#math-and-meta
1 messages Β· Page 541 of 1
i just wanna mix green juice with additives to get turbo
not oil + burned plant stuff
and portable miner alt is pretty good imo
if only miners would stack
^
π€·
whats it good for tho?
automation
why.
so you don't have to hand make them, so for convenience, which gets undone cause they take up your entire inventory if you carry a decent amount lol
sure, but I don't want to fill my inventory with miners either
a bandaid for a problem that basically turned into a crutch again
The basic miner recipe can't be put into automation, for those confused
Biocoal has its use. Like turning more of what the doggos find, into useful stuff, like Nobelisk
At least the beacon alt produces 20 per craft. The cost increase on auto miner is also insane.
that's why you put them in a vehicle, drone or train
if anything that alt should produce 5 miners or something
buuuuut they dont stack yet
sooooo no thanks
You only need like 500 miners ever, so it's not really important
Really, I just want a leaves->nuclear waste recipe.
I want to funnel the natural environment directly into my nuclear wasteland
There is a mod for that
most of you have already seen this probably, but also shameless plug if you want them to stack like me π : https://questions.satisfactorygame.com/post/606df050aa0ba107e3257009
I'll probably never play the game modless again once i've beaten it at least once. Too many things take forever to do the first time.
I want to finish my first run as vanilla, but as someone who likes walls and roofs way too much for their own good, I definitely need some sort of 'big walls and floors' QoL mod.
Smart! is like vanilla+, if you don't use the splitter/merger automatic connections part
also doesn't add anything to the save file, so it can be added/removed cleanly
"Vanilla+" that's a great (and fitting) description 
"properly" is subjective lol. It's possible to weld belt segments together to make much longer single-segment belts, but these can be so long that visually it just doesn't work - the belt becomes invisible when we are so far from one end of it that we are out of the range where buildings are allowed to be visible - however the items still get transported and since it's a single segment there is no timing issue or rounding error. if the devs are going to fix this, they need to work on the bit of code that transfers items from one belt section to the next. I suppose a graph theory approach to precalculate the route when segments are added could work because we would combine all the points along the route and the entire route behaves as if it was one section. We know that moving items from point A to point B is fine, but the transfer of items (e.g. on a 2 section belt) from point A to B1 to B2 to C is where we get the hiccups. I assume there is a value that ranges from 0 to 1 which defines how far along the belt an item has moved but when the item moves very fast it's a relatively large fraction of 0 to 1 that is added per tick and we get rounding errors where, for example, we add something like 11% per tick then at 9 ticks we have moved 99% along the belt and then on the next tick we are at 110% so the item is kind of stuck for 10% of the time that it should have been moving. Longer belts mean we move at a rate which is a smaller fraction of the length of the belt so we don't get problems.
That doesn't sound completely right...
"Longer belts mean we move (items) at a rate which is a smaller fraction of the lenght of the belt so we don't get problems"
This would in turn mean that very short mk5 belt segments should bug out pretty much always, right?
(Which they don't)
Eg: 2m belt segment, where items move through pretty much in 1/2 ticks
it depends on what fraction of the length of the sections is left over on the last tick. if the items move at a rate that it's at exactly 100% by the time it reaches the end of the segment, there will be no "delay" when it gets shifted onto the next segment so everything is perfect
from my recent tests, the "delay" problem on full speed belts seem to be only from belt/belt junction: i made a belt of 60 belt segment, each connected from a merger/spitter to another (and no belt/belt connexion) and i didn't see any backup yet. That could be an easy way to prevent the problem, if it's confirmed after some cross check
you could make multiple belts, all of them with 60 segments, but all of them with a different length per segment to find out which segment lengths are optimal and which are the worst
Didnt one of the recent videos, says something about conveyor changes?
So you are saying that the bug is relative to the remainder of the distance traveled towards the end of a segment in a frame? I.E. if you have the segment's length be a multiple of some specific, unknown, number, it'll work at 100% effecency?
yeah it was a new belt renderer - you can toggle between new and old belt renderer in the game settings
and also networking improvements for belts
Very nice, that was a test I was really curios about
**Note: adding the merger on an existing belt DOES NOT equal what Mutedhiver described, it still backs up! **
exactly
I wonder if there is a number of marks of distance on the foundation grid that could be used here. Like having every segment be a multiple of 4 steps on a foundation.
this is probably due to the fact that mergers/splitters/etc have an internal buffer like a stack of items up to 8
items still need to get off the belt section and onto whatever is connected to the end of it
That's what I thought, but just slapping them on an existing conveyor still leaves the junctions between the segments, so it's not enough to fix
the bug is literally at the point where items can't get off the belt in time between ticks
The most useful workaround info to find in this case is probably some way to consistently get the ore from a miner to a splitter without loss.
As long as it's a single belt segment, it's fine π
Either a splitter or a ISC, both work
let's say for example you have 2 belt sections. when an item reaches the end of section A, it might have a progress value of something over 1, lets say 1.01, then it gets added to the next section and the progress begins at 0, when in reality it should have started at 0.01
these miscalculations add up
Because the splitter has a buffer, so it's going to handle the mass input properly, while a belt segment's "buffer" isn't big enough?
devs need to make the sections communicate with eachother to let items on section B start at a value above 0 when it ends at a value above 1 on section A
they are already transferring items, they just need to pass along an extra number with that data
In factorio, I think I recall they solved this by using a repeatable animation that was seamless between segments, and just giving each segment an inventory for the whole length
Rather then calculating ore positions individually?
can you place a splitter on top of an existing belt in factorio?
Sounds like a great way to decrease belts' performance 
Splitters were their own tile piece
right, here you can put them on a belt and cut the belt in half etc
which means positions of items matter
Which I understand is how satisfactory works, after placement
this could potentially cause graphical glitches, but based on what i saw in the latest video about belts where Ben showed the texture map for item positions, i think it should be fine since he is using values from minimum to maximum in the texture but it doesnt have to be 0 to 255, it can be 0 to 1 where overloading the numbers up to like 1-point-whatever (like emissive colours) would make the items appear to contue moving off the end of the belt just before they begin to appear slightly shifted along the start point of the next belt section
You can check out the latest CS video to understand clearly how belts move items (they're pretty much a shader applied onto the belt's texture as far as I understood)
yes, so all the items are at the same point on the start of the belt but then the visual representation is offset by a number which happens to be it's progress value from joining the belt to reaching the end
This actually explains well why the items seem to "back up for a moment" on belt junctions β
beltlength = x meter
current position on belt for items goes from 0 to 1
so if an item is at position 0.25
the game renders it at 0.25 * X Meters from the beginning of the belt
yep yep
I suppose what I'm trying to say is if you want a solid performance rate, maybe syncing item positions to a global cycle could avoid technical issues?
For instance, on any given frame, an item will be x far down the belt?
this is why i suggested precalculating the complete route using graph theory - that way the entire route would have a single progress value from start to end
even with splitters and mergers
That could work too, as long as people don't try to overcomplicate the belt system
belt loop go brrrr
however, graph theory is difficult
it would have to be calculated each time any part of the belt network is modified
yeah. way to kill the game if you have a GIANT belt network
passing the progress remainder to the next section of belt is much easier
If you precalculate, wouldn't you have issues when items are picked up from the belt?
graph theory would break as soon as someone builds another LGIO Weave or Beltnado
no, it's like just taking one object out of the array
I think keeping the calculations smaller scale, and saying "at this given frame, this belt segment transition is in a specific state", would be best.
since we cant place items on the belt manually, it would be fine
Syncing the placement of items onto the belt, so that it always is in the expected state on that frame
problem with adding multiple belts to one is also: we still have position going from 0 to 1
Well, I guess it's time to summon Snutt to tell him 
so now we need extra decimals for precision
there is no need to sync anything with graph theory - we can find out exactly where any item will be on the belt given the start time and current time
There's more hard drives than recipes so you probably shouldn't be worrying about this, since you will get them all eventually. Maybe just unlock priority.
Did they say they were going to address these precision issues anyway? I'm kinda lost in that regard
they did, but they didnt say how
i think they are still testing ideas
As long as they don't forget about it~
Right, but you may as well push the odds in your favor to get better recipes more quickly.
Otherwise, Imma refund the game 
laughs in pipes
Laugh in 2h refun time

I think I'm just going to build everything I make while pretending I don't know about these issues. I wont be able to tell the difference anyways
Rounding error has been in this game for a long time
or just don't care, like me π
Mk5 belts really made them shine though (and mk2 pipes, I guess?)
Like a row of buildings start to get misaligned after certain number
Says the one who just spent a few hours testing to see how the issues work 
i mean at the end of the day, when a machine shuts down because it's full and then it starts up again, the belt won't run dry because the machine has a buffer. if i was making 3 nuclear pasta per min, i will still be making 3 nuclear pasta per min regardless of whether this bug is fixed or not
If your miner can't output the expected 780 copper/min, the PA might run dry of copper and you get 2.99 pasta
Totally unacceptable 
nope, everything will be fine, trust me π
How is it fine if they don't get enough materials? 
by the time your miner fills up, everything else in the production chain will have a buffer
Big doubt
I don't manifold stuff, so that's rarely a thing in my factories
Most of my machines have the minimum possible amount of items in their inventory
your 780 ore gets turned into more than 780 ingots, the effect of machines getting filled up at their output buffers is increased exponentially. everything after the miner will fill up before the miner does
if you have 100 ore stuck in a miner, there is more than 100 ingots in the combined buffers of your foundries/refineries
dont forget the belts in your factory also count as buffers
Unless you manifold or deal with inefficiencies along the production line, that's not a thing
Moreover, if your system runs at 100% it's eventually gonna have at least 1 machine run dry
your system can only run at 100% if literally every belt is saturated at exactly 100% of its rated throughput. this is not possible given the belt speeds we have and the fact that you need to use splitters and mergers
Why would you need to saturate belts to have things run at 100% o.O
because if a machine outputs 30/min onto a mk1 belt, the output buffer will not fill
you would have excess capacity on that belt
Eg: smelt 780 iron ore (smelt for ease of exampling). You feed the smelters 1:1 to plates constructors. If you get less then 780 ore/min, some smelters will starve ~> you'll get less plates
Efficiency refers to MACHINES not belts
I still have to hear about anyone razy enough to have a "factory at 100% belt efficiency" (which, ironically, would mean it's INEFFICIENT due to losses xD)
belt efficiency is absolutely useless as belts are magical entities that run on the power of determination
by the time ore production is reduced to 779/min, those smelters will have ore in their input buffers so they will not be starving. over time the buffer will very slowly be eaten up. however, splitter outputs take turns to output items on each of the connected output belts, so only one machine will starve at any time and it will be for 1/780th of a minute
i have bauxite refineries being fed 780 bauxite / min
they all are at 100% but the miners backs up anyway
if you look at your entire production line as a whole from ore to endgame item (e.g. nuclear pasta) what really is 1/780th of 0.5/min?
guess that gets rounded out of existance
when this bug finally gets fixed, everyone will be rejoice. there will be dancing in the streets. a public holiday will be declared all over the world. coffee stain will get the nobel prize for intellectual triumph. and then nobody will notice any difference.
the prize gets reserved for when the pipes get fixed
- You're assuming machies have items piled up in inventory by the time the input drops (which should be immediate, ending up in the loss of at least one item/min as soon as you turn the miner on). If you balance your machines, full machine inventory isn't a thing
- Wether the loss will be split among machines or not, depends on how you set up your machines. It has been show clearly that if you use a manifold (most common approach), the last 2 machines will take the full brunt of the losses, so they'll eventually starve EVEN if they had full inventory at first
- The losses can be quite hefty. Eg: if you don't feed enough caterium ingots to quickwire assemblers, you lose 6 quickwire/min for each cat ingot lost. I don't call that "irrelevant"
- A loss is a loss, and Fiscit does not waste

Define "eventually" lol
Between 1000 and 13 minutes (more or less)
1000 for a loss of 0.5 min (best case scenario) and a stack size of 500, 13 min for a loss of 8/min (worst case scenario) and a stack size of 50
A reasonable example (imo) would be with a loss of 4/min and a stack size of 100: if machine starts full, it would take 50 min to empty its storage (assuming the last 2 machines take the brunt of the loss)
I'm doing math by head, so mistakes are likely to have been made 
The simplest way to look at it is to ignore buffering I think. If you lose 5% of your throughput to the smelters, then they in turn produce 5% less in the long haul. If your belts were tuned for 10% thoughput, then the 5% extra space will make room to avoid further loss, and the 5% loss will be maintained through the rest of the system.
The easiest way to handle the loss is to build as if it doesn't exist, belt-wise
my miner runs fine xd
i disagree with all of those points
Something like building a system for 100% throughput, then deleting automated crafting segments until everything is actually 100%?
Or just leaving it at 95% efficency because it's not enough to care about
if you build an entire factory but dont connect the power until youre finished, YOU WILL have efficiency problems because items take turns at the outputs of splitters even if you do "belt balancing"
if you connect machines to power as you build from the start of the production line to the end, every machine will build up a buffer at the input and output
this is incredibly important when working with fluids, as is the verticality of pipes to ensure liquid flows in the desired directions
I never balance my belts, I just let the balancing fix itself by filling some of the assembling machines to full.
Makes some wierd buffering, but I never really pay attention to buffers.
the amount of throughput loss that you are worried about is negligible when you have small numbers turned into bigger numbers and then compressed into smaller numbers again (ore to parts to more parts to less parts to advanced parts)
at the end of the production line for tier 7 and 8 items the losses are so small that your machines will be running at 100% and will probably even have an input buffer that only goes up or stays steady
If you have the right ratios of machines, the timing that you plug everything in shouldn't matter in my understanding
Long run, if too much is being pushed into one machine, it'll eventually get shunted to machines that are getting too little, and the whole system will correct itself.
youre right, i said you will have efficiency problems, but they will iron themselves out eventually. i just dont have the patience to wait when i build huge manifolds lol. i let all the belts fill up before i turn on the power for the next stage of production and i manually fill up some inputs too
It does make the system feel better for sure
I have a query about using the calculator properly. I'm trying to make a turbofuel factory. I've turned on all the recipes and I'm using the blender version. I'm also triple sharding everything to reduce the amount of buildings. My input is 600 oil and as far as I can tell the output will be 800 turbofuel. Initially it makes 800 heavy oil residue. 200 of that splits off to make 400 coke. the remaining residue then loops around the other way to help load balance the final product line. Similarly another 200 line of residue goes to making fuel because the site tells me I need 266.7 of fuel. Each final output blender eats 15 fuel normally but by 2.5 that's 37.5 which requires 7.112 blenders to eat it all. Each then produces 112.5 turbo fuel which goes to approx 800. Does this make sense or have I used the tool wrong?
which calculator?
Satisfactory helper to calculate your production needs. | Gaming Tool/Wiki/Database to empower the players.
In my experience the tool works best when you only enable the recipes you want to use.
that link lmao
decent chance it takes you what I did though
yeah there are some tools with shorter links 
might I suggest https://u4.satisfactorytools.com/production ? since greeny wont plug his own stuff, I will do it for him lmao
usually a bit easier on the eyes in general as well for long production chains
also with 600 oil you can make 1333 turbofuel π
I also like to cut my production chains in step by step pieces
I don't feel like spamming my tool in response to other people sharing other tools π€·
I think it's a good thing to compare results actually
does the math I did make sense though?
sure, but I just feel bad for luring people to my tool π€· I'd rather if they came by themselves due to my tool having the features they want
I love your calculation tool, Greeny
in this case, it was the right choice because SCIM seems to do suboptimal stuff
understandable
I also use the wiki to figure out the most efficient recipes to use
not always completely accurate since afaik it can't account for the cost of inputted products
but it does very well for recipes that use raw resources
On that note I was trying to keep the sulpher cost down with the blenders and not using diluted fuel
I do a manual process calculation
I'm curious, I decided to enable all the recipes and do thermal propulsion rockets with the calc that was just linked, and it used the coke steel ingot recipe. Does that make sense for high production builds?
Maybe that's just me, but I do process calculations for a living π
I have some plans to handle that as well
coke steel ingots is the fastest, so it can take more input and make more output with less machines (and therefore less power use). it's my favourite steel recipe, but i find that using coke steel instead of solid steel lets a lot of coal go unused. so even though i personally prefer coke steel, i usually end up using solid steel far more often.
a good place to use coke steel ingots recipe is on the "gold coast" and rocky desert starting area because the nearest good source of coal is some place where you will probably already have a coal power plant. you can use the default iron ingots recipe to make all the things you need up to the point where you leave the rocky desert starting area to expand and then when you need much more of everything, you can come back and convert them to the pure iron ingots recipe with upgraded miners and have enough leftover ore to consume a bunch of coke from a short train line that brings HOR or coke from the islands just south of there
also, if you wanted to use the coal at the crater lakes for steel, there are some pure iron nodes near the bottom of the waterfall, so you would porbably use that iron instead of the stuff at your starting location
the tool picks recipes based on weighted raw resource consumption. So the path it shows you is technically the most resource efficient. Though it doesn't mean it's the "best" path (also because there's no "best", it's all subjective and depends on what player wants/needs)
man oh man that's a lot of machines on that 600 crude to turbofuel calc
"haha pultonium fuel rod sinking go brrrr" with a side of train logistics. it is understandable if some people would rather just use the rods again
and im even using alts here
so im skipping a few steps
buidling the plutonium nuclear reactors is a bigger pain than just sinking them for the points and cleaning up of radioactive material. I'll turn them to fuel when i need them power wise. Not even using a 1/5th of my uranium rods yet with top half of the map already industrialized.
I partly agree, but turning on the fluid parts in advance to fill up the pipes should be done, unless you wanna wait forever to reach max efficiency
Or underclock for a bit
It's largely meaningless to me, though I can see why people might be a bit compulsive about that kind of thing
Regardless of balancing or manifolding, the end result with losses is much like what @terse otter described, being reflected by a spiky power draw
... And if not all machines are running, you ARE losing items
I doubt a system with over 30 machines running on a 780 long belt will have less than one spike in its power graph (so one production cycle lost every... Minute? How long does it take for the graph to move from side to side? π
)
Of course to each it's goal
I just wanna iron the power draw as smooth as possible pretty much
Managed to have it flat on my nuclear factory... The one that I had to remake 
Yeah. It all evens out eventually so I don't care, but it's not something to push either way on. I just like the simplicity in my systems. I can just run a belt along my crafters and spilt off without thinking about it
Of course
Just like one can get into the nitty gritty details and try smoothing out every imperfection
We got a world of choices~ :praisethesun:
plays the scene with Neo and The Architect
hello people
i have a problem got 800 heavy oil and am using 750 to produce fuel i wanna use up that last 50 but have no idea what to clock my refiner at
A 30/min recipe + 50% overclock is the closest you can get to even usage.
it's hard to give an exact answer without knowing what recipe you use; but clock speed on machine accept math expression, you can just put 100*50/(oil consumption of your recipe) to get the OC needed
(Assuming you're using diluted fuel) You can just set the output to 100. Easier than fiddling with the clock itself ;)
i figured it out
i need to clock it at exactly 83.334 to use exactly 50 oil
and that will create 33.334 fuel per minute
I have a itsy bitsy problem. I need 360 m2 water for my coal generators but as you know the MK1 pipelines max flow rate is 300. Is there a workaround to this?
How do I double up?
feed a pipe from both end (2 water on 1 side, 1 on th other)
Oh
both of these work
Was it crude oil or heavy oil as input, then? 
heavy as input
sry if that wasnt clear
ive been playing for about 12 hours in total now
plus its 3:48 in the morning for me
What is the function of the dogs? or how can I make them collect materials? I don't get it this game mechanic very well
!wikisearch lizard doggo
ok you can tame them then put them in a pen
then every so often you can walk up to them press E and open there inventory
and they will have a random itme in there
very good source of power slugs
and nuclear waste
one more question how much can i over clock my fuel gens to use exactly 800 fuel
i have 32 gens
using 384 fuel
fuel gen is harder, as it's non linear
Ohh, you're using the "residual fuel" recipe... Didn't even take that into consideration
(too used to the diluted version
yep
No des-spawning?
(Sorry, iΒ΄m spanish speaker, idk how to say this)
but im turning crude into heavy then heavy to fuel
I'd try to get close with all gens at 100% and package the excess for personal use/sink
250%OC is 202% more fuel consumption, and i guess it won't be enough for you
i already have a persoanl use /sink area in use
this is dedicated to fuel power
build more gen
so i need to get it to use 25 fuel each
Then tweak the fuel production to a multiple of the fuel gens' input
Handling the excess HOR is easier than clocking them at the exact value needed
true
Cause in the end it's like either 24.999 or 25.001 or something
24.28
Bad numbers 
thats the max amount it uses
you can still input math expression, it's a bit harder, but i guess you can get the OC formula for gen on the wiki
nah im think im just gonna let it be for now and get some sleep
the numbers are making my head hurt
And how can I change this?
that's why it's easier to just input math expression in the overclock; you let the game deal with numbers for you π
By dismantling?
Kinda vague question ^^
change to get what ?
Its just floating
I tried to dismantle and tried again but didnt work
You get pipe supports when you place down the pipes
The junctions don't have supports
Huh
which part is confusing
junction goes on pipe, pipe has supports,
therefore junction doesnt need supports
and whether it is in game or not, pipe supports are installed on pipes, not junctions
how can you get the satisfactory tools website to do alternate recipes
go in recipies, then check the recipies you want
just select the recipes, it picks the most efficient ones, so if your recipe isn't used, try disabling the normal one
I'm getting into nuclear power. I told Greeny's tool to maximize 300 uranium ore -> uranium cells, and it reports 7.2 per minute. So, 36 power plants?
that's right.
thanks
To calc plutonium rod production, do I need to enter a value for on-hand waste? Are power plants not considered part of the production chain?
in greeny's tool i think generator aren't included so you need to add waste by hand
yeah, since generators don't have recipes
Okay, so 36 plants producing 5 waste per minute, I should tell it I have 180 uranium waste on hand?
yeah
adding power plants is planned for the futureβ’οΈ, but there's a lot of work to be done
An error message specific to plutonium rods would probably be enough, anyone advanced enough to be using and understanding your site can hopefully handle that. π
that would assume I have time to do some development π
(and if I do, I spend it on v2 of the tools)
The numbers work nicely for implementing nuclear power in thirds, though I think I'll have one extra manufacturer for the rods at every step just to be sure (9, 17, and 25 rod manufactuerers). As long as the ore production is tight, I'll have put wiggle room everywhere else.
Now I just need to figure out a cool way to develop the node on the desert mesa.
Hm. Maybe I won't do an extra fuel rod manufacturer, actually. A manifold should be able to split that perfectly. Miner -> 2 belts -> 4 belts -> 8 belts should work.
Original worksheet for converting the waste from 20 nuke plants to usable Plutonium pellets
Quality Guaranteed 
Honestly, that's why I'm so grateful for all the community tools. In any game where I start to open Excel or some other external resource to start to make my own tools, it's always nice when I look first and see that someone has already made the tool, and done a better job than I ever would have.
One day, when my own work is perfect, I will proceed to judging very harshly.
Though I confess there's always some charm to a personal Excel sheet that's hideous for anyone but yourself to look at
The benefir of personal excel is that you can adjust coefficients until you get the result you want, or realize you made mistake in formula somewhere
the disadvantage is that you have to write all the complex math π€·ββοΈ or ignore complex math and just pick "best" recipes manually
It allows the flexibility of deciding what category of 'best' you want to go with. Like 'least power used', or 'less buildings' or 'max output per input'.
Then, when you have the 'best' recipes for your scenario...
... go plug them into greeny calc for actual numbers π
sure π tho least power used is coming soon to my calc
least buildings should be pretty much the same as least power
and max output per input is the same as current algorithm π
If I had a magic wand, I would have each step also list the possible underclock threshold to before you lose production, assuming a tight system. IE, if you're told a given step needs 5.12 assemblers, what underclocks can you apply safely? That's a calculation I find myself frequently making.
An even fancier option would be the ability to set a target building count for a given step, which then shows the clockspeed required to achieve the desired number.
any underclock is safe, what do you mean
A calculation of how much you could underclock a particular step without hurting the production chain. Suppose you have an MK3 miner on a pure node (480 per minute), but the production chain can only support 240 ores per minute. Clocking the miner at 1% loses you production overall, but clocking at 50%, in theory, loses you no production while saving you power.
that really isnt a hard calculation then
mostly, all steps are tighly interlocked
You're absolutely right. But I can daydream π
where if one step is below 100% efficiency, it will be shown throughout the system
and the calc shows the precise clocking of every machine anyway
(with the exception of miners but thats not hard to figure out)
you can also put this calculation into the OC input of your machine, just put "=100*number of ingot you want / normal miner production" and its ok
Man, alts can just give ridiculous numbers. Pure iron ingot, solid steel ingot, and steel coated plate will do just over 10,000 iron plates from a feed of 600 iron ores.
That costs you a little under 600 crude and the fiddly recycling loop to create a lot of plastic.
The fiddly recycling loop to make plastic from 600 crude eats like 4000 MW, so its not 'simple'
I don't think anyone described it as simple?
There is a simple part to that whole thing. To get the steel ingots in the first place, 12 refineries doing pure iron ingot at 150% to feed to 12 foundries at 250% doing solid steel ingot. Whether for the iron plates or anything else, I think this is the best steel production you can do, unless you want to do coke steel to get rid of HOR.
Napkin math on the clocks, though, they could be slightly less.
Just built a recycling loop for 600 crude into 1k+ rubber, and it is biiig. I'd rather build a second iron miner than this load of buildings for recycled plastic π«
#screenshots message
I converted 300 fuel to 270 turbo and a bit of recycled rubber and plastic. That aready was a bit much for me tbh
the day will come, when you will need 1k of rubber and have to build a bigger refinery.
Can't quite remember why I needed 1k of rubber though 
I have barely anything that needs rubber rn
Project parts (motor), insulated crystal oscilators, and I'm -450 rubber.
My big ugly orange boxes gaze with envy
I've built several box-factories, but they are kind of... boring?
Sure, solving that 'fit within floorplan' puzzle is challenging, but when you're done, all you see from outside is just an ugly box
Honestly? My proudest build isnt some mega- facility. Its a small refinement site. But i spent effort to decorate it
Even the floorplan challenge fades quickly
Define 'decorate' π€£
My refinery is alive with random catwalks, signs, safety railings, fences and so on.
I'm still struggling to get catwalks to look nice. They don't snap to walls, and it's tough to make them look well supported.
I've given up on trying to support them, maybe snake them around terrain/foundations to get feel they don't hang in void.
The old refinery: #screenshots message
The 'office' was actually furnished before U4 ate the only mod with furniture π’
There's still the sign to not drink tap water inside π
Greeny, gotta agree that is kinda harsh considering all the $0 bills those "lazy" devs earn for their work.
I'm not sure how you're interpreting my reply?
Maybe answered the wrong message? π
I wonder what server could it be from... π
well you'll have to join that server, and becomes blue
no outside emojis for us average folk
yeah I dont think I can use any external stuff even though Im also blue
just checked, yup, I need nitro
Im not nitro because I just dont see the value add for me personally.
supporting a company that makes a software that I use on daily basis π€·
for me it's just a matter of saving up money for other stuff
Well, I mean for me at least, animated wmojiβs are nice and all. I am not fond of sub services much in general. Shocker moment, I dont have a netflix account π
it adds up surprisingly quickly so I can spend the money on gifts for myself and family
I also often stream some stuff to friends, so the increased quality is nice
Ok, that is a value add right there. You have a reason
well I bought it before I started streaming π€·
Anyway to Satisfactory stuff, my never ending aluminum ingot smithing facility has grown a bit more. Now up to 5220 ingots a min produced.
Using 4 pure, 3 normal, and 1 impure node so far
Built up in the mountains?
Nope, no mountains for this build. Ill get ya a SCIM map soon
Those are some clean lines pulling the aluminum in, wow
The green paint is a nice touch
zoomed out a bit more
its built so that each block is for one normal or pure node.
There is an odd number of impure bauxite nodes, so one impure block is setup too
Which recipes?
Sloppy + electrode + pure alu
Cast screw bp or bolted iron plate bp?
iron wire + stitched plate π
I want to build Satisfactory school, For intro, I need to make a room very dark with light right on that object. Do you have any way to suggest how do I do that
Wait till ingame night, use ceiling light on target?
neither
Why not
cast is quite ok tbh
But it lights it up a little too much
reduce intensity of the light
if its a ceiling light: use the light control panel
screws are useless, you should get rid of them, bolted plate uses more resources than standard RIP
And what should I use as a good surface
you really only have one surface to use: foundations
unless you mean the backdrop
what about normal ground?
How about I use the top pillar
Okay, I was just asking for advice
Hello, I would like a bit of help setting up my splitter system, I have a 60 steel beam going into 2 Encased Industrial Beam assemblers.
I want it to feed both assemblers 24/min, **and **I want the 12/min steel beams left to come out as an extra.
However, in the first splitter, 60 is separated into 30 & 30 per minute, with the first assembler only being able to take in 24/min, the real output should be 24 & 36 per minute, correct?
So into the second splitter, the 36/min gets separated into 18 & 18, but I want it to be 24 & 12, will my second assembler work at 100% if I keep the current layout, or do I have to add a 3 way splitter and feed 6 back to the 18 belt to make it 24?
either smart splitter with overflow or make one constructor underclocked and going directly to storage
24 & 12 would be done with a 4 way split
I don't have the smart splitter unlocked yet, so additional splitters might be required, thanks for the help!
@viral pulsar for your right splitter, split in 3, send one to steel beams, merge the 2 others for your assembler, and you are ok
hmm. wait. im a dummy, 24 & 12 is a 3-way splΓΆit
If I have 4 normal coal nodes, this will power 16 coal generators right? Cause each takes 15 coal/min?
depends on what miner mk you have
yeah one node is enough for 4 at 100% then
16 gen will need 240, so that's rigth
Okay and then how many water extractors would i need?
for 8 gens? 3
So 6 for 16
yes
make sure to use multiple pipes though
so you dont hit the 300 bottleneck
you would need around 4 seperate pipes
thanks!
Hmm, 13/m of each T4 space elevator parts, seems to be what the map can handle without alt recipes. Copper and Oil, is the bottleneck
90% of oil problems get resolved by 1 alt recipe, funny enough
Polymer?
but polymer conversion for plastic and rubber is horrible
without the alts, it too sucks
Its bad, but calculator still says its better then just straight plastic and rubber
with the recycled recipe, it turns into a second grade recipe next to the HOR one
1,75 conversion ratio vs 3 of HOR plus recycled
With all the alts, I can get close to 60/m of each space elevator part
to be honest, for oil the best is to go hunt for HDD early; as is change the way you build completly, it's better to have all recipes before building too much oil factory
The only issue I have without alts, is the Heavy Oil Residue. Guess thats what my power will be
Only need about 70GW
With all oil alternates, heavy oil residue is the only thing you make from raw crude
Seems straight fuel + residual fuel, wont be enough. Only around 46GW made, of 70-80GW needed
Guess I need to throw in Diluted Fuel, to make the math work out on power
As early oil power, that does work
If you have diluted fuel and turbo boend fuel, best combo
I'm trying to make 13/m of the T7-8 space elevator part and power them, without alts. Seems it cant be done, on straight oil
Oh, 50GW of coal power, is just 10k coal. So issue solved
13/m is max without alts. 57/m with alts.
Err 10k coal will only do 16.6 GW
you CAN make 60/min pasta I believe.
10000/15x75=50000
Yea...dunno why I had a brain block
pure copper + all copper on map. use elect. connection rod for nuclear and you don't need copper for powa xD
666 coal gens. lol
Been playing with aluminum too much π
If you throw all the copper at the issue, 60.13/m nuclear pasta
Think I will settle for 13/m. Then see once that 500 hour project is done
well, yes, throw all the coppa at it. i thought about it. it's pretty much a fresh save from the ground up since everything leading up to it has to be done copper free.
Even 13/m still uses all the copper, just with 945 smelters, instead of 1920 refinerys
Eewww not using pure copper π
I did 20/min with 320 pure copper refineries @200%
used all the copper in dune desert to do it lol
No alts, for that save. Just to see the scale, you get without
no alts sounds painful x.x
I think this is my worst hard drive yet. Biocoal, auto miner, or fine concrete? I know I've still got some useful recipes floating in the pool.
I did grab miner, just with the vague hope that a patch will arrive which gives miners another use, and makes them stack.
at least it's not a meme or definitely garbage recipe lol
If I were inclined to use this save for update 5, I might literally hoard HDDs instead of gathering all current recipes. If I were down to the two coal alts and two crappy concrete alts.
I doubt they'll add more recipes than hard drives. They'll probably add more hard drives and alt recipes
Right, but if new tiers and new alts are added, I can take a few shots at them immediately by hoarding.
Maybe they'll remove the biocoal alts and make something useful out of them
oneday(tm)
Nah biocoal is a meme. Let it be a meme
Hm. If you get the compacted coal recipe, is it worth switching over and adding coal generators to an existing array versus moving on to fuel generators? An MK4 belt on a pure node can generate over 5GW
charcoal can be really nice sometimes for a temporary supply of coal, but biocoal is poo
Switch to fuel first. Then produce turbofuel
New tiers will most definitely be added, They only have 1-8 and the game is still Early Access
That depends if you want to go nuclear
I'd say don't go turbofuel if you want nuclear
Is Industrial Storage worth? I want to make a storage space and I dont know If I want to wait till Industrial Storage
note that inflating the number of tiers doesn't mean more content, they can just expand the existing ones
I would say so
Alright
it's the same as two normal containers, depends how much do you want to store. I think one industrial container per item is more than enough, maybe with exception of concrete
for some items I'd say even normal container is more than enough
(but that also depends on how fast do you make those items)
I am lacking space rn. All of the containers in the factories are full and apart.
So I think of something big
I just need space and get them together
I guess I will wait for the Industrial
And what do you think about early game ratio of steal beams and pipes?
that depends on what do you use them for π€·
Early game
don't make items that don't have purpose, make items in ratio of what you're making
I have just set a steal factory and the charcoal alt is amazing
yeah so keep the ingots and when you need pipes or beams, make just the amount you need
don't pre-make stuff just to redo it later because you made wrong amount
For early tier 4, you need more beams than pipes, from late tier 5 and onwards, reverse the proportion
There is a point at the later stage where the usage of beams become negligible
So, today my aluminum plant will be making 7200 of the 9780 possible ingots.
Using sloppy + electrode + pure alu
Yea sloppy + electrode + pure is the lowest max
But cuts out silica entirely and makes the alumnia solution step a bit cleaner in general
@oblique hollow comparison charts for max aluminum i got making
Yep yep, i know, i also did a chart on all combinations
I was originally considering normal + electrode + normal with cheap silica, but decided even almost 5k silica isnt woeth it for an extra 1k
Aah nice
(Normal Ingots) is simply the default alu route
Hehe, thats funny, i also have 2 platforms in a similar configuration right there
another 1980 ingots soon
Except i also ship in fuel for heat fused frames
Cant wait for the day when we dont need refieries for everything anymore
But i bet Tiet 9 will be Blender Hell then xd
I would have loved to use instant scrap, but 6.5k sulfur is alot
Yeah, sulfut is quite spread out...
yea and im already using 1200 of it for turbofuel, and need around 3k total for nuclear/plutonium. That alone drops me below the asking price for instant scrap max
if they moved thee pure iron, copper, cat, quartz alts out of the refinery, into a special packager sized building, than that would be awesome
hey guys, does Diluted Packaged Fuel lead to more fuel than other recipes?
? The alt recipe unlock? Dont think its tied like compacted coal/turbofuel
diluted fuel give more fuel than diluted packaged fuel. But the packaged version is the second best one to have fuel.
good to know ... thanks
But unlocking diluted fuel only needs you to have the blender unlocked
Did they also mention on stream that a world update will come before update 5?
I know this from a bit back, but remember concrete stacks to 500 now. So personally I'd say one ISC is probably enough, except for maybe a huge mega base project you might want a second.
i meant the timeframe
i know that the world update was planned
buuut we'll see when they manage to squeeze it in
since they also said vehicle fix before u5 (i think, at least)
to be fair, world team is a different team to who would work on vehicle stuff, they have talked about how the world builders are kind of separate and the trick is getting their work merged with the main branch at the right time to not disrupt other work
so it's not impossible to get both
soooo ig next update is "Nature Update" then:
- World got changed a bit!
- Vehicles got embettered β’οΈ
- Fancy new Water and Waterfalls
That'd be super neat!
Might be a reason to start agin tbh, if they change the world enough, and have a reason to play around with vehicles in early game
vehicles but they got the same neatness of drones (minus the flight)
so input is market for items and fuel, they show roundtrip time
etc.
vehicles with neatness?? omg that would be amazing. i enjoy vehicles as they are but they can be frustrating
Its so a building update
36 nuclear plants produce 180 waste per minute, right? Do people prefer non-fissile, instant cell, and fuel unit to dispose of it? Which means 4.8 blenders, 3.2 accelerators, and 3.2 assemblers, or 3 of each if I push clocks.
Yeah, instant cell was definitely a good grab when I was scanning HDDs.
Fertile uranium seems more complicated, due to needing an additional uranium feed or reducing nuke plants. Fuel unit and fuel cell seem like more of a toss up.
Whats the most effective way of distributing turbo fuel from 71 refineries to 290 generators. Do I try and split them up into individual 600m^3 systems or can I plumb them all together in a massive even grid as long as I have inflow into this grid spread out.
(Please ping me so I can find any responses)
at what rate do you produce it and at what rate do you consume it?
in 71.11 refineries I produce it at 1333ish/min and at 296ish generators I should consume it at an equal rate
if you ask me.. i personally would use individual 600m^3 pipes,
might be faster to fuel the generators in the back in that way
some of the ratios will be garbage so I might just underclock until I hit something divisible by 4.5
Have you built it already?
filling pipes to the max might not be a good idea, it expose you to max flow bug
I started work on the compacted coal portion as I have to ship it across the map and decided that perhaps I should get some insight from some pro's before I go ahead and commit
The system is massive and ideally aims to power everything I got so far so I can retire all my coal generators
If you have the power shards you'll want to overclock to reduce machine count and make the numbers work nicely.
im not a pro.. only like 60 hours in the game as i got it last week... XD but it would sound the most logical to me
Would you agree with breaking the system down into sections rather than one big multifeed manifold
it would be safer to do that: one big multifeed manifold with pipe is just asking for trouble.
A manifold would be fine. You could go down to 30 turbofuel refineries with a 240% overclock on each. That would result in a 45/minute maximum flow from each one, which is a nice number to work with.
The only issue I face is I am not sure if my current power grid would actually be able to support that, hence my desire to upgrade.
But all your input is greatly appreciated.
Build one quarter or one half at a time. Or start with a system wide underclock. For addition consideration, clock your compacted coal assemblers at 145%. Then you can have 30 assemblers feeding the 30 turbofuel refineries. Underclock your packagers as well for nice symmetry, 30 machines at every step.
if your worried about your current power grid, you can start it section by section, ramping up your power bit by bit
or have full batteries ready
You could also get packagers and fuel refineries down to 15 (each feeding a pair of turbofuel refineries) by clocking them at 180%. Then do a 134% overclock on your HOR refineries to get them down to 15 as well.
Based on the numbers I just provided, you could easily build the 15/30 system in thirds.
You're doing this I'm guessing? https://gyazo.com/a11661a4019b7d8ebe513dd910477b75
Hmm, ill have to go sketch that up (i can only think about things i can see) but reading that makes logical sense
Yea, id already made one of those up by those exaxt specs.
Then i get out my grid paper and start drawing and annotating.
I know its slow but it is genuinely the only way i can make these mutant setups with as few errors as possible
The 15/30 building counts and the provided clockspeeds give you a little spare capacity at every step. You should just be able to safely swap those numbers in at every step. The only issue is dealing with the uneven amount of turbofuel production. I'd just round down by a 4.5 increment and say that you're all set.
A larger version of that can be used to feed the fuel generators. The whole thing can be linked, but I'd make the whole system in 3 modules of 98/99.
Will this be multistory?
One final consideration for harmonious numbers would be to perhaps go to 300 fuel generators. Either by underclocking slightly, or feeding your turbofuel system a little bit of oil from a neighboring node (total 607.5 crude) for 300 full power generators.
Do you have blended fuel and turbo blend fuel? If so use those alts
My turbofuel setup takes in 900m3 oil, some water, and 1200 sulfur to make 2400 turbo fuel
how are you managing this? i can only get 1200 turbofuel from 1200 crude
i can get higher but there's not a blender in sight for turbo blend fuel
Apologies, had a oof moment its 1800 oil
huh
gotta remove the diluted packaged fuel alternate recipe to get that
otherwise i can confirm that output now
thanks @upbeat tide
Yea blended fuel is soooooo much nicer.
yeah i've got a huuuuuge 200+ fuel gen powerplant from 1200 crude
that i've now got to completely rebuild because of this new plan
thank you, i hate you lol /s
Based on the earlier inquiries from @pliant barn , I started thinking about what a pre-aluminum (no blenders) oil processing operation might look like, and came up with this: https://u4.satisfactorytools.com/production?share=XcNQI5xdGqEFazz8heHO
The whipping boy of the system would be the packaged fuel output for the jetpack, which is perfect, because obviously that isn't sensitive. I included some petroleum coke for future aluminum production, but that could be removed.
At the advent of nuclear power, decommission the turbofuel production and reconfigure to use blenders.
Or automate lots of vehicles to use all the turbofuel? π€
Automate vehicles to run on plutonium rods 
Think it will be hard to calculate usage for that
[time spent accelerating] * [vehicle consumption] = [trip energy cost]
That would be pretty amusing to create a gigantic obstacle course full of explorers using up plutonium
You only need to fuel them once
Y'know, there's actually a decent use case in the making here. Set a receiving storage container to send overflow plutonium to the sink, but otherwise it goes to trucks doing logistics work related to your nuclear supply chain. It's already radioactive, so it's not creating any additional hazards. Or does fueling the vehicle with rods contain the radiation anyway?
using vehicles for transportation is worse than any radiation
iirc you don't take radiation damage while you are in a vehicle, but you still take it when you are around
just do trains or drones and keep vehicles for exploration
until they fix the pathing issues vehicles are always gonna be unreliable
I think we've all been waiting for good pathfinding in video games since the 90s π
Iβve had automated vehicles running for several hundred hours without issues. Key is to have them outside rendering distance especially when loading the save
and don't accidentally cut power to refueling stations.
or just... use trains π
some one wants to paly satisfactory?
Trucks are ok for mid distances, where you just want to move things for couple hundred meters without building belts or tracks
yeah that's not reliable, every time they come in rendering range they potentially break, which means I can't rely on them
smaller distances are fine with belt, I wouldn't want to waste some fuel for moving stuff around
also they are less power efficient than trains
Yeah, 200m I'd rather just use a belt
In general, I'd always rather use a belt than trucks, as anything that makes running a belt difficult will also probably wreck truck pathfinding.
I just like my truckies Β―_(γ)_/Β―
That's fair. I did design most of my big orange boxes with doors big enough so trucks could drive through. But I never ended up doing anything with them.
I like riding the front platform on my truck to see the scenic view from the route. takes longer than by train, but views are nice
So finally got around to building my Plutonium Fuel Rod Spaghetti to recycle my nuclear waste, and I've calculated it will take ~6 Days of playing satisfactory (net -20 uranium waste/min) to fully clean out my surplus of Uranium Waste (168,000 units). Very cool, Thank you Plutonium Fuel Rods for being sinkable.
Or I could forgo the sink add 2 Uranium Plants and 5 Plutonium plants for that sweet sweet power. Plutonium Waste isn't THAT radioactive... oh... it is.
Well that can wait until I need that power.
waste is hardly a problem, people complain about it more than they should
Plan is once the Uranium Waste is fully recycled I can re-route Uranium waste to evade that storage and fill it with Plutonium Instead, it'll last effectively forever so that's nice.
I'm just going to build a 10x10x10 cube of containers with an overflow sink. If the containers fill with plutonium rods (from 36 reactors), I'll know I've played too long π
That's a lot of power to just keep in a box, I admire it
I'm topping at 10 Uranium + 5 Plutonium Nuclear plants (once I need that power, don't yet), Should be enough for all my needs until U5.
All the infrastructure to reach that amount is in place, Just need the Plutonium Nuke Plants and the Water to feed them, wouldn't take more than an hour.
No point producting plutonium waste if you don't need the power.. one day when I play factory again, I'll work on setting mine up. I think I'll have enough plutonium rods for... 55 npp? It's been awhile. lol But what I've decided is I'm going to build the plant, to burn them, hook everything up with overflows connected to a sink, and standby all the npp's and start flying plutonium rods in.
If i ever do it.. I'll be flying the waste to a large storage bin in the sky.
#screenshots Before I get too deep into the rest of the process, any words of wisdom for a first time nuclear plant builder?
Whatever you do, make sure you can walk around when the machines are running and everything is radiated
Y'know, I hadn't thought of that at all. π€¦ββοΈ I wired the whole place up so I could build it entirely with the hoverpack, but that'll mean no hazmat suit.
So that was really good to know while I still can fly around π
What's annoying is that at first it seems like catwalks connect nicely to the upper deck of nuclear plants, but then you notice some awful clipping. π¦
Marc's tip says it all... Unless you wanna travel while breathing through medicinal inhalers 
If you're interest in design ideas, I've been posting a few screens of nuclear setups in #screenshots
Though, I would recommend having the reactors at water level, so you can avoid using pumps and find some cool designs combining them with the water extractors
Heh heh, I was actually breathing through inhalers yesterday. I had just a little bit left to go in the swamp before I reached the point of fully exploring them map. But I had run out of filters.
@frosty owl while i see you here, i continued a bit the tests on belts on max throughput if you are interested by more details (tldr: belt/belt connection are bad, using splitter/merger is better, belt lenght doesn't seem that important).
Sure, since we don't have a testing channel, this is the only place to post those (for future reference too) π
The channel isn't busy enough that anyone will mind. Probably all such higher level nerdiness interests people who come here anyway.
Hey, is there any recommendation which amount of aluminum ingots should be turned into aluminum sheets and aluminum casings?
Impossible without knowing how many drones you'll want to use (battery consumption), and which recipes you'll be using for batteries, radio control units, fused modular frames, and heat sinks. The only advice I will give is that you'll want plenty of sheets for MK5 conveyors.
@fringe pawn Alright, I'll consider that, thank you!
50/50 is a decent proposal. You can't eliminate the use of one or the other.
The alt recipes for fused modular frames and turbo motors (by way of requiring packaged nitrogen) can use aluminum ingots, so be prepared to potentially divert some ingots, too.
So; I have continued a bit my test on the back up on full mk5 belts (following tests on the effect of belt lenght vs number of belts showing that number of belt was the most important factor). And my conclusion is: belt/belt connection seem to be the problem, as found before. Belt lenght doesn't seem to play a major role, belt connected with splitter/merger don't have too much problem.
For the detail of how i tested that: i put 8 belts lines, of 50 belt segments each that end up in a sink; to feed them, i have a mk3 miner mining 780 ingot/min, feeding an ISC then the belt line. To check for back up, i simply look if the ISC fills up or no.
For my first 4 belt lines, i have just belt/belt connection, with belts of size: 4m, 5m, 6m, 8m. I observe an important back up, even before ore reach the sink. Some back up a bit quicker than other, but they are all on the same order (about 10, maybe 20% difference).
For the last 4, i have them connected to splitter or merger; with a space between them of 4, 6, 7 or 8m (creating 2, 4, 5, 6m belts between them). I don't observe major back up during game; but i see about 10 item backup when loading the game. To test that i first filled completly the belt (as splitter act as buffer, i want them full to notice the problem) then turning the sink, and no backup was noticed after a short while (a bit at first, because buffer were too full to run smoothly directly, but that was ok quickly). No real difference was observed between the 4 tests; they all get about the same amount of ore on each load, and no backup overwise.
So my conclusion is: if you want to use full belt, specially mk5: limit connection between 2 belts, they are problematic. And splitter/merger (probably also ISC) between each belt seem to reduce the problem greatly (to a problem that occurs just each time you load the game, and not all the time during game).
And now i'm starting to investigate flow issue in a full mk2 pipe (but for now, i wasn't able to reproduce the problem).
MK4 belts are fine to go belt to belt? I have my pure node MK3 miners feed straight to an ISC, which then splits to two multi-segment MK4 belt chains. Though I suppose I'm not coming close to needing the 960 theoretical bandwidth in this case.
Clarification, the long chains are MK4 still because I was too lazy to upgrade them.
During previous tests i was able to see problem even with a mk1 full belt; but it's much smaller (i had to put way more belt to even notice it, and the effect was slow). So i guess it exists with all belts; but it become more significant with fast belt. (ps: i edited the last message a lot, half of it was cut at first)
And if you don't use a full belt, the belt should be able to deal with that kind of back up on its own
On that note, you might find useful the unpackaging setup I made for testing it. It can be found in the QA site, I can link it if you wanna take a look. Lots of packagers setup for different fluids, in setups of 300 or 600/min
They just package-unpackage fluids in loop
sure, i will give it a look if you have the link (and if you want my test setup for mk5 belts to do some other test yourself, i can also give it)
@fierce ruin whatβs the FPS in that test save?
But no clean save? Test within an existing save?
yes, but not a huge save (the idea was to have something that can be close to what we experience in a normal game, with some loss in FPS)
i also played a bit around that at a time (mainly by using my CPU for some other things at the same time. I'm not sure if it really changed anything).
It's the second one in here
https://questions.satisfactorygame.com/post/60352c10fedfd12dd739b885
(No cost cheat might be off, check on SCIM)
It's a clean test save, so don't expect building materials lying around~
the problem is just to feed a manifold, not necessary for transporting fluid ?
Quick question - how does power and under-fueled machines work? If I have a machine that I expect will be running at 50%, is it more power effective to actually underclock it, or will it consume the same amount from only running half the time?
underclock will be better
power consumption isn't linear with underclock, and for exemple, 2 machines at 50% underclock all the time will consume less 1 at 100%
You can find the wiki here clock speed
<3 @bleak coral
I really wish this wouldn't embed, it's way too big
Oof. And it's a bot so you can't manually delete after.
nope, so that one is just there taking up space :/
What do you mean?
If you're asking how the packagers are fed, all the items/fluids are in loop so there's no need to feed them (there's a water connection if you wanna play with that though)
The setup should be easy to modify and expand upon π
for belt, the problem was really transportation on large distance, i wonderer if it was the same for pipe, or just a manifold problem (i kinda usually expect problem on pipe manifold anyway)
Ah, I think it's on the manifold part. That save is purely to test on manifold, no long distance pipes there
I do like your setup.
With my reactors coming along nicely, here's my plan to turn the NW of the map into its own ecosystem producing 4:4:1:1 space elevator parts. Coffee advised. https://u4.satisfactorytools.com/production?share=0hrVpRYMlkt4CMVGGQg2
all that's gonna run on 7.2 fuel rods? o.o
I guess maybe it would. it's only going to use like 100GW lol
The tiny numbers at the endstage of nuclear fuel production are amusing.
I'll be overclocking many machines to push power use closer to the limit, I have over 1,000 shards.
I thought about switching to iron wire. But 305+ constructors for iron wire versus 38+ for caterium wire.
whats is the efficient smeltery?
Efficiency is based on recipes. You'll find alternative methods to craft things from hard drives littered around the map
Excellent. Processing my uranium waste creates 72 water. And making the required sulfuric acid for that process requires 72 water. If I package 72 containers of sulfuric acid to bootstrap the system, is it balanced indefinitely?
Lol yes? But actually no
Most recipes require more than 1m3 of water to be kickstarted (if they involve water).
It'd be more reliable to have a small buffer filled with water and valves so it doesn't backflow to kickstart the process, and make sure it doesn't stop as the recycled water gets back. Each machine takes a few seconds to start up again once it's stopped, which can keep a recycled loop with no fresh water like that from ever reaching equilibrium.
Hm. I also need to worry about occasional doggo uranium waste, which would throw the system out of balance. What I'll do is hook the uranium waste processing directly to a wet concrete factory that's out of the main water network.
You could leave the processing of the extra waste to a production making rods for sinking with the easiest alts~
It would be amusing to simply allow my doggos to roam around my nuclear facility, but I wouldn't want to suit up and travel there every time I want to look for slugs.
or just throw the uranium waste in the waste storage, I mean doggo waste is not that much I'm sure you could spare a slot or two
Also a good point
Takes forever before the container gets enough waste to damage you too
Does the overall range for radiation damage increase? Or is it always a fixed range but higher intensity based on the quantity and strength of the materials?
Range and damage both increase, based on amount and radioactivity of items
Ooh, wiki page has some nice examples
btw just wondering but speaking of nuclear stuff is it actually needed or no?
No
sweet cause i really dont like nuclear stuff lol
To reach endgame yeah, unless you wanna go the painful and oil-consuming way of fuel 
already am using oil and coal lol
Naturally, that's all there is before nuclear :P
But considering some machines use up to ||1.5 GW each||, trying to reach endgame with just those can be... quite laborious
ikf it means me not having to deal with radiation then challenge accepted
heck ill even throw in biomass just cause lol
Why so scared of radiation?
because of reasons outside of this game
Well, hope that won't turn out in you cussing at the game for not giving you enough power π€·ββοΈ
Fuel and coal are really laborious after all (though I admit I'm not a fan of those either, especially coal)
well till they add in a better setup for radiation yea no lol
A better setup for radiation?
... Like hazmat suite mk2 or what o.O
hazmat suit + jetpack + gasmask in 1
AFAIK, that'll be possible only with mods. Devs didn't seem to like that too much
Probably the simplest endgame setup, which you could scale up or down based on how big you want to build: https://gyazo.com/c0900d6aa2a8250c85798f4a4f319e40
Once you have the required recipes, just look for any location where you can bring oil, sulfur, and water together.
thats difficult enough when taking sulfur over 2000m lol
also i got diluted so idk if that will change my outputs from 2x 240 nodes and 2x 120 nodes
More body slot is unlikely as that would make map exploration become trivial.
i just wanna be able to do stuff without having to try to switch between items in a hurry
Lol, yeah, nuclear setup can be stunning at first. Until you get used to it.
its not just nuclear thats an issue its also the gassers
Gass and radiation usually won't happen to be at the same place (unless you make it)
not in the exact same area no but in the same region ive seen tons of radiation spots and gassers
The trick I think is to focus on sectioning off the radiation. Pick a remote spot to be where all your radiation work will be done, build the whole structure, then let the radioactive materials in and leave the structure alone until needed
Eh, screw it, switching to iron wire in my plans. 160 constructors at 250%, whee!
I just read a detailed description of the mechanics and frankly was impressed at the level of detail. Looks like I'll be putting my plutonium rod storage far out at sea π
Possibly in the -5 HP zone for extra kicks.
Not gonna sink it?
I'll set a smart splitter to accept overflow if the containers fill, so that the radiation never reaches shore.
I'm using Greeny's calculator from update 2, but I assume the underlying formula is the same. Plutonium rods are twice as radioactive, and therefore I just need to input double the potential number of uranium rods? If so, a 10x10x10 cube of containers filled with plutonium rods (2.4 million!) would need about 500 meters of distance from shore. That's actually not so bad.
My underlying reactor setup would produce 1.6 rods per minute. Which would require 25,000 hours of runtime (almost 3 years). So if I fill that, I've probably become some sort of time traveler π
There was some confusion when update 4 dropped of whether the radioactivity formulas changed, or if it was just because some of the radioactivity numbers changed on items. As far as I know no one has double checked if everything is still the same.
Also we don't know the radioactivity number for plutonium waste at all. Not even relatively to anything else.
I want to put a sign on the containers:
β’οΈ β οΈ If you can read this, you are too close β οΈ β’οΈ
Huh. I'm going to need to have a single constructor somewhere in my system just to have screws for build gun items. Opting for steeled frame and steel rotor.
copper rotor ftw
but screws!
I think copper rotor versus steel rotor are probably a wash on total machines
it's the only justfiable use of screws π
I wonder what's more efficient: copper rotor + steel screws or steel rotor + iron wire
yeah but it'd also use steel rods -> normal screws route
which is the way of madness π
I remember seeing that, and fiddling with recipes to get rid of that very thing.
it's slightly more resource efficient than steel screws, but it's also a lot more machines and doesn't let you make screws 1:1 with machines and transport steel ingots instead like steel screws does
As I refine my final plan it also has me using rigour motor which seems odd.
turbo motor best recipe gets.... weird as you approach resource limits, cause you start running into different walls of rare resources and the calculator is trying to get you around them in an efficient way
Rigour for basic, actually, and electric for turbo.
oh, hmmm I've never really looked at those, but there's a few recipes that add oscillators that are actually resource efficient, but people don't like cause they don't like making oscillators
hey the tool is trying, can't blame it π
Eh, screws and rods can be cut without much trouble, but there are way more tradeoffs if you cut oscillators, to my eyes.
it's doing exactly what it was supposed to, it can't account for human laziness π
I'm liking the switch to rigour. Switching to a manufacturer isn't ideal, but even at a glance that part efficiency is really good. The caterium consumption from oscillators was my lingering concern.
This is where I am: https://u4.satisfactorytools.com/production?share=4KtGDFtU7li7LWqcozWY
I think I'm good. Just going to check RCU alts.
Switching to iron wire hurt, but not as much once I forced quickwire stator.
There's a 10% planned excess with space elevator parts. The actual machine quantities at that end will numbered such to make 5:5:20:20, and the excess system parts collected by drones to be taken to a warehouse, so that every non-radioactive item in the game is within easy reach. I figure the included battery production should allow even an excessive number of drones.
I could remember that default rotor should be the most resource efficient
it's what is written on the wiki, if we considered weigthed points as ressource efficient; but i think there is a mistake. My calculation give about 50% more iron consumption (and so weigthed point) than the wiki particulary for rotor with main recipe (and when i do that for other recipes it works well, i just have a problem for this one).
It doesn't mention the alt recipe for rods is being used
Which is hugely more efficient, and makes a lot of default recipes the best option.
that would put copper rotor with lower weighted point (but considering the amount of copper needed late game, main rotor have still its use instead of copper rotor)
what one alt rod recipe ? steel rod ?
Yeah
no, math don't check out with that either (recipe is written as consuming just 207.69 iron ore and no coal)
Hmm, I guess something has to be up with it either way then, since that's technically the better option, in terms of the "WP"
my point is that, it's written that way on the wiki, but it's not true
I wonder what the calc is for steel rod + screws using steel rod.
it specifies it uses default iron rods and cast screws as the recipe choices, though I'm unsure why steel rods are not preferred
but also the copper use on the recipe is wrong, it should be using 48 copper not 140 copper on copper rotors, cause it should be using the pure recipes for both
so that's wrong
both copper ingots and sheets I mean
with default rod, WP should be 51,64
oh wait I got it mixed up, it does list 48 copper, and 140 iron, nevermind
yup, that iron count is too low
yes, for copper rotor i have the same result as the wiki (i made my own calculation for every parts, and the only one i have a big problem with is default rotor)
for some calculation, they use only best weighted point recipe from "lowest tier" item, and for some they use less optimal recipe, but the math allways check out with one of the other method
I still say it should be done with screws made with steel rod -> normal or steel screws, cast screws are only convenient early game. Late game convenience is steel screws and late game efficiency is steel rods -> normal
for iron rod and plate (and probably some others) the wiki tend to use default recipe, even though they are listed are non optimal according to WP.
it's usually when the difference is small, and it adds a rarer resource
like quickwire cable is an example where I agree with that, I just don't think that's a reasonable thing with rods/screws cause they have power/space benefits too
yes, and as iron is everywhere, and you can more easily miss other ressources where you build it make sense using only iron for these parts for calculation
I just don't think adding a bit of coal is a big deal, not like caterium or quartz or something
coal is literally the 3rd most common resource, there's more coal than copper
Are you using normal iron ingot or pure iron ingot?
pure iron, but if someone want to check my math i'm good with that (if someone confirm, we can correct the wiki)
I will recheck the WP calculation for rotor if theres a mistake
60/min with cast screw and normal rod: https://u4.satisfactorytools.com/production?share=YYfiUJwj0meKZa43dibb
and pure iron ingot
yes, that what i have.
and i just checked, for motor calculations, math check out with using normal rotor recipe, and check out with the 51,64WP for normal rotor i have.
Yes it is possible that the iron ore was miscalculated.
I guess that is a gg moment for me. Time to redo all affected downstream items. (Until turbo motor)
oof
i did all calculation with a personnal spreedsheet, i just have found an error on rotor, but motor and so on are ok
Phew. That's a good news.
But if copper rotor has better WP, i will have to replace the recipe path for those items nonetheless
also why did you choose cast screws? if you were gonna break from WP why not do steel screws? was it just cause you're avoiding using coal?
If the WP gain is negligible and introduces rarer resources, then the next recipe with 2nd lowest WP will be picked. I will re-evaluate on this
i can send you the total weighted point for these recipes with copper rotor instead if you want (but as i don't have it divided ore by ore, that won't give you everything, just the total)
Thanks! It's ok, i also have a spread sheet ready to accept the new values. Just need to update all the affected images
oh I found another, it's low impact though. The WP was calculated wrong on the quickwire cable, the caterium was severely undervalued. It just reinforces what you already did though and makes iron wire -> cable the least WP. And I don't think any of the numbers besides WP change so there doesn't need to be a new image. And it was already not being used.
I may try to do half caterium cable and half iron.
why?
I'm trying to stay within the NW corner. I could push down the Western shore a little bit and grab a third pure node, though.
Otherwise I'm only using 2 normal and 2 pure.
quickwire cable needs oil anyway, so might as well just go get more iron, or do you already have spare oil coming in?
Spare oil, yeah
Limiting myself to the Western wells that produce up to 1800 total, but I'll be good at 1440 (200% clocks on each well).
just use coated or adhered then if you don't want to bring in more iron
don't waste the caterium, especially if you're not using fused quickwire
Yep, using steel coated plate, plastic smart plate, adhered, etc.
no I mean coated or adhered cable, since you're making cable and you say you have some spare oil but not enough iron
sorry coated or insulated not adhered
I'm... apparently not using cable anywhere?
For now fused quickwire is definitely in the plan, though.
oh I thought we were talking about cable, not wire, my bad
This was good, though. Now a random cable factory is on my list of things I'll still need for the build gun, along with rods and screws.
I'll also be attempting the HOR recycling loop for the first time. Is there a guide updated for Update 4? Google is failing to find me anything current. Or is it just a straightforward game of feeding the plastic and rubber right back into the system, with overflow splitters dumping the profits?
apparently u dont even need a smart splitter for recycled recipes. you just split the output in half and send one half back to be recycled
That makes sense. I guess the residual rubber is throwing off the symmetry in my current scenario.
So what I need to do is feed the residual rubber into the recycled plastic to start with. It's not an end product like the image led me to believe at first?
Wait. No. The polymer resin is excess, the system should be self-sustaining once it's boostrapped? Therefore I get 1 plastic or 1 rubber for every 1 fuel I insert into the system?
The recycled recipes effectively turn 1 fuel into 1 plastic or rubber, yes/
yes, as long as you send enough plastic/rubber back in the system to let it work, you will be able to output 1 plastic/rubber for each fuel
plus if you include the PR byproduct, it makes 9 rubber per 8 fuel
Quickwire cable and rotor? Hmm. I will check both
I think I'm going to treat every 10 resin as 1 rubber and 1 plastic. For my purposes this amounts to 1440 crude turning into 1200 coke, 760 resin, and 3040 fuel. Therefore, 1558 each of rubber and plastic?
Huh?
840 resin according to your graph; and 1724 of plastic and rubber
You either converts 1 oil into 3 rubber or 3 plastic. But never both or mixed
For resin only build, it is much more difficult to calculate because it may or may not missed out the diluted loop
Hey I have a question. I have 27 coal generators I already connected the water to them but how much coal would I need to bring to them to work properly?
120 coal/min is 8 coal gens and 3 water extractors (assuming buildings at normal clocking), I'd say build you coal gens according to the coal available rather than the reverse
numbers should be easier
27 coal gens at 100% would be 405 coal/min
better to change it so you have 24 or 32 gens so you would need multiples of 8 gens and 120 coal (mk2 belt) for each group of 8... or you could just add 1 coal gen to make 28 which would require 420 coal (3x mk2 + 1x mk1)
each group of 8 generators would need 3 water extractors
you can also do by units of 4 coal gens with underclocking if it happens to fit better
Anyone know how many 2 pure 1 impure oil goes into rubber and plastic then the run off going into petroleum coke?
Iβm dumb with numbers
it depend on what recipe you use; oil production changes a lot with alts
don't have the numbers and I'm a bit too lazy anyway but it would depends on the miners, the available belts and the alts used
and clocking
oil extractor is like mk2 miner so impure gives 60/min or if you overclock to 250% it's 150/min
Okay thank you
2 pure and 1 impure is 240+240+60=540
if you overclock all of them to 250% it's 600+600+150=1350
Shit thatβs a lot of oil
Can I ask if an app was used to design this? If so name of app? I've been doing some stuff in PowerPoint but it looks terrible. π€
I think I finally understand how the tool is calculating its HOR recycling loop. But in trying to use the maximize command in more elaborate setups, why is it sometimes leaving some spare resin? https://u4.satisfactorytools.com/production?share=ggz5z0o4PwqH4ET7zCZk
maximise doesn't optimise for raw resources
that's strange. But you can just ask for 1780 rubber and plastic, 1140 coke and it will do what you want
you need to use items/min for raw resource optimisation
What is the max option looking for?
just max π
doesn't care about the path it takes
it's something I'm working on (in addition to like 20 other things)
Gotcha π»
rule of thumb for now is take whatever number max gets and put it into items/min
Did anyone see that goofball several hours ago? Complaining about getting banned from a modding server, and how everyone is mean to them just for asking help? Yet here I am n00bing it up and getting clear answers on my dumb questions in moments π
there's like one person like that every day/week
Probably the same person under a different alias.
I'm wary of anyone who ends their stuff with Help! or some variation thereof
some people get real emotional and entitled when asking for help π€·ββοΈ
I feel conflicted about treating isolated people like that by banning/muting them because it probably just sends them into a worse spiral. But not our problem.
and not like in a panicking because they're not understanding kind of way, but like angry for some reason
oh god was it iceman11a
@hardy sundial fyi
are all three of those accounts him?
he wants to mod, and hasn't followed the docs properly for years, and still doesn't understand what's gone wrong
Let me find Dean's message on the subject, he does a great round-up of the guy
oh man that's always the worst, people who just won't read shit
I don't know why people like that even play a game that's 90% read shit and plan
His attitude was awful, couldn't/wouldn't learn, argued against advice he'd asked for (WHAT!!?) and assumed he knew, which made every question an accusation of failure in docs/setup... anything. Absolutely no sense of personal responsibility.
He was also not doing what we were asking of him, then saying he did do it
A real nightmare
are all these him? it's weird to me when people have multiple accounts on the same server
yes
He's not exactly tech savvy, probably created new accounts when losing another one
I think we all know the type. They operate using assumptions about how they think things should work, instead of how they actually work. Sort of. Meanwhile the rest of us do our best Tarly: read the book, and follow the directions.
he started complaining and spanky was on, who has 0 patience for that kind of stuff, so it hit a brick wall real fast lol
charming
hehe
Now that I see there's a history, I'm going to happily just grab popcorn each time they appear.
@weary ravine just so ya know ^^
I always read his name as front german then I realized it was frontier man π€¦ββοΈ
a for effort
Okay, combined with everything I've learned, I think the best option on my mass production planner will be to set crude access to 0, but experiment allowing raw plastic/rubber inputs of either 1700 or 999999. That'll nicely declutter the view.
That's what I should do for my caterium, iron, and copper ingot production, too, now that I think about it. All those water links are nice to remove.
Are there any tips to manipulate water links to declutter a large worksheet? The wastewater from my aluminum production is going to 4 different places, for instance.
9 alu ingot foundries at 250% plus 60 pure ingot smelters. That'll make for a nice 3 level structure. Utilizing spare quartz.
Credit to everyone here for helping me plan my aluminum factory that will need only minimal reconfiguration as I add 2 more ore nodes and get fiddly with a foundry+smelter array for ingots.
yeah it's pretty weird sometimes, however I'm not sure if I can make it any "smarter"
I'd enjoy an option to toggle all water lines off, with a wastewater calculation noted under the bubble for aluminum scrap production.
I've got so many lines going into my wet concrete factory, I need to check it for spiders π
hides from bad joke rule
you can doubleclick nodes to fade nodes and arrows
if that helps
however you can't doubleclick just arrows
wish you could do that for the spokes..
I've eliminated most of them by setting an ingot production to take away many water buildings. It's made each remaining water building an amusing little web. I find dragging wet concrete and the like to the outside works fine for me.
@wind spade so I've just realized this isn't only not efficient, it's not actually the max because it's not taking advantage of the extra polymer, I don't know why I did realize it earlier, this is the actual max: https://u4.satisfactorytools.com/production?share=f6dkUl62oJgLMUaSoBam
Observing some weird behavior in my factory:
producing 780 screws/min. -> buffer-container -> using 774 screws/min.
What I expect: Container fills with 6 screws/min.
What I observe: Container is drained by ~3 screws/min.
Any suggestions, where to troubleshoot EXCEPT checking if all belts are actually mark 5 and all numbers actually match?
Even the satisfactory calculator says, my numbers should check out:
Are you using both outputs of the container?
No, only 1 input and 1 output.
how many fps are you getting?
I added the container only to troubleshoot...
What's the simplest way to measure fps?
` then stat fps
Belts break slightly at max throughput.
below 60fps belts aren't fully reliable at full throughput, most notable with mk5 belts, though 774 should be safe especially if you're overfeeding it
what's the "broken" thingy?
because it doesn't use the polymer resin with the maximize function, it's actually making less rubber and plastic than it can from that amount of oil
so it's not finding the max
I mean, can you send link?
Thank you for the tipp... I reduced the resolution to make sure to have 120 fps... sadly, still the same problem.
60+ should be enough according to snutt
The main fix is to never put a belt at max throughput
Yeah, I guess this may be the best way to go.
Funny thing though: My guess is, that it's the screw-usage, that's higher than calculated. Why? Because it never backlogs on the belts, even though it should only use 774...
if you want to check if the belt is the problem, put a container at the start of the belt (just after merging to 780part/min), and see if it fill or not
I assume it's because of it first calculates ipm and then maximise
oh huh interesting, it does get fixed if you delete the coke
This is what I did (as described above). It doesn't, even though it should...
something I also want to fix in v2
oh I get it, that 190 resin it's missing is from the coke part
like it doesn't see that resource when it does the maximize, just the raw resources leftover
well, you didn't say if it was at the start of the belt or not; and that matters a lot to test problem with max, or close to max throughput belts. If you are confident that the belt isn't the problem, then check that all your factories producing screw all run as expected.
Well, production seems to be as I calculated... (I also double-checked in-game)
I guess belts simply become more and more unreliable if fully utilized.
Treat pure ore nodes as 770 max and you'll be fine.
yes, but as i said, that can be tested with a storage container just at the begining of the belt, and it should fill a bit if you belt is too full (but a container in the end of the belt won't fill)
Did that, it drains by ~3 screws/min. instead of filling by 6/min.
But I just made another interesting observation: When I remove some parts of the MK5 belts and elevators between the machines and replace these parts with (shorter) spaghetti, it works. This is so weird.
number of belt is the main problem that make you loose some throughput when playing with full belts. if you limit the number of belt it should be better (well, that's a bit of a simplification: belt/belt connection are the problem, if you connect them just with merger/splitter it also should be better).
Interesting... is there somewhere more detailed information about this?
i posted some testing i made on the subject yesterday or so; i will try to find that again
I'll test it too by adding a bunch of splitters inbetween belts.
Thank you (all) so far!
I'm setting up my steel factory and trying to set up beams and rods. I've got 600 ingots to feed 12 constructors with 6 inputs running at 60/m and 6 running at 40/pm. I've tried different solutions to balance but think I can only get close to it and rely on an overflow method to make it work. Anyone got a solution before I subdue to overflow?
the easy solution is a manyfold (and i guess it's what you call overflow). You want a perfect balancer ? the easy way to cheat that would be to use splitter with mk2 belt going out to force 120/min on your belts, so you will get 5 belts at 120/min, quite easy to split into 60 or 40/min
i was only working with mk1 belts coming out of the splitters, throwing 60's everywhere lol. The mk2 belts will work perfectly. Thank you!
Have one single belt loop around all constructors. Have a splitter feed each machine from the loop. Arrange your foundries such that they're spitting out ingots in 6 equal streams, and feed the input loop for your constructors in 6 spaced out locations with mergers.
All ingots will now continuously circle all machines until they find one that's not backed up.
Also, unlock MK3 belts ASAP with your steel production. Invest in a good steel beam factory, and never use anything less than an MK3 belt again. Huge QOL buff.
I've just boxed off the foundries last night after upgrading all its belts, not really planning on pulling it back apart just yet although the 6 equal streams would be easy enough to sort
I've actually got mk5 unlocked. Just being dumb and forgot other belts existed while trying to sort the splitters out π
With MK5 you could get away with one input feed if you want. Spacing out the input streams equalizes things more quickly, but ultimately the system will saturate either way.
I'd have to work with 2 mk4 feeds into the loop for now as I've not fully automated aluminium yet, sorta forced it for the need of mk5 in some places. Think I'll try the splitter method first though cos it's more like the other balance systems I've got going. Might try the loop once I get automated aluminium
2xMK4 will still be plenty, you're good to go with either option
60/min inputs make even manifolds act like balancers 
I've thought of doing an experiment, but haven't been able to tear myself away from factory building. I was thinking about what's the most efficient belt splitting system. So far I have 4 ideas. I have;
Perfect Splitting
Manifolds
Smart Manifolds
Buffered Manifolds
I haven't messed around with load balancing in a long time, but I guess that'd be under perfect splitting. Off the top of my head, perfect splitting is best for keeping everything running at 100% efficiency with a fairly even ramp time, but takes the longest to set up, as well as takes the most space. Manifolds are the simplest, but take the longest to ramp. Smart Manifolds take slightly more time to set up, and ramp slightly faster, but also ramp much more evenly. Lastly, Buffered Manifolds I haven't messed with for a long time yet, but they seem to be kind of a last step where they take the longest to set-up, and likely ramp the fastest, but not nearly as fast as load balancing.
I've thought of setting up a scenario where I run a basic version off all 4 at once and time how long it takes for the last machine in the line to hit 100% efficiency. Anyone have any insight on this?
I got the idea for buffered Manifolds when I set up my battery factory, cause I was using fluid buffers to make sure various machines didn't jam, and thought I'd use a version of that for belts, and I liked how it worked.
"Efficient belt splitting" I'm unclear on what you mean by that 
I personally go for load balancing since I like the look of it and hate ramping up times (I dont like to see belts backing up)
The efficiency there is ramp time and power usage, along with set-up time.
How does power factor into belting? O.o
Gotta go for that clean flat-line power usage
When belts back up, various buildings will jam, which means they'll turn on and off, which leads to a fluctuating power grid
Though, with how overclock has now 4 digits, I usually try to OC machines so they have 30, 60 or 120/min inputs, making balancing very simple if not trivial (with 60 or 120/min you can merge "perfect splitting" and "smart manifolding")
My Brain still hurts when I do 3 Output to 5 Input but I'm doing my best.
All 4 methods yeld the same power efficiency in the long term, so I don't see how that's relevant 
You know where to ask if you got troubles~ π
I suppose. My battery factory is self-sustaining and off my main power grid, so it's important it stays very steady on power usage
Once you're messing with 10000MWs, a Constructor turning on and off is barely a blip, it takes many to show.
For space and set-up time efficiency I'd say normal manifold
Takes forever to get everything going, but generally saves on both (space and set-up time) compared to the other solutions
The buffered version... I haven't messed much with that, but may take nearly as much as a load balancer to set up :thinking_helmet:
And to add to what Liferake said, power storages make power draw fluctuations much less annoying than before
Buffered Manifolds are super simple, you just feed resources into a storage container and then out to wherever they need to go. You build them first and let them run while you're setting up so they become full. Then you activate the line and they very quickly fill the machines from the storage. Then you can either leave the extra materials inside as a fail safe or delete them.
That's just a manifold with a storage though...
If you wanna cut down on manifold fill time, you should add more containers to help fill up the mid-points of the manifold (unless it's very far from belt capacity)
I prefer the loop setup I described above. #math-and-meta message
The input lines generally come from buffer ISCs. In general I have a buffer ISC at every step.
has anyone worked out the math if it's worth it to cut screws from the production chain for all recipes, materially min-maxing-wise?
You're gonna need to define "worth it."
That sounds a little too specific to be a generally true statement either way. Aren't there some that need screws regardless?
I'm pretty sure you can cut them out completely
Some recipes using screws are more efficient than their non-screwed counterparts
I've got my worlds current and planned production in different worksheets with Greeny's tool. The only uses for screws are in some legacy systems that I will eventually destroy so I can enjoy the nice scenery.
When Screws are efficient don't forget to use Steel Screws and only create screws on site, hopefully right next to the building that needs em
Making steel Rotors?
If one cares about efficiency, he should not go for steel screws though 
Steel rotor and adhered plate are the big places to cut screws I think. But those aren't undisputed 'best' recipes.
thanks!
At a glance, it seems like rotors are the weak link in removing screws from everything
Are you telling me Steel Rods into Screws is better? π
Resource-wise, yes
I am curious what those recipes are tho

