, very quartz-hungry.
thats true, thanks
I like to think of the normal one as a multiplier: you can always inject as much quartz as you're willing to get more ingots. Pure lets you decide how much quartz you're willing to commit.
It would eliminate warmup because then it would be balanced 
balancer, but it looks like a manifold 
But it's still a a balancer rreeeee
Setting up an aluminum ingot area to use all bauxite possible and a bit worried about throughput, think it was Lund’s that i saw that was modular but ive never load balanced anything of that magnitude on top of dealing with trains. Anyone have any tips and tricks?
is a manifold that uses mk1 belts for a machine that needs 60/min exactly a balacner?
I think of it as a "balanced manifold" tbh, but don't like that name 
it was @upbeat tide that had something like that, he'd be a good person to ask cause he's set up a pretty big aluminum system
isn't a manifold system already fairly fast if you use priority splitters instead of normal splitters
you fill up one machine at a time at a much faster rate
I'm curious which would actually kick into 100% faster 🤔
Much appreciated, ill have to dm them. Thanks!
smart splitters with overflow can help, hurt, or do nothing to the warmup time depending on the nature of the last two machines
it's still total space to fill / total input rate, it can just change depending on if the last two machines are the same clockspeed, different, and how they're different
The balanced one, no need to ask 
😅
yeah any system that reduces the amount of space that needs to be filled is faster
that's why a smart splitter on the end of a manifold can actually hurt the warmup time: if the last two machines are the same clockspeed then neither needed to be filled up and using an overflow splitter forces one of them to be filled up first
If I plan to use a smart splitter at the end/beginning of a manifold (normal splitters into machines) which location would be the "most efficient"?
The beginning is my preference.
Trying to move overflow to another area or sink it for points...Either one
That way, you just set whichever output isn't going into the manifold to overflow.
it's the same, so whatever is convenient for your layout
Yup
Thanks 🙂 I've done it both ways just wondered if there was a "more efficient"
For overflow, I prefer the start of the manifold
Though I'm too lazy to find a good way to word why 😅
Machines can fill without waiting for products
could just make more sense to you to branch production off a main line, rather than continue the line through different productions
technically you only need the the overflow splitter right before the sink, everything else can just be one giant manifold with normal splitters
If there's a storage involved (e.g. building rotors and sending only some off to make motors), the smart splitter should be before that, however.
Yeah I don't smart split into machines...Unless it's something like HMF where I can put its 4 input products on 1 belt and smart split each into the manufacturers
still not a fan of that myself, even though I know it's safe if you put a sink on the end to keep things from clogging
Sushi belt go brrr
Yeah sink at the end 🙂
Smart storage for the win 
Actually did that in a setup with a friend. We did foundries for copper/iron on the same belt and just smart split the overflow into a sink at the end so all machines got exactly what they needed 🙂
I love how you can just eyeball how you can change production based on what you see gojng to the sink (Eg: copper ingots sinking? Space for some more copper sheets machines!)
thanks I hate it! 
I love how a modder created a statistics mod 🙂
yeah, got recycled rubber to go with all the other good oil alts
The best way to do it is to build it so each bauxite node is its own seperate thing. Such as a single normal node only supplies what it can handle. No belt mixing anywhere.
Besides petro coke anyway, but as long as you do the math right its no biggie
And for the petro, you need
Impure - 120
Normal - 240
Pure - 312
If you lower pure to 750 than its an even 300 petro
Planning on train lining everything to east desert so I’ll just have to make sure that i have enough freight cars then, modular design seems to be the best method then. Production chain for reference https://media.discordapp.net/attachments/822604056177410118/832430953422651443/image1.png
Yup thats what I am doing
Just remember not to mix up your train cars 🙂 aka make sure the node that feeds those specific freight cars gets to its output station right, and belted out accordingly
Beacon labelling became essential very quickly, i love math but that amount of random numbers turns into gibberish real quick hahaha
Appreciate the foresight though, gunna be a long project
Not really random numbers, just making sure your not crossing supply paths
This is a visual example of one “slice”. This is a normal node worth of machinery
Actually because of using all including impure, think its easier to try combining them for a 600u/min? Or keep it simple at individual 300/min baux inputs and deal with them individually
Yea combine impures. But its not always possible. I think their is an odd number of impures
Yeah 5/6/6 so I’ll have a cute lil setup for the last one, thisll be the first big setup since u3 of like 180 oscillators/min
Color coordination on point there
Yea you can see my cute little impure line
Its the third slice in
The little slice came in handy tho. Combined with the pure lines to form one belt at 660 ingots
Currently 5 belts of ingots there. 4 at 600, one at 660
That setups near mid-map east-ish cluster of the 4 nodes? In hindsight east desert was a terrible idea
Where is someone going to get 9780 Bauxite ?
Thats all the bauxite on the map, so look around 😛
hello friends! can someone inform me wich aluminium recipy is most boxite efficienty? Thank you in advance 😄
sloppy aluminum -> electrode aluminum scrap
use pure ingots or regular ingots depending on how much quartz you're willing to spend on it
thank you friend
Not easily is the best answer 😅
2 + 2 = fish
which one?
i know quickwire cable is trash, and i have the other two variations of turbo fuel (which are apparently better)
i guess electrode circuit board? it has an upside of only needing oil (if you can call that an upside lol)
Turbo Heavy Fuel is nice if you want a quick and dirty fuel system
for when you need that early fuel gen power
Later on youll use a much more efficient recipe chain, but for starting out its not that bad
well i have two nuclear plants and already did a turbo blend fuel setup that feeds 160 generators
so...lol?
I keep thinking maybe electrode circuit is maybe worth a look again. Oil isn't that much in demand nor scarce.
Its a possibility yeah
i'm gonna check my other saves to see if i have an option to savescum lol
Im currently saturating my rubber demand so I dont got time for electrode circuit boards
And the other recipes call to use quartz and caterium. But I guess where else are you gonna use caterium?
yeah, caterium you wind up only really needing for maybe 3-5 computer-related things
maybe maintain a small reservoir for power poles
Is caterium really that unneeded?
Im currently saturated on making computers with a single caterium normal node
and theres a caterium pure nearby
It's used in a lot of alts, and there's a lot of alts that eliminate it's use. So.... it's complicated?
It's rare, and most of the recipes that do use it are nice. I guess it's just deciding where it's most useful.
AI limiters are the only thing I believe that requires it, cause it has no alts.
oh and high-speed connectors
yeah, AI limiters (and the EM rods that require them) are the only things I recall that can only take caterium
yeah and those
Which I think only realistically need like
oh and it's used in infused uranium cell, which is really good to make the most of uranium
2 caterium nodes at best
oh and there is 8 normal and 8 pure, it's not nearly as rare as I thought it was
Theres a pure and a normal in Dunes
Both Pure Sulfur nodes are also in Dunes
Its like the Dunes is the easist
I feel like we're gonna get more sulfur nodes. It feels weird to have so little sulfur. Though I guess there isn't much to do with it either.
Realistically the only things you need to use it on constantly is Rifle Ammo
and even then a few stacks of it get you pretty far around
Other than I guess Nuclear
I think you slowly move off Turbofuel to go Nuclear dont you?
Idk, I guess you could. I'm still on turbo
Nuclear definitely needs it though
Like extensively
Yep
So maybe its rarity is just scaled back to be used partially for oil and primarily for nukes
Anyone whos a psychopath know how much theoretical power we could make off of the world's maximum sulfur?
Definitely a meta question haha
Max nuke + max turbo with leftover sulphur. Could do it in a calculator pretty easy. Assuming we have max nuke right. Last I heard it doesn't involve fertile uranium though.
Bruh... Imagine fiddling with max production plans on greeny's and meeting those old friends you definetly didn't think you'd see there: Coke Steel and Steel Coated Plates 
I guess we really have that much oil...
Oil has always been a bit overvalued, and now we have 70% more of it compared to the beginning of U3
Yeah, but I wouldn't have thought the planner would suggest using it on STEEL out of all the things 😆
Btw, even with very big space elevator parts production+nuclear materials, there is still enough wiggle room to make use of steel screws and bolted plates/frames 
I'm talking 120-120-40-40 parts min for each space elevator part (120 for the ones you need 5k of and 40 for the other 2)
How so?
They're just inefficient enough that you don't actually save power or space by using them over the default recipe. Despite their speed. Checking numbers now.
hey guys I got 840 a min in iron ingots should i divide them into two mk4 lines with mk5 leading up to them or just one single mk5
I mean, they have to be used with steel screws to really shine, though 😆
for it all
You can't have more than 780 on a mk5, so... ^^
yeah that's what I'm comparing: steel screw + bolted vs steel rod + regular
and, hmmmm it's close
so a mk5 leading to a splitter with two mk4?
close enough I'm just gonna shrug and say fuck it
Share link?
You can't transport 840 on a mk5, so you should divide part of that before you oversaturate your belt
i wont be able to based on base design
but a little backup wont matter as much right ?
like 60 per min backup
with programmable splliter cant i send that to sink
If it backs up, you can't expect to deal with the overflow AFTER the choking point, you need to have an overflow exit before that
true
I just gave them the reinforced plates to eliminate that. Cause that's a separate part that can be optimized on it's own. Luckily regular and bolted use the same amount of reinforced plates that it's actually a fair comparison.
Regular: https://u4.satisfactorytools.com/production?share=6R2RNJEWTtEB8yvCWxu3
Bolted: https://u4.satisfactorytools.com/production?share=DXcb4td5h8jZJRv5RGdh
hmmm in the end I do think bolted does come out on top, coulda swore it was more machines, maybe it was bolted plates that was more....
Mhh, I'm pretty sure bolted plates still reduce machine count 😅 😆
When I'm comparing them should I include oil or not? I feel like I shouldn't, most people wouldn't use it.
It's the steel coated plates thing.
huh wait, greeny's now chooses adhered plates as most resource efficient, damn all these oil alts were just waiting for there to be more oil to come to life
Eh, just use oil, it's worth it
The oil alts are very efficient but complicated 😉
But to compare, I think you can rule it out. Makes things easier
I was very close to use it for iron plates... the only reason I did not was that I had no plastic in the factory, so I would have to add another train station ^^
I know above and to the west of the dunes
is a GIANT oil field
with like 2 pures, a cluster of normals, and a handful of impures.
More than enough for like every possible oil related needs
Funfact: if you push space elevator parts production to the limits, the planner turns all iron used in the plan either into steel or the cursed iron wire 
I'm gonna include oil, because I want you to see adhered too. It's... interesting. For like a couple drops of oil it just absolutely plumets the need iron. I guess iron's so common that's not really exciting, but it's kinda wild how much it plumets it.
I mean... I see the appeal in having to make less plates but... Really? Save on iron? 
It's going from like 20-30 to 6 iron compared to the others. But yeah it's still iron
I've stopped caring about the bolted vs. not-bolted now, the adhered has my attention
I think adhered is actually smallest footprint, but not least power. Cause of the more power hungry machines
and probably not smaller than just not using oil
It's a pretty insane reduction... But imma stick to the fastest and more compact bolted :P
Memes aside, I think that's the most FPS-friendly solution, which is a big appeal to me
I don't like Adh. Plate because its damned slow production... 3.75/min ?
meh, it completely eliminates constructors if you do steeled plate, which you've already got oil so why not?
That's quite the chunk of rubber though. 1 for each reinf plate
that reminds me I have to build a new rubber/plastic factory... sigh
Just for reference so we're all looking at the same stuff:
Reinforced Plates 15/min, all alts, includes oil:
Adhered: https://u4.satisfactorytools.com/production?share=so36XRKXiYRJZIKbhTLc
Bolted: https://u4.satisfactorytools.com/production?share=dV1MsXU2rdoXMl92oM8m
Stitched: https://u4.satisfactorytools.com/production?share=5NRky6AAPrmP6l5NcB7g
Regular: https://u4.satisfactorytools.com/production?share=SLmmEJZOY5FDCdSRakxO
If you take away oil, stitched has less machines and power than bolted btw
oh wait, fuck I forgot to turn on steel screw
Yep... 😆
That ups the constructors count a lot
Though, I can see the appeal of adhered, considering the skipped steps thanks to no screws MK1 or 2 ^^
alright I'm remembering this now, yeah the math that convinced me of this wasn't using steel screws
so yeah if you don't have steel screws, bolted sucks
but with steel screws it works
interestingly it does lose if for some reason you're using pure iron ingots for both stitched and bolted, but who uses pure recipes with bolted? like if you wanna save space/power/uobject count I'd assume you just use smelters.
Tries to look innocent
loses power-wise that is
space/machine count still goes to bolted
I'm pretty sure, I'm always just eyeballing space
I mean, if you go massive scale, you're gonna need more than half the iron of the whole map even using the pure recipe, so smelters are surely a no 😅
And since copper can be finished easily, foundries are a no too
iron alloy is stupid, and I don't think you can make it good
you'd have to have some weird, OP numbers to convince me that spending copper to get more iron is a good trade
I'd assume that's the reaction of most people in fact: "why would I trade copper for more iron?"
If you underclock the steel coated plates, it's a 1:1:2 from coated plates to bolted frames to make 10 frames/min, I think those are great numbers
you like nice ratios huh?
I always forget that's also a thing, and forget to consider it for why a recipe might be good.
I use that recipe mostly mid-game, before going pure. I just find it convenient to place fewer foundries than smelters ^^
I sure love them, rather than making spaghetti monstrosities ahahah
But my point is that no other recipe uses that little machines to "consume" the output of a single steel coated assembler (thus having bigger footprint)
I'd actually love to see a whole line of HMFs or something that tries to keep everything from 3:1 to 1:3 so it all goes machine to machine with no long belts, balancers, or manifolds. It'd look cool and definitely very different.
oh yeah
3:1, 1:3?
What are you referring to?
while im here in math and meta, what is the max theoretical uninterrupted throughput of a freight train?
infinite
780x2
you can just keep adding cars
oh, <780x2
can't ever =780x2 cause you need to be able to empty into a buffer to compensate for pauses
Well I mean like obviously you can send stuff in and out of a freight station using max speed conveyers
But how many items can one train unload?
Theres gotta be a maximum to how quickly a train station buffer can unload before trains literally cannot refill the box fast enough no matter how close the other station is
oh nevermind, my bad
Its on the wiki
(x amount of stacks * number of freight cars) / Duration of round trip
there's some practical limitations on how fast you can get a train to go, so yeah there's that problem
Btw, this is a (messy) bolted and flexible setup (flexible because they can be OC to take 20 frames/min, which is convenient since I OC the bolted frames so they go 1:1 with the bolted plates, ending up with 10 frames/min each assembler, 2 assemblers per each manif)
https://cdn.discordapp.com/attachments/553550313533997057/834831535219146752/Screenshot20210422-07484500000.png
so 32 stacks times 3 freight cars on a 5 minute loop is about 960
so for a stack size 50 item, it'd be probably impossible to actually get a train going fast enough to deliver two belts worth
but you could easily do it for a stack size 500 like concrete
it just needs to be under 15 minutes
They really should update the train stations with some diagonistics
like the round time calculation of your track
trains are definitely getting an overhaul, they're in a "it works" state right now
Soon™️
They work pretty good even where they are now
at least, no problem here for me
Just wish they gave more info
The only thing they really need to fix imo is just the freight platforms pausing belt activity during loading/unloading
I like this (minus the gratuitous clipping belt slicing through it :P), especially like how you've set up the screws so it's on the same row next to the machine and like loops back to the machine next to it
The bad part about that design, imo, is the need to OC the bolted frames to 200% (otherwise it's 2:1 with the plates) :/
Im not exactly sure how fluid buffers work
it's one way, there are two outputs and two inputs so they can only flow one direction
like machines
They have a headlift like production machines, so there is no backflow (they act like pumps)
So if I put a fluid buffer against it, the station will empty themselves to fill it up
rather than the fluid buffer backfilling the station if its full
yeah, might need a pump to get it to reach the top of the buffer depending on how you set it up though
they've only got 10m headlift
Thats fair, just was concerned
Big buffers need big pumps
I'm just saying, a small one is enough
But a train station may not provide enough headlift alone, like Lund mentioned
yeah you need enough headlift to reach the top of the buffer, otherwise they'll only fill up to the headlift you've got
Eg: a small buffer can be filled up by a station on the same level, a big one may be filled only up to 4/5
Ah
and you need two big buffers or 6 small buffers for a fluid station
I could always lower the fluid buffer
honestly I think two rows of 3 small buffers stacked on eachother might look nicer and line up better than 2 big buffers
Yeah this is some fucked up math to figure out throughput haha
I wanna make sure im delivering enough compacted coal to my fuel gen facility
And I dont wanna send long ass conveyers
||If you wanna see more "gratuitous clipping" of the hardcore kind, feel free to check out my latest #screenshots, I just managed to spaghett my way to endgame 😉 ||
don't forget to include the stack sizes in the math for solids, cause that changes the throughput
you can transport more concrete than you can iron plates for example
Or just stay below the limit for 100 stack items and don't bother with math xD
So a round trip is technically:
Travel time + unloading/loading time, isnt it
yes
And I believe when stuff is loaded and unloaded, it dumps all stacks into the station at once
though more accurately travel time + unloading + loading
which THEN zip out right?
yeah, and the station stops moving stuff during the load/unload time, so you need buffers to keep item movement continuous and not stop stuff up
Well lets think...
True round time will be:
Station 1 un/load + travel time + Station 2 un/load + travel back
For an end to end train anyways
yeah
Well...realistically
The train will dump its contents and leave asap
But I guess un/load can factor in the time it takes to go from empty to full or vice versa
from belt activity
unload/load takes about 25 seconds for the train
it's a set animation whose time doesn't change cause it just dumps as much as it can
Yep
Honestly?
Id rather they change the freight and fluid platforms to function bidirectionally.
While its unloading, you can load it in with something else simultaneously
Reuse freight cars
that way you dont have to use 2 freight cars to pick up one item type while sending back another
that doesn't really work, cause it's got one inventory so the input/output items would be competing for space
I guess you can technically make 2 Train stations at each side that do load and unload on the same freight car
Station 1 unloads content, goes to station 2 to refill the same car, goes to station 4 to unload, then station 3 to refill
Via time table
this is way more space than just adding another car lol
I think trains ignore train stations in its path that isnt on its time table is it
Problem is trains also slow down more cars are in the line
max speed doesn't change, only slight change to acceleration
can be overcome with more locomotives, as long as you keep it 3:1 or 4:1 cars:engines you're fine
even on hills
Im guessing each train multiplies its power usage.
...Does an end to end train use 1 engines power or both
both
Ah
direction doesn't matter for power, only for pulling into stations
you an make some stupid looking, but perfectly functional, trains
they don't even need to be on the ends
I also think trains only use lots of power to speed up, but sip power when they cruise
yup
Battery can easily buffer that
This works perfectly fine as a back-and-forth train and should go up any hills:
<--><--------<----->
< = engine
- = freight
trains can look very silly
Why not chain engines togethr at each ends?
you don't need to, they can literally go anywhere, only the first and last ones need to be facing opposite directions
and maybe be at the ends, but I don't actually think they need to be at the ends at all as long as you place all the platforms right
was just demonstrating that position inside the train doesn't matter, and only the first and last ones directions matter
Theres also an extra engien in that diagram lol
I did 3:1, there's 15 freight and 5 engines
Wouldnt it be slower in one direction
nope
we know for sure we're getting collisions and signalling, so they don't just ghost past eachother
beyond that, who knows
Trains currently dont collide do they
nope
What happens again if they meet the same station?
they wait on eachother, which increases their round trip time
So if identical trains carrying identical freight arrive at the same time, does the freight station only take one of them?
And the other train just sits there until the first one leaves?
one, then the other after the other is done
if the freight platform is full it'll just take as much as it can and put back the rest
it's best to just not have stations service more than one train
Yeah I wondered that, how do the stations handle overstock?
Do they grab the box, shove it in, and the freight car magically spawns another box?
it pulls it back out and puts it back
Or does it do a 50 second loop
might be a longer animation in fact, haven't timed it
Is it not just the un/load anims back to back?
I don't know, I'd have to test
I see.
I'm not sure I've even watched it myself
Fair enough
I actually hope they let us overclock trains
Just REALLY let em SPEED, Shinkansen style
bullet train, but literal
Oh, maybe add a passenger car just for funsies
so clients and hosts can ride together without horrible fuckery
So... Why have I not heard someone mentioning how you can actually use silica to maximize allu production and still have a massive end-game production? 
Ive never made aluminum before lol
quick question: conventional splitters split a line in an "even" manner, right? If there's 300x coming it's gonna split 100 to each side, even if the machine there doesn't use 100x.
So how does smart splitters solve that? I didn't quite understand how overflow works
ah I just tested it, and yeah you have to have 1 engine on each side of the train, you can't "push" a car into a station 😦
Smart splitters just handle sorting (and overflow)
When you Select a Smart/Programmable Splitter, you can choose what item goes out which end
This can also be set to block/overflow/or whatever rule
overflow works like this, if you have a line of machines, and they're each using 100 parts/min and you're producing 110 parts/min if you place a smart splitter feeding into that line of machines and set an output to the side to overflow, 10 parts/min will exit that side
You want Plates to go out the front, rods to the left, and overflow the right? done and done
If for some reason say...a copper wire came in? would go to the right
they don't just split a line evenly like it's math, the physical items alternate between exits and if it can't go out one it skips it and goes to the next
Practically they split evenly up until one of them blocks
we talk about parts per minute numbers cause they're convenient, but they're averages of items physically moving through a system
oh, i see. Thank you very much 😄
It's just like a normal splitter
But if you select "overflow", whatever doesn't fit the other outputs will go there
Eg: a 600/min belt feeds a 480 line. If you smart split it, you can feed the 48ò with a single mk4 belt and send the overflow on another. A normal splitter would divide in 300/300
Eg2: you have a belt with plates and rods on it. You smart split it to send plates on one side, rods to the other. If you leave the center for overflow X whenever the other 2 outputs back up or another item comes as input, it will be sent through the center
A pretty late game idea is to use programmable splitters to sort a line thats full of just random ass parts.
And whatever isnt used, goes into an Awesome Sink
If so chosen
You can also fuck with ratios using different speed belts
via splitters
Nobody... Really...? 
Making 180 screw, and 2 machines need 60 and 120?
Use an MK1 belt and a MK2 belt
Is there a recipe?
... What?
You say that you can use Silica to maximize aluminum production
Whats the original way of making aluminum?
That's referred to max allu production, end-game stuff (spoiler territory if you care abiu that)
All recipes can be checked out easily on Greeny's tool
It's not really a "discovery"
All talks I heard so far about allu production favored the use of the pure allu recipe (allu scraps into allu ingots)
But the nornal recipe (which is also the most allu efficient) adds in silica to make the ingots with less scraps
The issue with the latter method is that it uses unholy amounts of silica, about 2/3 of the total amount you can make from the whole map, so we usually just avoid even consider using it...
by programmable spiltter you mean this pos right? :3
That boi yes
Very hard to make for kinda minimal use if you prefer a more modular factory approach
That boi is still sittin there after 1100 hours on this save, and can continue to stay.. right there in it's place lol
Except that it still leaves enough silica to make nuclear (a must have) and all other components needed for end-game
So as long as one doesn't use silica for other alt recipes, one can easily max allu with silica and still have a massive end-game factory (silica can be avoided in many recipes)
Interesting
I assume theres more than enough resources for the alt recipes that eliminate silica
Yep yep
I wouldn't exactly call my factory "minimalist" >.> but being that there are no large wearhouses on this save with half the parts in the game.. or any kind of "recycle" bin don't really have a use for them
to unlocc turbo fuel, is there any specific hard drive you have to yoink or is it just random?
The only processes were silica MUST be used are nuclear ones after all
but silicone HSC D:
Also I can't craft fabric
Probably alot more caterium in the world than silica
They are pulled randomly from a pool of all the recipes you have unlocked with research, or milestones up to that point.
Surprisingly, there's enough quickwire to deal with those even without using silica (not for the connectors, NOR for the circuit boards)
random
rip
Fabric is discovered by finding and researching Mycelia
You must also have the refinery unlocked
if you make a decent number of hsc's a minute the caterium goes poof.
of I gotta research it
But at the same time, you use TONS of quickwire. It's like screws mk3
So what is our balance then
Find a compromise between Silicone HSC and Nukes?
Kinda a mix. nuke doesn't really need THAT much silica
You shoudl probably saturate your HSC factory
then do nuclear, running Fuel Gens on the side maybe?
once you build your first nuke setup you really never want to place another fuel gen lol.
What are you going to do with all that oil
I do think one quartz node with a mk3 miner, and a limestone node or two for cheap silica will completely suffice for power needs.
Definitly not going to use that oil for fuel gens.. placing hundreds of those is for the birds.
realistically I think they just need to up the power gen for fuel gens
and have em suck alot more fuel
You don't really need THAT many HSC.
In the plan I made (see picture) you need little less than 250/min
Go from 6 Turbo fuel a min for 150MW to 60 Turbofuel for 1500MWW
Nothing really against fuel gen setups, I do enjoy building them, sometimes. but when I can spend half the time building and end up with so much more power
hahahaha 40 pasta a miunte.
You can use oil to boost pretty much any production line with alts ^^
I guess thats true
Too little? :(
btw
eh, it's double what I did. lol
Is there a way to "overflow" liquids
Ahahah, it's a plan to try using up all resources after all
After building one factory that produces 20 pasta a miunte... I'm not sure I'd ever want to try for more, or build that beast again lol
Yes. There is a dedicated section in the wiki, but simply put: have a horizontal pipe, place a junction, from the junction have the pipe go up at least 2/4 meters. The pipe you just made is now an overflow pipe (you can bring it back down if you want)
Since bottom fills first, the higher pipe segment will be the last fluid will try to go into
You finished it? :O
Speaking of, if you feel like tormenting your pc again ven, I can send you the save lol
Yeah it's done.
Yeah, I think I'll pass this time... 
I'm pretty sure my PC wouldn't be able to handle the increase in machines compared to the last time I tried :\
But, just look at the beautiful screenshots of my powergraph I post like.. daily now, you know you want to lol
To add onto this
Does the hologram depicting the headlift on the Pipe Pump hologram properly show how far it can push?
When it makes that ring that crawls down the pipe line
Yes. Though the moving ring usually disappears before it can reach the maximum height, you should be able to see the maximum headlift applied to a pipe when you try putting a pump on it (provided the previous pump has been powered)
Eg: place pump on the low side. Climb to the top of the pipe, try placing pump. You should see a ring indicating the maximum headlift from the previous pump and be able to snap the pump to it
Remember to place the overflow pipe in the highest point of the main pipe.
Either that, or place a pump on the main pipe right after the junction (that way, the fluid will still treat the junction as "overflow" and climb any vertical rise after the pump without trying to get into the overflow pipe)
True
So random question, has someone already worked out some build plans for plutonium setups with the numbers worked out?
As in finding good ratios or what recipes save what resources...?
it depends on if you want to sink the plutonium or if you want to just burn it or if you want to max power...
initially, sink it, I might switch to burning it much later on when I actually need the power
the point is that if you want to sink it, you look for the cheapest way to make the Plutonium Rods... you don't care about how many you get, you optimize for "fewest resources per nuclear waste being removed"
when you want to produce power, you might decide to optimize for "resources per produced plutonium fuel rod" (which might be different!)
and if you look for "max power", you have to begin belance the amount of uran and plutonium power... so you get to most electrical output
To be safe, always go for max power setup.
Just remember what is the primary reason that makes one switching from turbofuel to nuclear
So, according to Snutt, Pipe Bugs confirmed, but also complexity is good as it is aaand the rest is "learn and teach"
I call that a kinda success
Whats context for complexity is good
It's in the context of people's power breaking. Yes there are some pipe bugs, but most of the time it's because power wasn't set up for 100% capacity (true), and often because they don't understand fluids work because they're complex and they're hard to explain. But they're happy with how complex the fluid system currently is. They'd rather do a better job of teaching how it works in game.
timestamp of relevant part: https://www.youtube.com/watch?v=vuDlUdTeEMI&t=217s
Bet y'all are real curious about what's coming next to Satisfactory? Well, so are we actually.
0:00 Intro
0:47 Verify game files if you have issues
2:10 Power Changes Info
4:40 Connectivity Issues and work arounds
5:22 Foliage bugs
5:59 Name and Icon for game is wrong
7:01 Mods aren't officially supported (yet)
7:42 The future for Satisfactory...
prime the pipes before you turn everything on and most of your problems go away
i have a small fluid buffer in my 300 fuel/min pipe. i made sure the pipes and the buffer were full before connecting 25 fuel generators (no overclocks) and the pipes stay full, the power graph is a straight line, everything is perfect
i should add that upgrading the pipes to mk2 helps because you want to make sure that you dont rely on having exactly the full capacity of the pipes 100% of the time. the fluid requirement of the generators will fluctuate because it takes fluid out in small chunks and the pipe's throughput will dip below 300 temporarily. if it can't go up above 300 to make up for it, you will eventually run out of fluid inside one or more generators
this happens with conveyor belts too, but as we don't rely on them for power it's not as obvious or important. basic rule: do not rely on exactly 100% throughput 100% of the time for any kind of manifold. have some extra capacity in your pipes/belts for very large manifolds.
Thanks. Does he talk about priority power switches at all?
I cant watch
No, just addresses common bugs/problems, and no info on what's coming next beyond that they are working
Alright
Wonder why they made fuel generators so weak
wdym weak?
I feel like we either make WAY too much fuel
or those generators drink WAY too little
just build more of them 🤷♂️
Am I ALSO gunna have to make 100 Nuclear power plants?
Cause Fuel generators seem REALLY disproportionate
depends on what you want to achieve 🤷♂️
Game balance wise
we have almost unlimited space
Coal power plants are very space efficient and eat coal at a decent pace and make pretty much mid-game power
But fuel plants seem to make not as much power as Id expect
On top of requiring a FUCKLOAD of em and their counterpart prep facilities
the thing with fuel is that there are alts that allow you to triple your fuel production from same amount of oil
Perhaps thats the issue
have a look at alt: heavy oil residue combined with alt: diluted fuel
Technically not an exploit but extremely broken meta
I hope they nerf it or buff how much power a single fuel gen makes
I feel like 266 fuel generators in a single facilitty is unnecessary for the performance hit
A large multi hundred machine factory, I understand, its all bout item throughput and productivity
But it JUST feels like they made fuel gens way too underpowered
That or we just make way too much oil via diluted fuel
fuel gen makes double the power of a normal coal gen but consumes like 1/4th of what a coal gen requires, both water and coal wise
though i do wish they were more like 300 MW instead of 150
id be fine if they also consume 24 fuel / min then
I would really like if they scaled it up yeah
A factor of two would make it just right
I assume the scaling would also apply for turbofuel and for liquid biofuel
Of course.
IMO Coffee Stain should try to make machines a bit more on the macro scale
Coal plants are fine, you put down like 16 of them and it carries you to Tier 5-6
But you need alot of power to start doing some of the heavier endgame stuff
I'd be in pain if they made a change like that shortly after I finish making this (which is almost done >.>) #screenshots message
and unlike a belt of coal, fuel is a bit harder to expand on
I got the same feeling when I first got fuel generators, and the power generator curve is a little fucked. It goes 30 > 75 > 150 > 2500.
Like I don't mind nuclear being a big step up in terms of space to power and max power, but maybe we could soften the machine count curve a little bit.
Keep all the energy the same, just make fuel generators produce more power so you don't have to build as many of them.
Im sure someone either can or has made a mod to just simply do that
I don't even think 500mw would be too much considering what we can do with them and turbofuel.
That or have a turbofuel generator that's that size. Cause honestly it's the turbofuel that's the problem.
double the properties of fuel gens
The refineries are fine, they all fit onto a neat platform grid
But my friend atm is like "this is alot of fuel gens...Ima make two TALL TOWERS OF FUEL GENS"
cause neither of us think we have any horizontal space for the necessary generators
Yeah 4.5/min just leads to crazy fuel gen numbers.
@ my 800 needed for the power plant I'm working on
Precisely haha
There's a big gap between 150mw and 2500mw per generator to still let nuclear keep the crown of "most power in one machine"
Yeah, and having 148 fuel gens for turbofuel is not helping my fluid dynamics
My last game I was working on a farm of over 500 gens to consume turbofuel.
My new one only has 50 or so so far for normal fuel
Factor of 10 increase in consumption and production would be nice
I feel like 10 would be too much for how much they cost to build
Increase that too then
They should add steam plants that fit in between the steps of natural gas and nuclear
Coal technically is steam
nuclear is also steam
So is geothermal
I mean more in that you have one boiler building to make steam using natural gas and water and another that's a steam generator.
create heat > boil water > cause steam > spin turbine
you're describing modular power from refined power mod
Higher power output that a natural gas plant, but slightly more complicated
Yeah, I might be.
it wouldnt really work well with vanilla as no other game mechanic has power working with 2 buildings like that
I don't do the modded
I'd welcome a bit more optional complexity in the power system to let you boost production.
optional isnt really optional though
The step from natural gas to nuclear is fairly sizeable. It could use a bit more sub-division in terms of progression.
you either do it or you dont
I feel like everyone should have access to every part of the game
and that is best done by applying consistency in game mechanics
I meant as in you can choose to pursue a different power setup if you wanted to. I'm not talking DLC.
i know, but its still inconsistent with every other part of the game
which IMO is bad game design
the game constantly conditions player regarding game mechanics and expectations
and then suddenly it would be 'lol sike' and you need to do something entirely different
...the game does that as you progress. You have to rebuild and learn new mechanics.
It's a change going from bio-generators to coal.
all the mechanics are still consistent though
What mechanic are you seeing as "inconsistent"? I'm curious.
all power is just 'input X/ Y' > produce power
But you have to take A,B and C to make X
if you need to make different steam or something, I feel that is a bit odd
You have to build a whole refinery before you can pump fuel into the natural gas generator
especially because it would be a singular item with a singular purpose
and it would require an entirely new building with a single purpose
it has many more purposes though
From the "realistic" standpoint, that is how real power plants work. They've got separate machines and buildings to burn fuel, boil water and then pipe it over to another building that has a steam turbine.
They changed up nuke plants and added a water requirement where one didn't previously exist.
they have to be fun first and foremost
theres a mod that does that i believe
yeah, modular power ( refined power mod)
I've actually worked on some of the models for that mod lol
Making it so it goes fuel > steam > power, instead of fuel > power doesn't seem like good added complexity for the base game.
Modular power seems neat, but I don't think it'd be good for the game to make power more complicated for everyone.
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com Anyway, if you want it
<3 @bleak coral
We're just gonna disagree in here, if you want it in the game put it in front of the dev's eyes.
I mostly feel that there's a power generator "gap" in between natural gas and nuclear. You go from building a gazillion gas generators to a couple nukes and it seems like there should be some intermediary option. Steam generator plants were just an idea that popped into my head, but I won't claim that it's the answer.
from what i saw, dont you just stack the boiler / turbine / condenser on top of each other and then just pipe them together?
I definitely agree there, at least somewhat. Energy wise turbofuel fills that gap.
But:
- It's an alt rather than in the MAM or milestones
- You end up building just an assload of generators, see previous conversation
A more elegant solution IMO is just integrate turbofuel into the main progression and give a stronger fuel generator in like tier 7 or something.
wheres the Megafuel
Gigafuel?
I dunno, I feel like we have a good progression for power, biomass > coal > fuel + geothermal > nuclear
potentially we'll have waterwheels somewhere in there as well in the future
and turbufuel could be considered a stepping stone between fuel and nuclear too
Games, don't have to be realistic, yes I agree with you. However, games are a form of storytelling and all good stories have a basis in something the audience can relate to, part of their reality. Not every story benefits from being realistic, but all stories take inspiration from reality.
This game is inspired countless ways from the reality of factories, generators and industrial manufacturing. Is it realistic, obviously no. It simplifies things and adds some totally fictitious and magical processes and items, but it still at it's core is based off of reality.
that's stretching it a bit though
everything has a basis in reality
but we're on an alien planet, fighting firespitting mobs, building floating factories where gravity subjectively affects creatures, players and vehicles ( not trains though, lol)
we spawn objects from a pocket dimension and nearly insta-build big-ass machines
I'm not arguing for Satisfactory to be realistic. I am disputing your claim that "games don't care about realism".
it's just weird to me to point at a specific small aspect and go 'well this is where I draw the line'
satis picks what it wants from reality and rejects anything else
it rejects the player's humanity for the sake of progress
let me rephrase it more accurately then: "Games do not have to care about realism"
and as far as things currently stand, its looking pretty great otherwise
I find that statement agreeable.
realism can be thrown out the window if it interferes with fun and consistency
This is the concept I was trying to express. Never let physics (or reality) get in the way of a good story.
who knows, maybe hydro power and natural gas will be added to tier 7
Conveyor belts dont care the ground is solid matter
exactly
Satis has enough truth already. Also it doesnt have a story yet soooooo
No truth needed where theres no story xd
It does have a story. We just haven't been told it yet.
They've written out the whole thing already.
Oh i know. But for us it might as well not even exist yet
Games don't always need a story to be fun
I just think that changing a game mechanic players have been conditioned into for hundreds of hours for one machine to be a bad idea
if you could come up with more reasons for the boiler to exist, for example, it would already be a bit better
but people would probably still just think of the steam as the 'fuel for this new generator'
It can be a great idea if it's a bad mechanic
In principle, I agree with you. But don't be wedded to a system or mechanic if there is a better or more engaging way for it to be inplemented, or integrated.
that's subjective though
Heres a basic story I can say, your stranded on a planet with some stuff and you get more stuff by feeding expensive materials to the space gods with a storage container with rockets and a space elavator
Reality is subjective.
for me, 'better' = whatever matches expectations of players
the devs have said that they pretty much went through every concept there is already
so if power is the way it is, it must have a reason
Player expectation will not always be better
Guess they want the complexity to be elsewhere
Nitrogen was labeled as the "first gas" in the game.
player expectation based on existing game design which is consistent throughout the ENTIRE game IMO is better.
if we ever get a new gas then a new power generator will basically be Fuel Gen 2: Electric Boogaloo but with Propane gas or whatever
I'd be down for propane generators being the step up from gas generators.
The hard fact is that players will always disagree with each other on what they want in a game, and many players are a) completely oblivious to good game design or b) just plain dumb
at what point do you decide that you cannot completely overhaul a game mechanic though
I think we've pretty much passed that point right now
or c) dont know game design well enough to determine what would be a good game mechanic
...still in early access.
update 3 happened, power has changed
they swapped the input method, thats all
overhauling power twice would be a bit odd IMO
I dint think we have. I don't think there's ever a point where its too late to overhaul game mechanics
League of legends completely overhauls core mechanics yearly. They're one of the most popular games on the planet
It'll be too late when the devs quit.
the point of no return is when your change to the game would fuck over not just 30% of the playerbase but 80%
What if that 80% is all cheaters, and a core mechanic got overhauled to prevent cheating?
I couldn't find an existing request so I made a new one for scaling up fuel generators to consume and produce more. Please up vote and/or comment!
people barely understand coal power as it is
That's not put of my ass btw. That actually happened in the past
aluminiun got changed because it was too complex as well
I'm hoping this game falls into an development cycle similar to minecraft where they just keep developing and updating the game for as long as players want to play it.
if your game is made up of 80% cheaters you got other problems than core mechanics
Cheaters are like weeds. If there's a ton of them it's probably the native flora.
I'm just saying, in game design, there us never a point of no return
also my statement was in relation to fucking over peoples saves
how do you think it affects players who struggle with coal power currently, making it even more complex alienates that part of the playerbase
Then that's a much more specific issue lol
and you'd be surprised at how many people are in this category lol
But also: Destiny did that last year
I think coal is fine. I wasn't advocating for changing it.
doesnt destiny have loot drops that can be sold or something?
coal is an example of 'complexity being a burden on players'
Destiny overhauled level progression and made nearly everything people had collected to that point worthless
its really only the pipes that are troublesome at coal power
making power more complex by stepping away from the conditioned game mechanics for this new generator would further alienate players like that
But what if the devs want to have a plauerbase that enjoys that complexity?
It's impossible to please every player
they want the game to be accessible to as many players as possible
hence the changes to aluminium in update 4, for example
Pipes are a already complex topic, but they also are vastly deep. their learning curve is..... steep. Drowning-at-the-bottom-of-an-ocean-trench deep
they saw people stopped playing when they hit alu tech
In this case, sure. But that's not a rule set in stone
We're also talking about a medium-late game power generator. Players would have to be fairly competent and dedicated to even get there in the first place.
it is for this game though
they've specifically mentioned this on stream for example
you want the difficulty to increase gradually.
It's not. The devs have every right to change their mind
again, devs have been pretty consistent in their comments about what they want the game to be like
They aren't likely to, nor do I want them to, but it's not an absolute
Again: doesn't mean that can't change
A tier 6 or 7 power generator would be a great way to introduce the mechanics of gases just like fuel generators/refineries introduce the mechanics of fluids.
Are you one of the people who also keep hoping for tower defense? 
If I wanted tower defense I'd go play tower defense
this sounds more like wishful thinking rather than acknowledging the process so far and understanding they've only refined their views instead of diverting from them a lot
if i wanted mind breaking complexity id play kerbal space programe or whatever.
idk whats the most hardcore planner game there is
It's just rocket science. That's nothing compared to supply chain logistics.
oxygen not included? or maybe some sort space economy sim?
No, it's just reealism from the standpoint of someone already in the field. Devs can and often do change their minds partially through development
oh yea, Oxygen Not Included
I'm just basing it off the experience I have with CSS and being active in the community for the past 2 years lol
oxygen not included is really cool, it's also a lot, sadly too much for me
brb, watching series
Adding pipes was a pretty sizeable "diversion".
from the point of game design, revamping power complexity to be even worse would kill the poor first time coal gen builders
I'm basing it off that same knowledge and my experience working with game studios /shrug
I do completely agree with this btw
It's already a leap in complexity
You don't wanna disenfranchise first time players in the early game. Coal shouldn't become any more complex than it is right now.
at this point you might as well play roulette or look into a crystal ball. we can only hope that CSS makes reasonable choices
aaand so far it looks quite ok
I tend to think they will
Mark mentioned that he knows of the "hardcore builders" and what they think, but he has expressed that he is also very considerate of the normal level players
I agree with most of the choices they've made so far, and was very outspoken about the ones I didn't xD (original plutonium)
Im happy enough that they acknowledged "yes, theres some issues with pipes".
The statement before that was "What pipe issues lul"
The interesting thing is that because CSS wants to focus on accessibility, that can cause some balance issues that make it hard to create concessions for hardcore endgame builders
i guess thats where alts play a major role
Which he also said in stream I believe
keep the normal route rather simple, but add more complexity with alts so players can crack their head open over that
Yep, alts are a huge portion of that
that seems to be the current idea they have
since normal players are unlikely to rigourously hunt for all the alts
I actually thinks alts could be made more accessible without hurting hardcore players. I think hard drives are one of the weakest parts of the game.
The randomness of alts really hurts casual people only collecting some of them. They may not end up with any recipes they like.
there likely will be an improvement to at least occasinally encourage players to go and hunt
Personally, I greatly enjoy hard drive and slug hunting
just as with the slugs and with new nodes
But that's because I love exploration in games
The hunting part is great! It's the randomness of the drives I don't like.
The randomness is also fine imo
It encourages the average player to use what they get
Hardcore players will always get all the drives, so randomness ultimately doesn't really affect them. It's the casual players it hurts, because they may not end up with anything they like cause they won't go hunt them all down.
But hardcore players won't be affected by the randomness
And I'm not sure there's fun to be had with "deal with what you get"
That's entirely subjective
what would be more fun would be:
1) Oil Refinement
2) Steel Production
3) Aluminum production
Please select the fragment you wish to analyze and restore```
There are entire games built around that idea, and tbh it's a core principle of game design
oh randomness can be very fun, but I just don't think it fits with this game
Targeted randomness could be a huge improvement
and then after some time you get 3 recipes from that category to choose from
no other part of this game is random
also mark has talked about different alt recipes being for different kinds of players, I just think it'd be better if those recipes could end up in the right hands
Hi guys
Games don't need to have a ton of randomness, that's what roguelikes are. A small amount of randomness is healthy for most games
That randomness is actually going to be the main thing driving people forward who create multiple saves
if the hard drives gave you a choice similar to what i mentioned right before you scan the drives, that would make hunting for recipes you desire easier
aaaand also encourages hunting
Does someone know if it is possible to control conveyor on demand? I mean, I am building a sorter but it becomes full very quickly. I wonder if it is possible to let component passes in function of a factory requirement.
since then you actually know "oooooh i can get a new recipe for X Production"
What becomes full?
theres only the smart and programmable splitters, really
You can sort items using a smart/programmable splitter
If you got any extra, just send it into an AWESOME Sink
Yes, I already use that and it is a very useful stuff.
i guess you mean turning conveyors on and off?
But, I've made a big sorter that loop on itself.
Yes !
No such thing, sorry
You cannot turn them off.
That would probably fall under Logic Systems
and we dont really have any of those yet
Arf, maybe we can offer the idea to the development team
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com
<3 @oblique hollow
im sure logic systems have already been suggested
be sure to search for existing posts before you make a new one
OR, AND, and NOT gates would be weird.
Factories as they are are pretty self sufficient
but its fun complexity
It is not really about logic, but rather just allow a conveyor to star when a factory is demanding... and this is... logic 😅
Just imagine a loop sorter connected to all your factory and conveyor start when the factory is empty
Im really not sure what this achieves.
it sure is a way to do something, but i dont know what for either
I am worling on loop sorting system, this is why a tried to reproduce what exist in real life.
If you have a box that is too full to accept things from a sorter, you probably need a second box
not loop your items
dont you usually want things to always produce
Theres no shame in blocked factories or just sinking extra items
If its an item you need on hand AND on factory demand, just make two boxes
One for the factory and one for you
Sink the rest.
the only time a factory magically needs more demand is when you build extra
since there are no customers here with varying demand
so there is no need for stop-and-go production
when yo have a sorting system, you want the component to stay on stock until someone ask for them. if you continuously send component, the sorter get full in few minute.
Then send the component to the sink
thats the thing: you always know who needs how much
irl you dont, but here you have total control and overview
If the sorter is full, its time to throw the extra away elsewhere.
demand doesnt suddenly decrease, unless you messed up something
well IRL factories are properly calibrated to run at-speed.
I already do that, but It would simplify my life with a logic.
usually theres annual prognostics on expected demand
When you make a sorter, you don't control demand.
You should see my plant to understand.
You just open valve and let it go. This is why it is awesome.
Realistically you probably just want actual segregated conveyers
What is the best manufacturing ethos? Do you take resources nodes and bring them to one mega does everything factory or do you try and partially process and refine parts where they're mined first?
If they're high throughput products
Mega bases lack flexibility and expandability
Ive usually compartmentalized factories to make specfically one form of product.
also they take a dump on perfomance
spreading things out is usually better and safer
If you need a computer factory, plan out each part in its own subfactory.
process resources where you extract them, then ship them around if needed
This has become my new leading method, but I was wondering what else people were trying.
It seems that my dream will die in the egg.
Egg?
I have one giant ingot factory for all the ingots, one massive refinery for all oil goods etc and then I'm planning to just use trains to fill up more advanced satellite factories such as electronics and nuclear goodies with the processed materials they need.
Thats one way to do it
French expression, probably cause I am french 🙂
I mean, is there any other way to increase production without being a "mega factory"?
Go to go, thank all for you support.
As stated, theres plenty of iron and copper and etc around the world
and theres only so much throughput a conveyer belt and a train can do
Might as well make multiple of your "ingot" factories
or just make a product specifically on site
like a "plate" factory and a "rod" factory
etc etc, go more specialized if needed
I've stopped making dedicated plate, rod etc. factories. I build those as needed to make more complex components such as super computers.
Having Satisfactory tools has really helped specialize my factory designs
I just really got tired of trying to process ingots in so many different places.
Same for oil products.
Theres no shame with smelters at every iron node
either way they all gotta be made somewhere, and theres plenty of map
Yeah, but it's a pain in the butt to upgrade and expand production.
Saves time sending all the iron to one place, only to send it all back elsewhere.
Also advanced alt recipes need multiple ores at once.
We got mass dismantle!
But what about mass build/upgrade?
Blueprints are a dream
Yeah, just officialy was the thing.
so maybe we do get some kind of blueprinting some day
Im concerned how it'llgo
Placing a giant multi ten factory sounds a lil hard without some verticality
like a jetpack
I think the anti-blueprints camp is slowly losing ground, their opinion has slowly shifted from "most of us don't want it" to "we'll probably do something"
I think mark has always wanted blueprints
blueprints would make modular factories alot easir
Question just is properly placing it
I'd settle for mass building, mostly want it for foundations and walls
there's something medatative about setting up piping/belting
lol my friend in factorio used blueprints to queue 10000x10000 areas of wire poles to fuck with the server
it wasnt break-the-game laggy but i feel like that would be a genuine concern for a 3d game like satisfactory
especially with the object limit
oh a couple post I made to relevant discussions earlier if anyone wants to upvote and/or comment to add their two cents:
randomness in hard drives: https://questions.satisfactorygame.com/post/608319f2aa0ba107e325a673
turbofuel specific fuel generator: https://questions.satisfactorygame.com/post/60831a83aa0ba107e325a678
which is why, if we ever get blueprints, they would be very limited
I dont know how well Satisfactory handles room-culling, if it even does room culling at all
But itd be cool if we could "bake" a factory design and its just a box that takes input and output
Cant modify the inside of it, just a baked factory cube
that seems..... boring tbh
It'd save on object limit.
and youd have to design the original factory first before you could box it
a tool that allows you to place rows of buildings seems better fit
Realistically Im guessing the major issue with object limit is just giant ass refineries and fuel generator depots
since those go easilyinto the hundreds
the object limit isnt just game objects, it much more broad
it's any large scale use of production buildings, those are the worst offenders
klepdar easily ran into it with max nuclear
I mean I say easily like that wasn't a silly big save haha
That seems primarily to be a problem with how little factories take in and out
ala my previous discussion with fuel generators
If said production factories took in double, maybe triple, and made similar output, we could cut down the count by factors of 2 and 3
I suppose you can technically offset that by overclocking everything
but buildings are power hungry af
Then you'd need triple speeds on conveyors with would run into the high speed issues fast
Stacking coveyers is easy
it's not about stacking conveyors, it's about high speeds being broken in general
meaning the conveyors would not work properly
also the game will be three times as resource demanding
which would make it run horribly on low-end machines
Note: even if you plan to process all resources in the game, you would still have enough power to OC everything at ~120% just with nuclear
if you wanna place a row of buildings, place one and hold ctrl while you aim at the side of it to place the next one. you can spam buildings like spamming foundations. i can place 8 coal generators in 1 second this way. so annoying when i see streamers who boast thousands of hours of play time not know how to snap buildings 🤦♂️
Its not made inherently obvious
I also don't like doing that because if I mess up the placement for even one structure in a 50 structure line it's all gonna be wrong and need to be redone
so I just do it the "slow" way anyway
Do power slugs respawn?
no
there's like a lot, and you can also farm doggos: https://satisfactory.fandom.com/wiki/Power_Shard#Resource_acquisition
well yes but actually no. Lizard doggos can bring you slugs sometimes if you really need more. But there's enough slugs to cover all your miners and oil pumps, so it shouldn't be a problem
So its not worth using them on machines?
not really
building two constructors uses less power than having one constructor overclocked to 200%
while being identical in resource output
so it's never "worth" because of power, ofc you can use it if you want, but generally you only want to use them on miners and oil pumps, as those are limited by amount of nodes
I see
That said if you go really big, over clocking everything is a way to reduce the number of buildings to help performance. But again, that’s when you are going really big.
using slugs on production machines and power generators is convenience, nothing more
and we do have enough slugs to use them on more than miners, so just where it'd be nice to not add more machines and you can spare the power
using them on gens actually doesn't have any power disadvantage, it just makes the numbers weird, so if you're ok with that, using them on gens is slightly better than using on machines
What clock speed would a non-reactor generator producing/consuming exactly 2x be set to?
even with 4 decimals precision you're unable to get exactly 2x
as close as possible then
246.2288% is safer
results in 199.999948% of production
while 246.2289% results in 200.0000108% production
I'd consider that close enough, I'd bet there's floating point errors bigger than that
why can't they just all follow reactors >.>
I have.... opinions, but I have hard drive hunting to do so....
I have to go hard drive hunting soon too!
it's just... to find one hard drive that I left in a wreck....
😭
updated wiki with the "more correct" number
I'm so sorry
ignorance truly is bliss, I guess
now imagine if each reactor had different exponent 😛
I'd strangle a motherfucker be unhappy about it
Making a steel-stuff factory, it this a good ratio of outputs for whatever-I-should-need-but-don't-have-numbers?
Steel beam: 30
Steel pipe: 184
Enc beam: 48
Stator: 60
I'd argue far more than you'd ever need, but that's just me
beams are only useful if you want the mk3 belts or if you're making a bunch of ISCs, pipes are used for a lot of stuff so that can be higher, encased beams are used in mk2 miners and mk4 belts, and stators are used exclusively in power storage
Imagine if not enough coolant made your reactor explode and deconstruct all your buildings in a 5 mile radius
I have a rotors in other factoree, so 40+ of these is going to be into motors
And beams will be my compressed screws for computers.
Copper rotor!
I mean if you got leftover steel
I was worried 30 beams is too small (considered 60 beams/100 pipes split), but hearing the opinions I guess it's ok.
when progressing initially I tend to just produce one machine's worth of output per minute, based on whatever recipe I'm choosing
once I expand beyond that I look at what has a lot of uses and plan accordingly
for example, I might be fine with doing 10-20 HMFs/min but only 15 steel beams/min
(note: these are output)
Technically this one is at tier 7/8, and splitting off the main megafactory into localized smaller factories.
The output ratios are for one pure iron node + coal at coal lake, + nearby copperz.
I have a 100 encased beam a minut factory and will need to quadruple that output soon
48 steel (encased) beams wont even feed 4 HMF manufacturers
heavy encased framez FTW
thats what im talkig about
You said steel beamz
Ok, in that case it can feed 4 of them with some left over for building.
If I need more, I'll build a second steel factoree just for those
My current hmf capacity is 1 (one) manufacturer, so it will be a 400% increase!
Anyone got a good rule of thumb for making basic construction materials?
For making buildings and stuff, not for other products
1 - 2 machines worth, or 5 - 20 parts per minute whichever sounds more appealing, if it's not enough add more machines (like for concrete and iron plates for foundations/walls)
concrete and iron plates I'd do like 30 - 50 parts per minute
Im considering leeching materials off an original factory line
maybe iron rods too, depending on how much you like railing and ladders
But Im thinking it might be best to just dedicate an iron node purely for plates and rods and stuff
either works as long as you get the math right, I've got a few materials that are excess from bigger productions, but I don't generally do that anymore
I stopped that after steel more or less, though it's useful to do that with byproducts from oil too cause otherwise they're not doing anything
Someone find me a rubber room... I have a mega plan to set up a total of 355 different production lines...
My goal set. Each number represents a total machine count making the final product...
What will you produce in 355 production lines? There's not even that many different items
Oh you mean number of machines, not production lines
No, I mean I want that many final machines making each of those items for my main storage area
That seems like a lot more than you'd realistically need
is this all build with mk3's?
those 10 manufacturers making HMFs is gonna be like 90% of this
And AI limiters
it'll be a lot, not nearly as much as the HMFs though
Yeah seems like way too much, I'd go forr like 1/5 th of this at most
Pretty much I have grown to hate splitters on lines of constructors or assemblers...I connect full speed Mk2 from pure...and after 3 machines, idle city
For personal use, 1 machine running is enough, except for concrete. Might be a little slow when making lots of machines or trains, but you wont burn through an ISU on most project, fast enough
oh yeah that's the flip side, keeping one or two ISC helps a lot with low-throughput to storage, cause you have a lot of buffer
What about turbomotors, aluminium stuff?
Not unlocked yet
I was about to say you should have more storage for concrete, but then I remembered it stacks to 500 now lol
Oh those numbers aren't storage... I really do want 50 separate lines making concrete...
That depends on how far away you are building. If you are building right next to the storage, even 2 pure nods, cant keep up, once you get the groove in. Further away, even an impure node, might keep up, as you spend less per minute, thanks to travel
Plan is to have storage containers buffer and not split from the miners directly. Lots of containers. Lots...
I have had to use mods, to be physical able to burn more concrete then 2 pure nods
So 1 ISU connected to 2 pure nods making concrete, is more then enough
yeah that should be fine, cause that's 24,000 concrete
I figure I can run all the nodes I have tamed and fill up tons of containers, then switch on one group of machines in sequence. Let the next group fill up..
that's actually about what I was storing in U3 with 6 ISCs