#math-and-meta
1 messages Β· Page 546 of 1
yeah its not inefficient but im wasting a lot of potencial
Well, hold on. Once you start realizing that about other resource nodes as well, you may find yourself in a deep rabbit hole. If it's doing it's job, keep your existing oil setup. All of my original factories look hilariously bad in retrospect, but they feed my build gun, so meh.
yeah there's so much time to be wasted rebuilding old factories.
But if you have legitimate improvements to make, then it's not a waste of time anymore. Like switching to an upgraded recipe. (in the MP world I'm on, we've done so much research already, but didn't take the time to revisit anything until yesterday. I redid our screw factory to the newer recipe :D)
I was running around a few of our factories upgrading belts to Mk.4 and left myself wondering if there's a point when the factory doesn't run all the time and maybe doesn't process/create that quickly.
THere's a reasonable argument to upgrade belts if you could then run all machines at 200% and double production.
is there ever a reason not to use mk5 belts if you have them?
i need to redo my oil factory as im starting aluminum production and with 4 oil nodes i only build 4 oil generators so im wasting a lot of potencial
Occasionally you may want to split exactly 120 items/minute from a line, or similar. Otherwise no, I carry many stacks of sheets, and do all MK5, all the time.
Sometimes I get cheap with pipes and do MK1, just because it conserves copper sheets on hand.
Sometimes slower belts are helpful in situations where you have overflow situations.
If you want you can just build your new oil processing factory right next to the old one, then when it's finishing, unplug the oil extractors from the old factory, and plug them into the new one.
this is the factory
and is located right there
Tangent: I'm very jealous of your lights. My laptop says "nope" to such niceties π
That's a good spot. The SAM is intriguing, I think future content may make that a very desirable location.
You're wanting to build aluminum in the area? While you're routing bauxite, you may want to route some sulfur if you can. Then at some point you can switch to turbo blend fuel for your generators. That's probably the best pre-nuclear power option.
no my aluminum bauxite is gonna be far from this spot
ye Turbo Blend Fuel is awesome its super easy to build
Ah. Well, you'll still want bauxite and sulfur routed together, eventually you'll want batteries, which require sulfur.
i do have compacted coal for the turbo fuel
this is going to be my aluminum production
as there is sulfur and cuarz near
Ooh, I've seen other posts using that area. That's another great spot. I settled on the West side of the map, but I've had my eye on that area.
Once I finalize some things on my current build, I think I'm going to do a new game+ within the same save file by building on the other side of the map.
bauxite is like a line from east to west and you need water so there is basically only two options all the way east or all the way west
i focused my aluminum production on this area because is near my oil factory
where im getting coal and water for the bauxite
how many coal generator can a normal node sustain?
and how many oil generators i can sustain with 300 turbo fuel per min? i did my maths but it seems that 300 turbo fuel per 5 generator its too low
MIner Mk2, no overclock, belts mk3
120 coal/minute That's 8 generators.
also sorry for the bad english
Turbo fuel 4.5/min/generator = 66.66667 generators.
thanks
No probs, hope I got my math right.
So how many of the Iron Rod Constructors do I need to hook up to the Screw Constructors? And how many do I keep as Iron Rods?
well you can either calculate it or just use a manifold
alright thank you
doesn't really help when i need to split them up
why not? if you have fast enough belts, you can just manifold everything
Yep! I had the loop running hours before that! Train is very fun to watch. We got 2 tracks perfectly parallel
Nice. You wount have track issues for now if you do a single-rail highway, just future
I know, and I'm making this to be expanded upon later so having double track is pretty needed
That's a good investment. If you need you can add a second level as well, so you've got 4 lines. As long as your line doesn't have any low clearance areas, that is.
Yea, thats one good thing here, you can go vertical easily...usually
Rn the train will delivering stuff like computers and high speed connectors which are produced pretty slowly so idk
Computers, HSCs, and any sort of low volume item become good candidates for drone delivery, once you've unlocked those. Turning caterium into ingots at the point of extraction, and then shipping ingots from there tends to be efficient as well.
Best to use drones for low number items and trains for mass transport
Like moving ore, ingots, copper sheets, plastic/rubber, etc
But I would not ship extreme high volume items like quickwire via train. Best to do that on-site
Yeah, quickwire in particular is a pain in the backside to move in volume.
for quickwire, just move caterium ingot and produce quickwire on site
Or go proper quickwire and do fused quickwire π
yes, but still just move caterium ingot, not quickwire
Yup
Ye ye ofc
Hey, turns out that i was really wasting a lot of potential in my oil factory. Currently im making 1200MW but using 100% of the oil i can make 10050MW
Nice. That much energy should last quite a while. Enough to get you to nuclear if you're careful and build some energy storage.
whoa that's almost a 10x difference
i can make more but i think that im gonna leave 2 nodes for plastic and rubber
now i need to think where im gonna put 66 fuel generators
As much as I've spent time dumping on how crappy seismic nobelisk is, I'm very amused that I'm about to automate it. π
i got proves that god exist
my 7 and a half hour session that crashed did save and didnt lost anything
Heh heh, totally worth all the hiccups from autosave lag.
If you want even more hiccup, there is a mod that allows you to have an arbitrary amount of autosave slots, shall you desire to autosave every 1 minute, then want to go half hour earlier
[arbitrary: max 100]
How many assemblers do i need to make 240 compacted coal/ min?
about 10; if you build 1 and set the recipe you can get the production value for one and do the math
Both of the calculators only show this
thanks
"both" calculators? there are like 5 or 6
there are only 3 active ones aren't there?
I think there are more active
greeny's one (satisfactory tools) give the number of machines needed, i can't really say for the others.
im just stupid and didnt add the compacted coal to the alt recipes
but thanks
actually went to check the tools page on the wiki, and decided to update it
so, quick question: on your old site only the radiation tool and manifold tool are still applicable right? everything else is pre-U3?
yeah
I decided not to use the radiation calculator. I just built foundations until I started taking damage. I'm pretty sure I'll be good. https://gyazo.com/48ef10f1168e54dbfde1554bc5b47ada
Encased uranium cells are built directly atop the uranium node, hence the glow in the lower right.
Soo, I am setting up a big steel setup. Thought I would use pure iron but I forgot how ugly it is.
If I want clean setups with solid steel, 600 coal and 600 iron ingots = 900
Gets ugly with pure iron. Because 600 ore = 1114 ingots
Half a mind to say F it to pure iron altogether for this setup
What's the big picture? Will other parts of the larger system need iron? Modular frames? Plates?
Nope pure steel ingot setup
No mixing
Ultimately electromag rods and other stuff
And I started using the micro manage mod so can get the full 1200 out of a mk3 miner on a pure node
Are you using micro manage to place double miners and restricting yourself to onky 600ppm on them?
@fringe pawn This is the first part of my new oil factory 
Have you tried clipping the pipes directly through the floors?
It's a fiddly process, because you can't build floors clipping through pipes, but you can build pipes clipping through floors, if that makes sense.
i dont want to clip pipes in this factory
Nice!
How many refineries? Are you doing any overclocking?
no overclock
9 fuel
16 turbo fuel
300 turbo fuel/ min
540 oil/ min
240 compacted coal/min
Ooh. I know what I need to add to my drone warehouse. A receiving port that feeds to a continuous stream of programmable splitters, so that I can send anything in my inventory back to the warehouse and it will automatically be sorted back into the correct containers.
In case I accidentally pull a ton of pressure conversion cubes or something that won't replenish quickly.
i dont have a main storage so when i need something is a odyssey to get what i want
If you think about it one drone port is probably enough to handle most late game items to central storage
thats it
trains for raw resources, drones for products
I want a drone for each product to be able to pull them, though.
It's magical when you run out of cable and HMF while on a build project, and you just tell drones to bring them to you while you belt other stuff.
apart from battery logistics drones are indeed pretty chill
Add plenty of batteries
i need to add 40 fuel generators more
Right, but batteries eventually. On the way to nuclear power you might go over your power limit in spikes. Otherwise everything looks excellent so far.
so probably im going to add a second floor and in the third add a lot of batteries
I have 500 batteries in a big orange tower, 25 per level.
Might be worth using the quarter pipes for the last row of foundations below the refineries to round your factory up π
oh btw you can just unequip your hand slot then you have normal hands for screenshots
Soo, I gave up on using pure iron for my 3600 a min steel fab.
Ratios just not so easy to deal with. Even mixing belt outputs to be about 650 belts was not going to be fun. Considered it though
But, im only using 4 normal iron nodes with the standard smelter recipe, so its still quite good
it was like 12pm and i have school today
which of the three production chain calculator pinned do you guys find the most beginner friendly?
Hmm, beginner friendly might be Scim, because it shows you the buildings. But Greeny's lets you have multiple tabs for production chains, which is much more useful in the long run. I guess it depends how 'real' you want your diagram to look.
Greenyβs. Satisfactory Tools. IMO easier to read and follow the logical diagrams
The planner I dont like is the one in the same website as the Satisfactory interactive map. It tries to give you a physical layout and IMO doesnt work well
okay, thanks guys
I need some help I'm making circuit boards I've got the alternate recipe and I'm trying to work out how many constructors I need for the quarts part as ive got the copper part handled I've got 240 raw quarts on a line so how many constructors would I need for the silica?
basic silica constructor use 22,5 raw quart/min, so with 240 raw quartz you can have a bit more than 10 constructor (10,66).
you can also use one of the production chain calculator in #welcome to help you plan how much you need
Ah thank you
So if I think about it right i can place 11 constructors and set the last one to 66%?
yes
I would recommend finding cheap silica before doing circuit boards en masse
Makes your quartz into more silica at the cost of adding in limestone ore
I don't currently have another use for the quarts and this is set up far away from my factory so I've got closer quarts nodes but I don't mind
https://youtu.be/TrtxoUBosT0 is this a good guide to follow as a beginner?
This is my starter guide to building a clean and modular factory to create the tier-1 iron and copper parts at 100% efficiency from a pure node.
Input Requirements:
120 Iron Ore
120 Copper Ore
Power Requirements:
At least 45 MW (Iron)
At least 53 MW (Copper)
What you'll need:
2x MK1(@100%) using pure nodes
8x Smelter
14x Constructor
Ready t...
It would work, but use it as ideas, etc.
I would also recommend to do the trial and error approach. Game feels alot better that way imo
ok
i did some testing with the VIP for aluminum production and it seems like you need a pump for the bottom pipe and the top pipe doesnt matter. Using valves only didnt work and waterlocked the whole thing.
but yeah if you use a pump you can actually have any amount of water comming from the extractors. i had 600 comming only used 540 and 210 recycled and it so far hasnt backed up
i havent tested much with unloading it or server lag etc. but so far its working at 100%
I have not tried VIP on mine, but I have got it working.
Before, my pure node uranium setups were having issues backing up, but I think it was just a manifold priming, load issue. After a few pipe flushes, its working as intended now for a few hrs
This is an example, the pure node version is a bit bigger. This example is for a single normal node
Basiclly, external water > valve to control flow > sloppy solution refiner ies < valve to prevent backflow < electro scrap byproduct
ye idk thats what i tried the first time but it just sometimes waterlocked
interesting
Separate supply is fault proof
the problem with feeding back into a system is that if it ever isn't producing 100%, it feeds less into itself, which makes it produce even less, etc.
No. At minimum it will just run at (fresh/(fresh+recycled)), but no lower
but it will never speed back up
so every interruption will permanently slow down the system, right?
what's going on here with this splitter?
Lmao
?
he's hungry for iron rods
Omg lol, the disappearance of iron rods
that's why you never interrupt the production π
Is coke steel ingot worth it?
depends on your available resources, goals and recipes you have π
there's never a generic answer to "is alt recipe worth it"
i mean like is it generally worth trading the oil for that or using oil for something else
again, depends on what else you want to produce π€·
Oil is fairly abundant. Most people prefer solid steel ingot, but coke steel ingot is a reasonable recipe.
i just feel like there is alot of things that can happen like power outage/buffer beeing full/server lag/loading unloading glitches/low fps stuff
i think im gonna try to find a ratio for the recycled water to only go to new refineries so the water is seperated but thats seems realy hard math wise
problem with all of that is also if they change ratios it wont work again and with update 5 comming soon β’οΈ i dont look forward to that
but ye the VIP is already a huge upgrade over just balancing the recycled and source water i would highly suggest people try it π
power outages are awful... i really wish there was a diagnostic tool to check where the issues are
or some sort of "power grid map"
i havent had one in 300h but its just fun to optimise for the case it happens xD
Batteries are really helpful for having the least amount of them
But then there comes a point when your pipeline splitter thing decides not to split the pipes and only send it to 3 of your 9 fuel gens for some reason
I think pipes are probably bugged in my world cuz they will randomly cut out at random times and just stop flowing
I did touch upon that in my manual
I think the ratio was 2 to 1
Of normal alumina to scrap refineries
Where 2 refineries get fresh and one gets recycled water
ye problem is i wanna use electrode scrap and default solution and 180 water to 105 recycled is baaaaad xD
that should be doable...
usually thats head lift causing that
when in doubt, verify files
and avoid building 50 km long pipelines
ye its like 12 scrap to 7 solution π
oh wait, right, alumina is 120 water to 120 solution
180 water
oop, yeah
ye
and 1260 water is enough for 7 alumina solution refineries
tadah i guess
You can always have one extra refinery, and just downclock one in recycling group and one in fresh water group to whatever is needed.
but then its realy hard to get 100% alumina solution efficency
No, you just have extra building, and keep the 'perfect' ratios. This allows to build any size of refinery, not just convenient mutiplies where the ratios match
do you have an example?
howβd you get that?
1260/7=180
no i mean the picture
My current setup:
780 bauxite + 780 fresh water.
4.(33) alumina solution refineries + 2.1(6) alumina solution on recycled water
3.25 Alu scrap refineries.
4.(33) ingot foundries + 13 ingot smelters.
Fractional buildings are not evil, you can use them.
ah https://u4.satisfactorytools.com/production and just select the right alt recipes and 3600 scrap
thank you so much:)
underclocked or just not running at 100% efficency?
I wouldn't be listing exact clocks if I just wanted to run them below max efficiency π
ye i guess that works
ok i actually realy like the idea of that and if you leave them at 100% they use up excess water thank you π
im thinking of always adding 1x pure something or wet concrete per pipe just so it never fills up completly
Hi there !
So I am trying to replicate this exact setup, same exact (amount of factor, %, everything) and for example the part in the circle I know I can achieve it easily with conveyors but now I am wondering if moving some of the resources (such as petrolum coke, limestone, Iron ore, rubber,... which are in the "middle" of the chain) with trains instead of conveyors could potentially fuck up the whole chain ? or am I overthinking it and it's just like any basic manifold ? I know I have to deal with the loading delay, easy fix I usually use is a container to buffer, but could it actually mess it all ? I think what makes my wonder all of this is also due to the fact that I can't "perfect split" the rubber for example due to the small amount and decimals
you don't need perfect splits and you can put trains anywhere as long as the throughput won't get hurt
oh greeny himself ! thanks π
I know I don't need perfect splits but the train would act just as like conveyors do ? (as long as the throughput is respected) ?
yeah
if you unload each car with two belts into a storage container and then take one belt out of it (same for loading), your setup is super safe
that's exactly how I was about to try
so here as an example if I load the 3 rubbers IN into 1 train, then buffer storage OUT then 1 conveyor line manifold style with the 12.80x asssembler 6.40xasssembler it will act exactly as if there was no train but just 1 conveyor belt, correct ?
oh ye i thought about that
https://www.youtube.com/watch?v=sUed4aFcYLs
here they say that the 2 output buffer causes problems with multithreading maybe thats one of the reasons my fps is so low
but ye that works
ye so basically im using trains for everything and my fps is bad π
ah, well it wouldn't be better with conveyers
heres an example of what you said
the 2 ouputs from alumina silica and normal silica production get merged like a manifold
and then output to 3 different factories just like a manifold
yeah I mean, like this of course. I have tons of trains running everywhere. But here the problem is the "reuse/loop/byproduct" making all the chain possibly stop if just 1 part get overloaded/clogged, just like the classic alumina chain indeed
i mean yea in that picture im using the reused silica from aluminum
you just need to make sure that i picks that one up first
and because it unloads after that there will always be space in the train
sink the excess
well the whole point of all of this is to never ever do that π
or else then there is absolutely no problem indeed π
i havent ahd any issues with byproduct using trains so far
but as I was stating in my original post, the "challenge" is to do exactly as the screenshot describe, same input, same factory amount, overclock %,... till the end
they are actaully probably the easiest way to deal with stuff
the only problem is that it takes a long time until your first rubber train station is full so your rubber concrete is gonna be delayed until the train filled up the whole station
with 32 slots that can take a bit
then we aren't talking about the same thing
you are talking about "overflow" style
I am more in a "perfect split" approach here
except for some very specific little parts
if you are using the huge buffer of train then yes, everything is easier for sure
so you want to use 2 trains?
no
ofc it will need a bit of time to compensate the delay due to the train travel and load/unload but the idea is to have it run just like a simple conveyor would; So if I need 320 limestone/min my train stop need to unload 320/min (with a little change due to the unload buffer) but not 312516131/min
not sure if I make myself understandable sorry, tired and meh english
hook isc to station, 2 ports unload, but only draw from one port. it funtions as buffer to smooth it out
to put it in a more simple term : if I set all my raw extractors (miners, water, oil,..) to the exact value of the screenshot, my system would run indefinitely without any flaw. Compared to one who would use an overflow which would run but have the raw extractors stop/buffer, or compared to someone who would use the big train storage as a buffer and the system would eventually stop when it catches up
i would only do that with 780 lines the train station has a buffer anyway
mind station belts stop working duering unloading animation
if you put the buffers in place, it will work as normal conveyor and you're fine no matter what. If the desired throughput is slow enough, then you don't even need the buffers
I think that's exactly the answer I was looking for and I am overthinking it, thanks !
idk this is like using a mk3 belt when you could just use a mk5 belt and make your life easier
yes but if I wanted to make my life easier I wouldn't try anything of what I am describing
ok π
I would set all the raw extractor to max value, use MK5 averywhere, sink every excess and GG π but then after 800H of that I feel like doing more challenging things :p
i see
In pinned links :
https://satisfactory.tash.fyi/ User-uploaded blueprints made using draw.io, for factory layouts, balancing, etc (made by @storm nacelle )
This site looks to be down
yeah a lot of older sites is down π
trying to figure out why my furnaces arent keeping up with production tho i've matched constructor production to smelter output?
do they get enough ore?
well i have a mk1 miner producing 120 ore split between four furnaces which is 30 ore each
are you using mk2 belt?
ah that answers my conundrum thank you
[throws some reinforced plates in your general direction]
im at that stage where power on biomass burners is getting ridiculous
Coal!
exactly
i swear i spend half my time just optimizing everything as much as possible instead of progressing π
isn't that the goal?
Under no circumstances try decoration mods and micromanage. You'll get stuck forever
oof bit of a grind since i last played to get to coal
I generally do factories up until Le Grand Finale factory a bit quick-and-dirty under the assumption that it'll probably be torn down and replaced anyways.
Really? I almost never replace anything, just leave it there and build again somewhere else
Oh... except for maybe the stuff before coal
At least in my latest playthrough, I had plans to tear them down, upgrade the miners to Mk. III, switch to my new alts, and make more efficient factories.
I never did get around to that, though: while my final factory does everything my older factories did, I never needed to free up the nodes, space or power.
Can anyone answer my question: If you have a few different lines feeding a pipe, it's the lowest pump that gets cut off first if it's full. But what if it's being fed from a mix of L1 and L2 pumps and just output from a machine? How do you figure out the priority?
Another question: I would expect there's a pretty big overlap between people who enjoy satisfactory, and also like home automation and have home assistant. Would I be right?
By "home assistant", do you mean smart home stuff?
If so, well, my opinion is "burn the entire concept with fire", given how many Internet-connected (and thus vulnerable) microphones, cameras and other sensors it places into your home.
I'm not quite at the point of being that one guy whose highest-tech home device is a dot-matrix printer (with a shotgun nearby to shoot it if it makes unexpected noises), but I value security over that kind of automation.
@iron prairie nah it's not too bad, you stick everything on a vlan and block it from general access to the internet
Or alternately build it yourself out of commodity hardware and code the ICs yourself so you know exactly what they're doing
I am one of those who knows how to setup vlans, the issue is these systems really hate not being able to phone home. Take Amazonβs Ring βsecurityβ system for example. Its even designed to share with other nearby networks.
The best security is offline/not networked for sure, but for the general population, its not a fesible goal due to lack of knowladge on how to setup and use that stuff
Meh, I figure if you're messing around seriously with home automation you're a bit beyond the general population.
True, true that
Im also the type that likes my fridge being dumb. Likes that my dishwasher is not connected, etc
what girls think dating an engineer is like: hey honey I bought us new smart fridge, it has voice commands and everything
what dating an engineer really is: if that microwave connects to the internet, we're heating our food with gas burner
I have seen some of those new microwaves that use the internet to get βbesfβ cooking times from a database, use AI to manipulate the cooking time dynamiclly, etc etc stc
They almost never work right either. Plus your cooking habits is sold to somebody. Next thing you know, your next trip to Amazon, Sams Club online, etc and you will be told what to buy for βhealthierβ options
Same for smart fridges that try to dynamiclly adjust temperature by a best βguessβ on what you store in it
Is Turbo Blend Fuel the typical Alt recipe that is used or do most people use the Standard Turbo Fuel recipe?
turbo blend fuel is the best one
you often have plenty of oil lategame, and sulfur is an important limitation
so going for the blender one is really good
standard is more oil efficient (if HOR and DIluted Fuel alts are used)
Blend Fuel is more Sulfur efficient, at the cost of more oil
Yes 
ah yes, i too exceed my capacity willingly
I was testing that running on geothermal π
looping doesnt affect whether your consumption line can be flat tho
But it reached >90% efficiency in... uhm... "one graph" time π (the time it takes the graph to update fully), got to ~99% in one graph and half then smoothed out to a reliable, lovely flat power curve
I was just interested in having the buffers for the quick-fill of the manifolds, so it takes little time to reach peak efficiency
Though, big buffers might be easier to use... the random fluctuations can fill/empty a small buffer by half of it's volume sometimes 
My big battery buffer propelled me to nuclear power. My max production was far below my max consumption. But I just built one factory at a time, then allowed machine outputs to back up and power use to drop off. Then the batteries charged back up and I built the next relevant factory.
Anyone have a guide on the most efficient setup with alternate recipes to make turbo fuel?
Key question: can you build blenders?
Yes! And I have most alt recipes too.
In this instance, I told it I wanted 450 turbofuel, and went to the recipes section and told it "all"
I wish that website had MK++ machines built in π
I like to overclock pretty much everything for a low building count, so I'm used to mentally readjusting building numbers as well. FOr instance, I wouldn't do 2 refineries for coke, I'd do one refinery set to produce 225 coke.
Yeah, here's how I'd do it
4 HOR refinery set to produce 75 each -> turbo blend fuel
1 HOR refinery set to produce 75 -> coke refinery set to produce 225 -> turbo blend fuel
1 HOR refinery + 1 water extractor -> diluted fuel -> turbo blend fuel
Wiki has all the recipes shown in tools display for comparison
MJ values have to interpreted with a bit of mistrust though
for example : the MJ value calculation on the Wiki pages tries to maximize the output of products / s based based on the limitation of resources / s you can obtain by using all nodes. therefor water for example is a extremely cheap resource there even though it might cost more MJ to produce.
Also every recipe you see here https://i.gyazo.com/thumb/1200/6fc081f15f6f846a67412b0fd8e1444d-png.jpg has in its ingredients a range of MJ Values, the recipes chosen are not always the cheapest or most efficient based on the input to output ratio but rather offset by availability factor that influenced recipe chain choices that in consequence influence the Calculation of the Products and those will be carried as Ingredient Costs into other Recipes.
So the values are accurate but show just 1 way and all values are only correct if every recipe is chosen like the wiki does until raw resources are reached.
i dived a bit into this when i made a mod displaying MJ values for items and recipes.
i felt like the 100% accuracy of a recipe chain without naming the full chain of recipes used , made little sense and show a range of values or all possible values didnt make sense either. i used the approach of averaging the recipe costs and filtering manual recipes. the approach has its flaws as well but it works dynamically based on the world you load the mod in and relations are still the same even if values are offset by x%
well there's no objective way to choose a "best" path, so wiki goes the path most of people use - optimising for raw resources
yea i get that, still the relations between recipes are skewed the further you down the production tree
just saying, the best way can be many ways, and the pure relation, cost wise is not fully covered by the MJ values assigned there
well the energy was never meant to be "this recipe will cost this many MJ", but rather as a comparison value (this path is much more energy demanding than that path)
12 GW of machines running at 100%, New record for me 
is there a most efficient way to merge multiple pipes of fluids? for example does making it all one connected system make it better/worse or anything? see example image
or don't merge and connect each pipe to exact amount of machines π€·ββοΈ
I agree with greeny, going forward I'm always doing matching machine counts for things like aluminum. 1 sloppy alumina -> 1 electrode
does it evenly distribute though? or does it prioritize pipes inline with the inputs?
What's the big picture here? What are you building?
one sec i'll whip up a diagram
so for example here i have 6 inputs, i want half of my oil to be making fuel, and a quarter to both plastic and rubber each. whats the best way of organizing it to evenly distribute the oil even if i decide to add more inputs?
but i want it to still work if after, i decide to throw in 1, 2 3 or however many pipes of input
WHat's the total amount of crude oil flowing into all those?
theyre different but at most a pipe brings in 600m^3
Just let the pipes fill fully. There's no balancing with pipes, they just go the path of least resistance. So just let them fill completely before turning stuff on and they can only go where a machine empties a pipe.
Right, but consider this coal plant layout: https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/b/b6/Coal_generator_pipe_analysis.png/revision/latest/scale-to-width-down/753?cb=20200728112323
That will actually work with MK1 pipes despite 3 water extractors, because at no point does any part of the system need more than 300 water to flow through it.
this can be done using valves then?
No valves needed.
fair enough, thanks
@marble fog all usages of HMF
though when you asked about factory producing HMF, I was responding only to factory that produces HMF as final product, that doesn't include HMF for any other materials
@wind spade so you have other factoryβs then that are producing HMF for a certain material like fused modular frames.
no, those are part of modular frame factory
so technically yes
but basically every factory I have produces only final products (with a few exception like plastic/rubber)
@wind spade what do you mean βthose are part of modular frame factoryβ?
Also, So you have a HMF factory that goes to storage to make certain things like fuel gen, blender, trains etc. And you also have an adaptive control unit factory that has a HMF within it? Sorry for the dumb questions
there's one factory that makes HMF (and everything that HMF needs to be produced). Then there's another factory that makes ACUs which also makes everything that ACUs need (so for example HMFs). Those two factories can even be in the same building and share production lines if needed, but there's never any transport of resources between two factories (with exception of raw resources and maybe oil products)
@wind spade thatβs brilliant, that makes it a lot clearer. Thanks. So do you have a fused modular frame factory aswell?
basically yeah, every product has it's own production line from ore, makes it easy to scale up (just copy the whole thing) and does not depend on anything else
Thats exactly what Iβve done so far. Instead of having a big factory for one item eg reinforced iron plates, then distributing it to other factoryβs, Iβve made independent factoryβs that are self contained from ore so they have a mini RIP factory within it. Itβs easier that way isnβt it.@wind spade
A clean and balanced caterium circuit boards setup. Scales well too 
The circuit boards' assemblers are set to produce 14 boards/min (160%)
Only caveat i got: the yellow looks bad π
Ahah, too light?
I painted those just to make the screenshot clearer :jacelul:
:o I forgot you can color stuff. That would be so useful to know which refineries are what and stuff
Guess which pipe is for HOR, which for water and which for fuel π 
https://media.discordapp.net/attachments/553550313533997057/860728243089965106/Screenshot20210703-05351200000.png
TLDR: yeah, painting is amazing, both for organization and aestethics
I need to figure out how painting works and just go crazy with it next time I play
Right click to open the color selection, then you can edit any color
Note: editing the first color changes the default of all current and future buildings
you are late to the party, ive been color coding my machines like that since forever 
guess what this pretty eyecancer did 
i have 3 line that come in with 2 at full capacity and one at lower capacity. is there some easier way to distribute whats on the lines equally to 3 machines, or do i need to load balance it?
theres no easy way to balance those. split the first 2 full belts among many machines and then just shove the rest into other ones
I love how simple that drawing looks @oblique hollow 10/10
its just paint xd
i have 150 iron ingot per minutes, how many reinforced iron plate can i make?
For sanity, probably do 3 assemblers, 3 underclocked plate constructors, and 3 overclocked wire constructors.
wtf is this monstrosity
you tried to max reinforced iron plate with 150 iron ore and without limiting anything else
so the calculator took the maximal amount of iron plate it can do with these limitations
yep and with out alternite recipe
Yep, steel coated plate is nuts
i know its awesome that you can do that :D
ofc you would never do that
maybe you hate iron, maybe it killed your parents and you want to use as little as possible to minimize contact π
π
If you already have the plastic production going but unallocated, if you're building very big, steel coated plate ends up being nice to do 100 smart plating per minute or something like that. Modular frames eat up tons of RIPs as well, so a big heavy modular frame factory may like steel coated plate.
i only at tired 3
hm dont you always have spare iron though
More for low building count than iron conservation.
ye i guess
We need to know what else you can access if you have no alternate recipes
Otherwise there you have it
everything at tired 1,2,3 but basic steel production and jump pad
how may reforced iron plate can i made with 30 iron ingot per minutes
5 times less than with 150; so using what Red Maw did, that would be 2,5/m
how do you made the recipe things red raw did?
it's actually pretty viable recipe combination
As I finalize my space elevator part production, I find myself curiously using flexible framework. I would normally tell people this is a recipe to avoid from HDDs, but it works out nicely for me right now. I overbuilt some of the raw elements of my HMF factory, and all I need to do is combine those with some drone delivered rubber.
Flexible HMF is also easily overlookable
greeny's calc recommends it fairly often. I imagine it pairs nicely with adhered iron plate and steel screw.
And with proper recycled loops, rubber isnt bad to get en masse
A big issue is you need MK4 belts to consider it, barring underclocking.
Oil products are super cheap so it makes sense to use them when going for pure raw resource efficiency. Ofc it's not for everyone, but some people may definitely find a use for it
If your at that level, you should have mk5 belts anywY
but oil products are only super cheap with recycled stuff
The only exception I can think of is electrode circuit board. Its just meh
Electrode circuit board would be fine with tweaked numbers.
TIL you can make ciruitboard without iron or copper
π€· I was talking mostly about adhered/coated plates
If I were building bigger I would for sure use steel coated plate. Those numbers are just insane.
Im seriously considering caterium boards for my computer/super computer factory just because of clean, easy to work with ratios
Especially when you're running on nuclear, you have shitton of oil
way to inefficient on oil use so I would probably use something like this instead https://u4.satisfactorytools.com/production?share=j2d6BWwWb4JezwzbwARS
hence the "monstrosity" part
since water is basically free minus the power, so a bit of oil, iron ore for alot of reinforced iron seems like a more fair trade
Coke steel ingot?
minus the huge opportunity cost of building it
Just use solid steel. Imo best
Shared: Shared: Shared: Shared: Shared:
Yeah lol
||Sharing circle sphere||
A old steel comparison I did
And loading a shared setup counts as changing the name
I'm not even sure how many people use the renaming feature lol
Most probably doesn't know it's there
why not both
i love cases like this where the most resource efficent thing is actually to use 2 recipes
Isn't that because of resource limit?
Lol
I do. Otherwise having different tabs to compare productions of the same item get quite confusing ahahah (eg: fertile uranium route vs minimum plutonium route...)
Well I'm glad at least someone uses it, so it wasn't wasted time making it work xD
My master sheet is named "The Factory"
nothing to see here π
I do a master plan and then break it down into individual segment tabs
Icon can be changed too btw
With farther breakdowns for intermediates, etc
Even lists icons of produced items first, then remaining alphabetically
i think i spend like 50h the last week just dragging stuff around and deselecting recipes in a maximze assembly directory system tab
I spent tons of time polishing this qol feature and that's why the tool is still buggy xD
Eh, around 30ish
Referring to my last screenshot?
ye
Ah, I play in creative, so all the machines are off. That helps tons with performance
When I'll turn on the whole thing though...

damn thats genious
wow this recipe is actually in some ways even better as it uses less iron ore, oil but puts in copper instead hmmm https://u4.satisfactorytools.com/production?share=qF6Hp7j1danKQOekDh6x
wait so if minimize specific resources i can actually make some things better in some ways hmmm
basically its a coal and copper trade for less oil and iron ore hmmmm
ye thats better you have alot more iron than copper
yeah i didnt realize limiting resources could give better results like this hmmm
makes me wonder what other types of benefits in other production lines i could squeeze out of calculator by limiting key resources i wish to use less of hmmm
For your future reference, in that screen you can see about ~800 machines. They're not THAT much at all, most PC can handle that many machines running decently smoothly I believe (my PC isn't a beast at all)
whats even more crazy about it is also a tiny bit less power, so on energy usage not only does it less oil and iron ore but its more efficient overall hmmm
I'm unsure how valuable it is to include power usage in these sorts of calculations. Excluding overclocking, the resources needed to power anything are pretty much a negligeable amount (also many different resources are aviable for that, giving choices on what to cut down on)
i wish the calculator in the input resources had a option for minimizing resources as much as possible, right now its more of a try and guess
but maybe not easy program, unsure
minimizing the ressources as much as possible is just the normal way the calculator proceed when asked for a certain output, and not maximize output
I think he meant some way to minimize specific resources. Or giving them different "priorities"
well, imo that way to minimize ressources is more or less just putting your constraint on ressources, then trying to maximize output.
you have to know either what you want to use as ressources, or what you want to produce, the calculator can't really guess both
I've thought of many features I would enjoy, but I also see value in keeping calculator tools simple, so it's not overwhelming for people the first time they look.
Just slam in a button to toggle the true nerd mode or something?
https://u4.satisfactorytools.com/production?share=lhA50ZXcPKqcGlzQPbOZ What I like about this one is how much oil it uses
same oil.. ridiculous number of plates..
https://u4.satisfactorytools.com/production?share=ayoD56cDPt7TU753tYnF
https://u4.satisfactorytools.com/production?share=0S4dh2sUVsiAlFx28yfY
factory im planning to make in the blue crater
Some sushi to trigger you, @bleak coral 
Caterium ingots + Copper ingots -> Quickwire
Quickwire + Copper sheets -> AI limiters
Quartz crystals + Rubber + AI limiters -> Crystal oscillators
Ideally should run without overflow, but I gave it an overflow belt anyway ^^
π£
Actually I think this looks really neat lol
It's kinda cool how the assemblers are arranged with each other and the manufacturer
The sushi power is in its flexibility after all ahaha
You can make some crazy machine combos
Btw, this is the "extended" version. Could have used more assemblers, but I couldn't be bothered π
#screenshots message
seems like a lot of work, and not very extendable, but I admire it's beauty
and frankly as someone who is about to way overbuild a steel pipe factory just so the building it's in looks like a giant steel pipe, I get that
It actually cuts down a decent amount of splitting, considering my balancing habit
If you were to manifold though... the beltwork would become even simpler
yeah manifolds let you build tight
Just use the central "output" line to send any overflow outside the building, then split and sink (or whatever)
kinda cool it helps with a balancer setup though
What do you mean?
didn't you say it cuts down on some of the splitting?
Oh yeah, both in manifold and balancing
In manifold since you can merge belts and cut down on splits (using all outputs of splitters thanks to particular machine positioning)
Though, not having copy-paste for smar/pog splitters kinda makes up for it in time needed 
Funfact: playing with this kind of setup I noticed one advantage in using pog splitters instead of smart splitters (even when I could use just the smart): being able to avoid using the "overflow" setting by specifying each output other than the final split (which has an overflow)
This way if something goes wrong, the belts block showing the "culprit" belt (all those further down the split will be empty) and doesn't send any unwanted item/overflow further down the line
so like instead of overflow you specifically filter for just the other items?
so there's no overflow safety valve basically? cause if the stuff backs up it can't go anywhere?
Yeah, if something backs up the system stops rather than overflowing on the overflow belt (which could saturate the overflow belt)
Isnt that exactly the issue we had prior to getting an overflow setting
I usually use a pen and paper, but today I thought I would try my hand at using a flow chart designer. I was using Lucidchart which worked up until the point I ran into the item cap.
What other flow chart designer would you recommend to use as an alternative?
I've already tryed the Satisfactory Calculator and I felt like beating my head against a wall so don't recommend that haha.
Satisfactory tools website.
ill take a look
That also does production calculation, but leaves the splitters out
So you have to manage all the belts and pipes
Cheers
I guess
I didn't use to mess with them this much, back then
The problem when it backs up is you either HAVE to wait for the machine with the blocked belt to consume more or you manually clear the belt
@scenic holly I couldn't post an image to reply in the other channel. Here's a plan view of what worked for me. The original Pipeline Mk.2 with an additional Mk.1 looping around the ends so as not to run up against the Mk.2's /almost/ 600m3.
oh yea, looping
why bother with a mk1 pipe?
2 mk2s would do the same trick
Without it the flow in the middle was averaging around 599 m^3/min - not quite enough. I could have done 2x Mk.2, but a) I didn't have the plastic on me at the time, b) it wasn't needed, and 3) the visual difference helped me sort out which pipe was which.
if every pipe was filled up completely beforehand (and the generators) the flow would be a full 600 in total
mine run to a T piece, splitting the lines in two, to the reactors. would i loop this into the t peice?
where would you put your mk1 here, sorry to be such a pain guys, thanks for your help so far
yeah, we went for "oh that looks nice" not knowing it would impact us lol
i could probably change it to fit the original imagine though, if you guys think that will solve my issue
The first time I did it, without the loop, it was fine; everything was saturated when I took the reactors out of standby and it rand fine until I stopped playing that day. However after a save/load some water had gone "missing", and without the loop it never caught up.
oh i know, i was talking about pipes with the loop
would this help creat a loop?
yes but a bad one, imo
forcing too much at once through a single junction
Junctions are the devil
yes it is but no sushi lines are bad
sushi lines arnt bad in all contexts
E E E E E R R
| | | | | | |
+-+-+-+-+---+-+
| |
+-------------+
this kind of loop should be better
they are pretty bad in this game and not really recommended
"bad" in what context
unless you really know what you're doing
wouldnt it depend entirely depend on your objective?
thats cool, was worth asking. so is there a golden rules for pipework? im thinking, avoid juctions were possible, longer pipes youre saying are better? create loops. anything else that might help me out in general?
- machines require high amount of items/min
- game isn't perfect in math so even if you get "proper" ratio, it may overflow and get stuck
- you can overflow to sink, but then the production wouldn't be 100%
ok so "bad" means not running at 100% efficiancy
thank you
thanks for taking the time to send that mate
I'd check @oblique hollow 's pipe manual, but usually making a loop from start to the end helps the pipe a bit to reach max throughput
amongst other things
like the fact that with most of the products, sushi belt would be very limited in how many machines it can supply and very hard to expand further
so yeah it depends entirely on what your trying to acomplish
Pipe Manual link is pinned in this channel @scenic holly
yeah, but with like 99% of cases it's not worth it, that's why I said "unless you know what you're doing"
1% is a few cases where it doesn't matter too much how efficient a certain build is, e.g. processing mixed colored slugs into power shards or processing bio stuff to biomass
i mean ultimatly "how efficiant" a certain build is .... is only important in power production, and you can mitigate that with a shitton of batterys?
batteries don't really add you anything, they just delay your problems, which is not really helpful
@oblique hollow @wind spade @minor plover @bleak coral and anyone else i might of missed, thank you for your time on this. i will mess around with it this eve. hopefully i get it running sweet, i feel like slowing the reactors just isn't what satisfactoy is about for me so hopefully looping helps. thank you so so much
sushi belts are only worth it if you dont mix too many things on one belt
they smooth power spikes
and if its low throuhput stuff
"how efficient" a certain build is is pretty important, especially if we're talking in #math-and-meta π
yeah, but you should be able to power all your machines running together anyway, otherwise you're looking for trouble sooner or later π€·ββοΈ
well depends on if and how your using sinks
theres things you dont want/or need running if you have a sufficiant supply of
so that you can use limited resources elsewhere
moreso if your using a priority system to determin what gets made in what order
sinking a material that could otherwise be processed and is "wasted" just because I chose to build sushi belt rather than separate belts is a wasted efficiency and material to me
and I'd build everything in a way that all machines can run at the same time and just sink the overflow products when storage is full, rather than trying some "smart" priority system just to run out of materials later because I used too much and it's now being made one at a time
like for me ill say for standard iron plates,m once i have a full storage of them, i no longer need a dedicated line for them running, so if you overflow that into a sink...its still ndoes dedicated to making steel plates, if you overflow th3e iron back into circulation then it casn be used for hte next priority
i tend only to use sushi lines within one kinda "chunk"
yeah but the next "chunk" should be running at 100% even without the overflow, so the overflow isn't needed π€·ββοΈ
say a 1 output machine that doesnt need high production and i dont want to devote crazy resources too might sushi its inputs so that i can pass the overflow onto a completly different production line
its a case of NOT wanting something running at 100% all the time
not running something 100% of the time is kinda wasted potential for either more materials or more sink points π€·ββοΈ
why would I build 20 machines just to have only 5 of them running?
why would you feed resources into an iron plate line that only feeds a sink instead of redirectiing the iron elsewhere?
because all the other lines already have enough iron plates
but do they have enough iron
yes
get more iron then, there's dozens of nodes around the map
that's the point, if you build a production line A that relies (partially) on overflow resources from production line B, then A isn't running at 100% when B is producing to storage
or i want to underclock the shit out of a production lien so that i can have a 1-1-1 ratio of machines in the line
that doesn't prevent my point from being applied π€·ββοΈ
and sushi the inputs for the whol.e line becuase it can feed anotehr line with the same materials
well then the other line should be instead connected to new iron source, so that it can also run at 100%
running underclocked machine at 100% is still possible
efficiency is something different than clock speed
and why does sushing the inputs prevent that?
efficiency = % of time that the machine is running
clock speed = speed of the machine
I thought we were talking about overflowing one factory to another now, irrelevant if it's sushi belts or just overflow splitter
if I understood you correctly, I assume you're in a situation where you have two factories (A and B), each one needs (for example) 120 iron ore to work correctly, but you only have 120 iron ore available, so you first feed it to A and when A is done producing and storage of A is full, then you overflow the iron ore to B, so that B can start producing.
My point is that this is a bad design, you should either get more iron ore or reduce each factory to half size (needing only 60 iron ore) so that they can both run at the same time and not be dependent on fullness of storage of the other factory
but what if youw ant to make an everything factory that only uses 1 input of each raw material?
say... a basebuilding material factory
with a central storage sorting system
well especially for basebuilding material factory, I'd want it to refill as fast as possible
since we don't have any infinite science here like in Factorio, producing materials in Satisfactory has only one of two reasons:
- materials for personal use (building, overclocking, etc.)
- materials for sinking to points
So I'd just have every factory produce materials for personal use as fast as possible and sink any overflow. If I have resources left, I'd make those directly into points
Wait until you unlock drones and get good battery production. Then if you want to make such a warehouse, you can make it anywhere you want, and have drones feed it your excess production from all over the world.
ah its more building it to get to that point
quick dirty, easy, simple progression
I would say most start locations are compact enough that you can build all materials up to that point in one place fairly easy. TO speed up moving around, use conveyor belt walkways. Once you get blade runners and can run around you entire base on MK3 or higher belts, it feels like distances vanish.
When you get to MK5 belts and sprint across them with blade runners, you need to start being careful on turns
they allow your transportation network.. to keep functioning if grid crashes. easier to fix then
@frosty owl not a fan of wild decimals huh? what'cha think of these numbers for one of the floors of my pipe factory? π
I can inflict psychic damage on you too π
For the love of god, round that to 18 constructors or something 
Even 17 would be fine, albeit barely!
it is spread out over 18 assemblers, cause that's what fits in one floor, but that's what the total clock speed is for the amount of pipes I need
nah, this is what I need for 20 manufacturers of encased HMFs, well this plus 7 other floors
aesthetic + encased = numbers get funky
Are you feeding the manifacturers 1:1? 
Ahahah, yeah, aestethics make things quite more challenging π
no, too many pipes needed, building the pipes for the encased pipes, steeled frames, and heavy frames all in the same spot
in a giant tower that should look like a big steel pipe
it'll be 200ish meters tall
You're really pushing forward with this "building looking like items" design, huh? 
I almost didn't do it a second time, but I really wanted a giant tower
Must've given you just a few headaches on machine positioning ^^
Why? Too cumbersome?
micromanage helps
Cheater
Actually that's unpainted/no lights, here's a finished floor
Now that's much better
The walls do feel a bit lonely though... Massive hypertube spiral along them when? :hehe: :hehe:
hmmm maybe, I'll get it up and running first and see how much of a mess the lifts end up at
Sure, also gotta see how much energy you'll have left to keep on overdecorating it ahahah
And I'm not talking MW here
also you should like my manufacturer facility when it gets done, I'm thinking of doing a 3:3:1 of the encased pipe assemblers : steeled frame assemblers : HMF manufacturer, where like the each of the manifolded assembler lines run along opposite walls in sets of the 3 machines and each set of 3 machines feeds one manufacturer
and that's what Smart! is for, no hand building 1000 walls for me
Yes, that sort of design is what I strive for lately ahahah
How would you even call that though? I'm quite unsure how to refer to it...
Direct-feed-arrays design?
idk, but it's pretty neat, I prototyped it and I think I'll enjoy setting it up
I wanted an excuse to not build as tight (I have a bad habit of doing that with all the manifolding), and this feels like a good way to go about it

Enjoy, it makes for some efficient and clean factories
I can't help thinking this might be the "design endgame", where as many machines as possible feed one another without merging or splitting if possible
yeah maybe, it makes for some cool looking stuff, but I doubt it's as compact as running manifold everywhere
but you don't need to be compact anyway
It also looks sick if you manage to stack floors together for this
Eg: normal beacons want iron rods, plates, wire and cable. I made sets of 2 manifacturers, with 2 floors behind them. First floor took iron ingots and made plates/rods, second floor took iron ingots and made wire and cable. Compact and yet still fed 1:1 as much as possible (I DID NOT feed them iron 1:1 though :jacelul:)
Oh hell no. It's not compact. BUT it's not less compact than a balanced setup either (but achieves similar results, usually)
This is the prototype btw, the assemblers will be elevated (and there'll be another set where I'm floating), and the belts run under the manufacturers back to front
I'm thinking I'll elevate the manufacturers too so the belts are visible, rather than use the basement, in the real thing
Why not have the assemblers on two floors behind the manif, leaving the manif one next to each other side to side?
oh cause I want the manufacturers like that, it was kinda the base of the idea
I wanted to do a "flipped" manifold, but feed directly into the sides from two other manifolds
I think it's nice having belts rather than lifts connected to machines, to see better how fast stuff goes in
Just my preference :laughing:
I like lifts, I just think they're neat, also if they're tall enough you can see how fast it goes in too
Then show off the belts by having them run below some glass foundations here and there?
Moving the manif up sounds like a chore
This way, you'd still have the convenience of the basement for belting
Keeping the walking space as clean as possible
Lifts through glass foundations would be an amazing addition to vanilla. I already love pipes going through glass foundations, even if it's due to clipping.
I mean pipes clipping makes sense, I don't even really count it as clipping, cause they're completely sealed
I'm ok with pipes and glass, but I think lifts should have their own "floor hole" or something
and one for hypertubes too
just so you go through something black or whatever instead of still seeing the floor there
Can't help but be disappointed lifts don't go well with quarter pipes in setups like the ones I make for refineries/piping 
They clip with the damn ramp
It would also be nice if hypertubes had a vertical entrance, so you wouldn't need the bends when you use them as elevators/stairs.
You can incline entrances to be vertical though?
It's just a bad idea as it slams you on the ground after you go down
It would be nice if you could exit the hyoertube from below without taking critical existence damage. My dream of turbolifts has been crushed (literally) on first try.
Hm.
I'll still with exiting horizontal though, you're fine as long as you lose enough momentum by the time you hit the floor
I kinda love that you can slam into a wall at like 1000kph, as long as you don't touch the ground going that fast
Wall mounted jelly pads would be amusing
Honestly, did you ever have enough space to set up such a landing spot next to a hyper tube with the way you build? 
I've never tried, mostly cause I've never needed to
out of curiosity I checked my power, and it's fluctuating again, I swear I do not have the energy to figure out why my turbofuel plant isn't being fed properly.... again
Ah... I see what you did there 
oh..... that wasn't on purpose
That makes it better ahah
I'm not about to run out of power, even if everything turns on, so imma ignore it and build more batteries later
also current suspect is the humps for allowing you to walk under pipes and/or the fact that it's a vertical setup
of course since it's looped, has plenty of headlift, and it was filled completely before I restarted it none of that should matter but π€·ββοΈ
About that... have you considered adding some buffers kinda like I did with my plubber setup? At the end of each manifold, higher than all the rest of the pipes, so you can see if there's excess or lack of stuff and fill the machines way quicker
I'd rather spend the energy finishing this HMF factory finally, then making a modicum of things needed for blenders/particle accellerators/nuke plants, then telling fuel "fuck off, I'm making a nuke plant"
if I have 250GW I can ignore the like 1000MW fluctuation
Fair enough and understandable. I was just suggesting it since it's a pretty quick and effective method
appreciate it, I'm just kinda done trying to nurse it to health
Want me to pass you my beautiful rods processing plant? It's all balanced and shiny~ ahahahah
I think I might turn it into a blueprint... soonβ’οΈ
sure DM it to me, I have 0 ideas for my nuke plant besides "will be 250GW and have plutonium processing"
Speaking of spikes, I made a new record with nearly 14 GW of machines running at perfect 100% π₯³
I was testing said plubber facility
Didn't think you'd actually be interested :O
But sure, I don't mind sharing and I'd be happy to see what you come up with if you take any inspiration 
I mean, I'd be happy to see what you come up with regardless, but I'd have even more interest XD
yeah no promises I will use it, don't mind taking suggestions though, but probably still a couple weeks out at least before even starting to plan it
Is there an easy way to make a doggo powered slug farm?
Either catching them or cheating spawning some with SCIM
There are some places with many doggos (up to 5/6 in one area I think)
whats a meta
Meta in games refers to the best strategy/builds
Like oil meta, splitting meta, coal generator xd
can an industrial storage bin be used as a 2 to 2 load balancer when the overall items being split is greater than 780 but less than 1560?
Not reliably, it will tend to prefer one output over the other, and which one it picks can flip on a save/load.
no, priority on output exists, it's random and can change anytime. Also, you don't really need a load balancer in satisfactory π
If I have a splitter and one side gets backed, up all the stuff will just be split 50/50 between the other 2 sides right?
Yes
I'm being kinda dumb how long would 500 modular engines take in 5 manufacturers at 100% overclock
Or 500 in one with 200%
It's one per minute normally, so 10 per minute with 5 manufacturers overclocked to 200% ?
Or did you mean not overclocked? That would be 5 per minute.
2 per minute for one at twice the speed, 200%
I think I'm done adding pointless items like compacted coal to my drone warehouse. In building it, it really hit home how awful the automated miner recipe is. The warehouse is over 100 drone ports, so if there was ever a time to consider it, it was for this project. But forget that level of complexity combined with the 1 per minute output and no stacking.
(instead I carried plates and rods and manually built 10-20 at a time)
Is it better to get building or clearing first?
I love foundation but I also love chainsaws
I tend to build 20m off the ground, which gives you the option to do both.
Huh?
Don't you need foundation to build in the air?
Yeah? Don't you have them yet?
I do but I started a new game with a friend
So you don't, I take it.
Build high off the ground, like this.
Not yet
You can unlock the basic foundations pretty early.
Yes but we haven't yet
Yeah, well, for a starter factory it shouldn't matter much.
If you clear first you won't get any surprises, hidden bolders and things.
Foundations are unlocked with the first milestone. So you should have access soon
We need to power the biomass burners and that sucks without chainsaws but we also want to start building and we need foundation for that
Still need to make a lot of concrete though.
Yeah
There is solution - temporary configurable crafting area β’οΈ
The one below is configured to do exactly that - just connect your personal storage (pick-a-brick), hookup output container and go for a walk.
Nice
I do have something similar, but the final sticking point was making trips back to one place.
I think miners stacking may have inclined me to use the automated recipe just for kicks. But that last step of setting up an output container made me decide otherwise.
Personal logistic drones or just learn to love trains
I use miners as 'slot plugs' for personal boxes where I only want one stack. No need for 24 stacks of turbomotors if I ever only need 1 stack top, so remaining 23 slots are filled with miner
That's brilliant
I built a receiving port that can sort turbo motors, FMF, and so forth back into the warehouse automatically. It works, but pulling 9 stacks at once is definitely annoying. I might try that with inhalers, but I so rarely even dip below 25 on hand...IDK. I'm about ready to wrap up vanilla, move to experimental and experiment with all sorts of mods anyway. We'll see what happens!
I recently deleted most of the production in my world so I can start building everything clean and organized. Only problem Iβm having is figuring out how much of each item I need to be producing for an end game build. Iβm currently finished with Tier 6.
well I can see another problem - you deleted your old factory before building the new one π
anyway for your question, it mostly depends on your goal. Decide how much you want to produce, and build accordingly. Or just build modular builds that can be scaled up
For building machines, you will need around 5-10 each part per minute. Assume 1 machine making you items for personal use for every kind of item used for building.
i went with 1 machine per item
so for example 20 iron plates from 1 constructor
and 2 heavy modular frames from 1 manufacturer
that seemed to work out very well
Is it worth importing resources from far away if it means you get more?
it's worth processing them there and just bringing back finished products
As in making iron or copper in to bars and then exporting them
as in making final products
Blarg. I thought the sort mechanism into my warehouse was amazing. And it is. Except I forgot a splitter jam will ruin it unless I have sinks running for my warehouse items.
Programmable splitter time
Overflow? Don't let it in the sorted path, let it continue on the sorter belt. Then, have a sink on the end
The problem is that it doesn't overflow until it's backed up all the way to the initial programmable splitter. It's 16 items per row.
A better overall solution is sinking excess from every item, each item is also fed production from a dedicated port. But I don't know that I'm going to bother.
Just overflow from the end of the line, not the start of it 
The jam occurs in the middle of the line. Imagine 16 items on one belt. If some item in the middle of the line backs its up, there's no way to bypass the jam to reach a splitter at the end of the line.
Which rail network is better?
whichever works for you, for futureproofing the top one is better as it has higher throughput even with signals
higher as in - can fit more than one train
Here it is. 3 rows of 16 items, each with a dedicated receiving port that feeds to 3 ISCs and a sending port. There's a sorting port with programmable splitter. I can put a load into it, and it will send any of the 48 items down the appropriate line. Each line then has 16 smart splitters, connected to a merger at each receiving port. For bonus fun I'm hovering over the separate battery send/receive ports, which are buffered with 30 full ISCs.
All I would need to do is put an overflow splitter right after the merger which joins the dedicating receiving port and sorting line for each particular item. Mostly, it's a matter of garnering the motivation to do that much belting for a vanity project.
For now its 2 but since train collisions arent far to come, you ahould build 1
Thx
Thx bro
i build 2 anyway because it looks way nicer
its the same as not clipping conveyor belts it just feels more satisfying π
Yea only one track looks odd :D
btw offtopic but try not to draw dicks on your minimap
dick rock is also in game and so i guess dicks are meta
Above diagram looks like an x-ray of a chip set.
How do I make a 1:5 splitter?
You do 1:6, then loop one back into the main line
you overflow xd
for real thought https://satisfactory.fandom.com/wiki/Tutorial:Prime_splitter_arrays
split in half, then split each of those three ways to make 6, then loop one of them back to a merger at the start
it's actually easier than doing a manifold if you have the space because it's only 1 merger and 3 splitters
Belt vise, it takes more space
manifold is 1 splitter
manifold cant split into 5
once the 1/5 backs up it will go to the 4/5
manifold would have 4 splitters in a row and lots of tiny tiny belts
just curious what for?
For power, it can make sense, as it gives a lot faster start up time
Rotor factory, i have 5 assemblers at the end of the line
Overclock or underclock, those 5, to get better numbers. Like 4 or 6
are the rotors for motors?
In the future, I guess
But I can just manifold it then
just because you can do the default motor and default stator with the alternate steel rotor
At the moment, I just don't have good enough conveyors to handle all the screws at once, So I have to balance
so you have 2 assemblers making stators, 2 assemblers making rotors, they use only steel pipes and wire and they make exactly the right amount of parts for 1 assembler making motors
83.3333 clock speed on 6 assemblers. Same thing, just now you split in 6, which is easy and requires less of the screw belts
very easy to put 5 assemblers on one side with the middle one flipped backwards, then 5 more on the other side and bring all the pipes and wire to the middle, then take motors out the middle (or inputs on the outside and output on the outside
...I don't know, I'm not a huge fan of alternate recipes
why?
what's not to like?
one alternate recipe here means perfect synergy and 100% efficiency converting steel pipes and wire into motors
I kinda already set up a huge ass iron rotor factory
ok well enjoy your rotors lol
god im bored
lol
I didnβt even realize this recipe existed and now my next mission is to find it
hi im looking for this webpage you use.... whats the link please
Or get copper rotor which is way more resource efficient π
I forgot how big of a build it will be, to create 8400 silica π
just trying to get a sense of scale
would 2000 iron be able to take you anywhere in t7?
Depends what you want to do. The scale is up to you. Only about 5-10ppm for most parts and 10-20ppm for like concrete, plates, and conveyor/pipe parts is needed for building material. Everything past that is just personal goals.
i tried to work my way down but all i can see now is raw resources
2000 seems a lot, over 50 smelters needed
but i dont trust late game recipes
2000 iron can disappear rapidly in a turbomotor build, HMF, etc
But thats if you build big. If you build small scale should be good for a while
thats what i can get from tapping the entire rocky, not overclocked
just more struggling whether to overclock everything beforehand because retrofitting that would be impossible
I would build at smallest scale until your ready to go big.
Imo
So it would be easier to upgrade to mk3 miners, max ore extraction/node, etc
maybe i should go big after at least nuclear or mk3 miners in retrospect...
but my infrastructure is in no way enough for radio control units so i leveled it
What level is it now?
Ground level
are you trying to say i dont need 200 concrete per minute to build foundations
how outrageous
It's all about having enough buffering, since you don't spend all your playthrough burning concrete :P
yes you need 400
(no such thing as too much concrete π )
200 is overkill since I don't make anything with it but there was a limestone node right next to my base so might as well utilize all of it
Please pay respects to thee alu super factory as it is now gone
Soon to be reborn better
Barring questions.
This decision came because this is setup to make alu ingots based at the single ore node level, just copied many times.
The setups for pure nodes has been a real PITA. So, decided to redo the whole thing anyway.
The setup works perfectly for normal nodes, 600 ore > 600 ingots.
I think planning for 600 is best
More flexible, convenient numbers and no maxed belts things ^^
how do you turn a 780 belt into 600
You dont. But how the pure nodes is setup so it makes 2 belts of alu ingots
1 with 600
1 with 180
I usually smart split in 3: the selected outputs go to a mk2 and a mk4 belt that then get merged
The third output (180) I leave as overflow
This is pure alu soo with slop solution and electro scrap its a 1:1 ore to ingot ratio
ah thats smart i like it
@wind spade I remember you were curios about the sink. If that's still the case, I found it turns on for few seconds before turning off whenever it's fed an item. The item goes in immediately, but the sink turns on with a slight delay. The delay is so small its hard to notice due to how slow the power graph updates
So about 1 item every 3/4 seconds can keep the sink running
Mine uses zero smart splitters, well besides for overflow sinks.
My sinks are there to help make sure the alu factory never stops.
I like to smart split quite a lot ahah
You know me and sushi belts π
Yup π
This was what it looked like. Not may screens on my phone of this build sadly
But just expand that many times per bauxite node and that was the total setup
Hm. It looks like 163 streams of 60 bauxite is the only way to evenly balance production of the planetary bauxite supply (9780). 163 is a prime number.
it gets alot easier if you have a setup for 780 and 1 for 600
I've also been thinking about this post about instant scrap #satisfactory message
theres batteries i guess
That's still plenty of sulfur for batteries, even for a planetary build.
hm i guess depends on what you wanna do but im saving it for super-state computers
That's a really good recipe.
ye if you can get over the huge sulfur requirement xD
Meh just do normal super computers π
Ironiclly probably easiet option for me.
Gotta put my plastic factory to good use
I went nuts. 3600 rubber and 3600 plastic nuts
It looks like the pinch point on the default recipe would be caterium. A reasonable trade
its like so hard to say cause it all depends on how much sulfur you wanna use for power (either nuclear or turbofuel)
I have done my sulfur use numbers
1200 > TF (used already)
2200 is > nuclear/plutonium
1200 > batteries
600 > munitions
Rest
600 for bullet and bombs? O_O
π
I think I split off 40 sulfur for that purpose. And I still hadn't even run through the initial semi-automated ISC full I made in the beginning.
600 sulfur and 600 coal actually go a long way. Compacted coal + black power alt mixes well
Yes its very overkill ngl
If no other plans, bombs away I suppose.
It may get changed, maybe used for more batteries. Undecided
What's the better turbo motor alt
Dunno if better, but tirbo electric looks best to me
Is nitrogen actually that scarce
Turbo pressure is litterally just nitrogen and some basic iron components
well i wouldnt quite say Pressure Conversion Cubes are basic iron components
Was about to say....
Examining the wiki table, turbo pressure uses the least copper, bauxite, quartz, caterium, and oil compared to the other recipes. In exchange you use more nitrogen, but nitrogen has few other uses.
The big question is whether you have cubes automated.
Well it's stator motor and heavy modular frame
The only hard part is the rcu and getting the nitrogen packed
nah thats fused modular frame which is needed for pressure conversion cubes
you also need a raido control unit
Yeah, fused modular frames are a tricky one.
Not really, at least for me im half there. Having a 60/min HMF factory is nice early(ish)
They're just aluminum hmf and nitrogen not too difficult
Nah if your gonna do big FHF use the alt imo
Sure you will need some fuel but thats not bad
i guess we have different standards for difficult
Why is it better?
More alu efficient
I can't even see it lol
exactly
I don't worry about that this is my first playthrough not worried about maxing everything
What does it make?
a pressure conversion cube π
Is that from scratch
yep
Yes
Like from the ores
yes
Take out the rcus
huh?
Alot of those steps are radio control units right
yes
Yeah usually would have them being produced somewhere else so I don't include it in the chain when I talk about pcc
Ok so I want to build a smallish factory for radio units, would this be a decent spot?
specifically by the three rings I want to build above them, and Im wonder if that would be a good spot and use a train to get the resources to a hub of sorts and then distribute it to the factory.
One of my main factory regions is just south of what your looking at so yea thats a nice spot.
it has decent nodes for where it is
I use it more as a hub area than for its local nodes.
Like, I take the stuff from the blue crater and move it up to the east dune forest area
<@&387163995947270144> posting in multiple channels
Does anyone know the drain rate of a fluid freight platform?
And would it be worth having a massive train station that then gets divided into 8 seperate factorys? or would it be safer just having a buss straight from the extractor to the factory?
Water extractor?
oil extractor
the northern oil sea with like 13 oil nodes
Watch out, because whenever a train docks, the flow rate is halted to 0.
This effect also severely limits the additional throughput of adding trains to the supply chain.
Hmmm
Well i've got 13 oil nodes at 250% all going into one factory... but each segment of the factory needs 450pm. So im not sure if its worth just piping them all in individually then splitting them... Or trying to merge/split along the way?
Well your gonna need a quite a few pipes so I would say keep it sepeeate
Max input is 600Pm from a pure, whilst the smallest is 150pm
Maximum would be 13 pipes?
That's why im wondering if it would be worth just dumping them all into 6 or so freight tanks and then dividing them up in the factory itself from the platform?
or should i just split them all into pipes of 150 from their nodes?
You just add an ISC or two buffers to offload the stuff so it's empty before the train gets back. Which means that you're just restricted to <2x pipe or belt throughput per station (cause the throughput between the station and the ISC/Buffers needs to be greater than the throughput on the train so everything can be offloaded before it returns)
yea
guys, I'm looking for a specific satisfactory calculator. It was very easy to use with proper visualization. I've tried satisfactoryplanner and satisfactorytools but they just seem so complicated. Any recomendations?
can I ask you what you find complicated on SF Tools? I'm always looking for more feedback to make the site better
satisfactory planner? do you mean the planner section of satisfactory calculator?
yes, sorry! π
no problem, just didn't know what you meant
Exactly. Though your maximum throughput will always be less than the pipe capacity of the outflow (which you've recognised also)
However, if your train recurrence is greater than the total outflow time, this outflow rate declines (which is a runaway problem), such that increasing the number of trains running liquid at that point paradoxically reduces the amount of liquid being delivered
This is technically also true for any train delivered product
Some people prefer the third one in the pins for it's looks: https://daniel2013.github.io/satisfactory/calculator
So... Anyone else suspecting the issue with trains overlapping will be solved but become trains making caravans (one right behind the other, for the same station) after they add signals? 
maybe signal will also prevent that; like if a signal let only 1 train pass every X time
I'm pretty sure that's what has been implied with collision only coming with signaling. I wouldn't even be surprised if you can't collide them at all, just that you need to set up signaling to have more than one train on the same track.
You parallel stations for the incoming trains to stack properly while waiting, preaty sure it is the main way people do it in factorio
Oi, careful dropping the F word
Hm. My nuclear sulfuric acid loop is still working. But I'm concerned. 2 sulfuric acid refineries are linked to 4 non-fissile uranium blenders. Between the output of the blenders and the input of the refineries is a fluid buffer (the small one).
To bootstrap the system, I allowed everything except the water outputs of the blenders to be saturated. Including the fluid buffer. Yet the fluid buffer has dropped below 100 stored water, while the water outputs of the blenders are empty. Is the system leaking? I can't think of anywhere the water could have possibly gone.
How many rods does a reactor at 250% take
about double, specific maths are here: https://satisfactory.fandom.com/wiki/Clock_speed#Clock_speed_for_power_generators
but tldr: nuke plants at 250% is very very very close to double, it can just be treated as such
Nuclear plant at 250% works the same as two nuclear plants at 100%. So it's pretty much just 3 wasted shards for some space saving
How much water does it use
double, everything is double, they all scale the same
Read what I just wrote lol
300m3/min
Well ig it could be convenient for piping too
Goole it or use wiki π
One pipe per powerplant
Well building plants on ocean is best anyway
I'd not do it cause I don't trust 600m^3/min pipes, even though if they're short it's probably fine
Pipes are super funky
They are fine
Is it safe to put in 0.4 rods/m for a nuclear plant clocked at 250
Yeah, tho I wouldn't waste shards for that
How many electromagnetic control rods for a 20 nuclear power plants
Which recipes for uranium fuel rods? What's your plan for plutonium waste?
I legit can't restart my nuclear power cause of them rods
20 reactors only needs like4 nuclear fuel rods a min
Wont need much electromag ctrl rods
@bleak coral Remember when I said this (#math-and-meta message) would probably cut down on some splitting (for a balanced result)? Well, turns out I didn't plan well enough and had to make this to balance the sushi 
Balancing a stack of 5 belts is far harder than I thought
Whoops lol
F
I think it'll look pretty cool once full with items though :D
No crazy balancing was involved either, the biggest issue was stacking the belts and splitters/mergers nicely
I use wall segments for stacking belts...example
That works outside, but stacking 5 splitters was enough to reach the ceiling where I built that (3 walls high iirc)
Aah true
Basically had to split 5 items in 3 mixed belts per side of the floor. Items come in on 8 belts, though, and there's need for overflow management since it's not an "exact numbers" build, so I got a bit confused with what can be split where without clipping
What is the best 0lace to put a nuclear power plant that also processes waste
The ocean for the hundreds of water pumps you will need
Waste can be belted, so thats easier to relocate if needed
Ik thinking like the central west of the map
Idk what the biome is called its like right next to the north forest and red forest
Titan forest
The north ocean is far best due to least dead water pockets.
West is good too
East is annoying. Lots of dead ocean
Thats east. I did it there, worked well
No just not mapped fully ocean. Aka water extractors wont think its water
Where did you take your waste
To death wall in U3
Your redoing rn?
Havent redone nuclear yet in U4
I wish you could sink the cells
Yea max build. 50.4 uranium rods
