#math-and-meta
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Not if the railway between spots already exists for other reasons
Even then, 100 extractors really aren't THAT many considering nuclear, right?
Thats like 80 more than im willing to put effort into
The SMART! mod is a godsend
I've heard
Try it
You will never go back
anyway, again if you're gonna do this, I'd make 4 different stations so you don't worry about them waiting on each other
Only concern is if I switch back to vanilla ill lose all the buildings
It doesnt support water extractos though ๐ฟ
Yes it does?
SMART! doesn't add any buildings, it works with vanilla buildings
that was an old mass build mod that did that
And ~~some ~~modded ones too
it's one of the mods that can be added and removed without losing anything
Its not an issue of the stations/pipes. It's an issue of the trains taking so long that it either needs multiple trains or a much longer train to keep the throughput up
The wagons are the bottle neck
Smarty is perfectly safe to unistall.
But why would you?
I personally think the buff they gave the fluid cars way back when still isn't enough
Can't get any real distance with them without them being a mile long train
hey can sombody tell me the number of resources and machienes they used for steer
steel
uh depends on a lot of things, what tier miner, what tier belt, what recipes are you using, how mant items per minute are you trying to make, are they overclocked
How much effort are you williing to put in
well
im just wondering like what someone else did
but alot
of work to make it good
What nowadays "country" would the FicsIT be? USA? EU? China?
Trying to decide on 3-phase color coding for my grids. Kind of weirded by idea that US uses blue for phase (blue is neutral in europe).
The best approach would probably be to extrapolate based on the two employee names we know: "Caterina Parks," and "Steve." Caterina Parks inclines me to believe an Italian descended woman living in the USA or England.
Or Australia?
Good or bad, all the countries you list use the 'weird' colors
I use a color scheme mostly only for pipes based on whats in it
Blue - water
Purple - HOR
Green - fuel
Orange - turbofuel
Grey - alumnia solution
Yellow - sulfuric acid
Brown - nitrogen gas
Black - oil
White - Vodka
Pink - pepto bismol, for the morning after the vodka
I've actually never painted pipes because you can see what's in them ๐ฌ
Paint my belts all the time though because GOOD LUCK especially when they are tightly-stacked mk5's. LOL
Red- turbofuel
is it ok to use 1 splitter for my situation?
I want to use one Mk2 drill to get 110 iron ore and split it into: 27.5, 12.5, 70
In my head it should be fine since the 12.5 and 27.5 paths will fill up quicker and then the leftover gets sent to the 70 path
If you're running manifold yeah that will be fine. Can even just not connect the 70 part for a couple minutes to let the other 2 fully back up.
cool, but what's a manifold?
Where you're intending for things to back-fill instead of evenly split, in a nutshell.
๐
ooooooooooooooooooooooh !!
So Steel Outpost will be making equal parts Pipe and Beams, but there is an additional 60 ingots that need to be partitioned and idk which to put them into. (BOTH is not the answer)
Like I've never counted if I am going to need more beams or more pipes for higher-complexity recipes.
pipes for future encased pipes
i hope the map is rich enough for at least 60 of everything basic
else ill be in big trouble
Basic, definately. Endgame stuff, maybe not tho. Like max possible nuclear fuel rods is 50.4 and it gets tricky to make 60/min of all advanced endgame products due to how much low tier stuff will be needed.
now the question is where the line is drawn
anything from manufacturers should be a good criterium
As a user of sushi belts, I can confirm that painting belts helps a lot ๐
Just liquidfy them and transfer it by pipe silly
well in my mind we should do some planet exploration
.. wut?
What is the correct ratio for water pump to Coal Gen, Its 3 pumps to 10 Coal Gens right? or do i have that wrong
For eight Coal Generators you either need three Water Extractors at 100% (3*20 = 60 MW) or four Water Extractors at 75% (12.6 * 4 = 50.4 MW)
!wikisearch coal generator
What uses more power, 6 machines on 100% each or 3 machines on 200% each?
Clock speed 25% 50% 75% 100% 150% 200% 250%
Consumption 5.99 18.14 34.71 55 105.22 166.73 238.27```
3 on 200
dammit
in this example with manufacturers, 200% clock speed is over 300% power
Most energy-efficient you can get is to have 100 machines set at 1% basically.
Power is usually a function space needed vs. power consumed.
what about 1000 machines set at 0.1%
I don't think you can
it changes it to 1% when you leave the UI if you try to set it lower
Hi, i'm going mad about mk2 pipes: is it true that they can't deliver fluid at max capacity?
I've tried countless setup but my turbo-fuel Power plant keep starving
They lose some on junctions so if you do pipe manifold without loop then they usually can't, but if you build it correctly, then they can
mh.. they are looped, i tried also puttings a lot more pumps just to be sure head-lift is not a problem, but some refineries keep starving
i have a pure oil oc to deliver 600 m3, and 20 refineries consuming 30 each, but the extractor can't sustain them
Also try filling them first and then turning them on
(And processing oil near nodes is better because of how liquids behave)
strange fact is when i left the place to build others things everything was working fine, yesterday i've come back and notice my power dropped and the issue was in the first batch of refineries
anyhow the same problem applies to power plants: 600 tf / 4,5 per pp should allow me to build 133,3333 pp
but i reduced that number to 130 because of the same problem
i tried also split input in 2, each input pushing from one end of the loop, but nothing..
there is another bug with pipes that makes some fluid dissapear on loading the game
mmhh
basically you can disconnect more generators until you throttle the system enough to make it fill up and stabilize
but at every load you have to deal with this.. so un-satifactory ๐
if you produce more than consume then its fine
i was going in that direction but also obsessed with perfect math, i guess i will drop a refinery for heavy oil and keep my 130 gens
thanks for the infos
If the tests are right, with 480 fuel gens one should lose an entire industrial buffer worth of fuel each load (2400 meters, 5 per generator)
Were all buildings tested? I recall some things losing 5m and others losing 10m
I don't remember reading about a difference in size, but could be 
Buffers not losing fluids is nice, though. For fuel gens I think batteries are a better solution than fluid buffers, though. For most other things, set a buffer or two with each machine, and that buys you lots and lots of save/loads.
Unless it's water, which you can just overproduce.
that config may be a workaround to the issue, but also take a lot of space ๐
Agreed
Big buffers are thicc
Oil processing can probably be left to suffer through it. I'd consider it for aluminum and uranium waste processing, though.
I will get all nuclear processing running at 100% for at least one/two loads 
I think after all this tests i will just overproduce and also put a buffer after the machines, so at least i have the illusion i'm not wasting the fluids ๐
feeling cute, might build this later
Thats exactly what I am doing, but one difference is that im using the electromag control rod alt
ahha
I chose the alt and chose high speed connector alt because im swimming in silica and it saves a bit of quickwire.
Actually I used caterium circuit board so dunno about the save on quickwire part ๐
Whats the regular fuel rod/m?
Burn rate? 0.2/min
Enjoy the 2500 nuclear waste/minute with max nuclear
๐
here it is with plutonium to handle all that waste
Only need to send in 4 mk5 belts to handle the load and then load balance out all of the waste should be easy.
it should theoretically take a few days of building, but somehow i'm leaning on the possibility of using mods and computer programming to automate the map grid
the problem is it wouldn't be easy to make multi-storey factories in a script
and i think additionally there's a lot of interconnected variables that would take a long time to reverse engineer to get a working save file
and it would like only work to make the buildings, not likely to be easy to set up belts and such
and i wouldn't have the time to build such a script that programmatically places buildings on a map
mods and the save editor would be helpful tho
i wonder if you can spawn buildings in the satisfactory calculator 
Will if you already had layouts it would be easy enough to use scim to blueprint them into whatever world needs them, problem is you need the save to make the blueprints with the buildings already made, so it doesn't get around still having to make them even if it's in creative mode.
oof
at least scim lets you spawn lots of foundations quickly
building foundations is like one of the more time consuming parts of putting the factory together
Smart mod is easier for that you can make large grids quickly, scim is good for copying, moving buildings, turning them into blueprint to copy into other saves, etc.
could it copy a building and paste it repeated times?
yeah i think mods would be helpful
Nope currently no mode support that, even area actions mods can't copy things like belts and conveyor lifts so it's fairly useless for my purpose.
aw
I wish there was a mod to even copy and paste the same buildings in the current world, but sadly area actions can't copy everything I need, so I have to use scim also to do that.
If you built a totally flat road could it potentially be faster to have Explorers making the deliveries as opposed to trucks given their higher speed?
would it be possible to find out whether the awesome sink has hardcoded table of values for each coupon price or does it generate the coupon value dynamically?
i wrote a script which can calculate how long it would take to get a given amount of coupons depending on how many parts per minute are being sunk
https://satisfactory.fandom.com/wiki/AWESOME_Sink the items themselves have hard coded values, as far as what determines coupon cost the math is also given on that page.
The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points to be printed.
The Sink can consume as many ...
yeah but what i would like to find out whether that math is being used in-game or if it's hard coded also
So im kinda stuck on how to progress with my fuel set up... i have 23 pipes each needing 400 water per minute... Should i just set up a mega water pump area and pipe it all up the tower? Or should i get a train?
The only thing with trains... the maximum output is 600pm? so i'd need 23 platforms?
Train fluid platform has 2 outputs, so with 2 mk.2 pipes that's 1200p/m I think
Mind that it pauses when loading/unloading, so is less and depends on how often train arrives.
Is the rifle good enough to replace the xeno-basher?
I just unlocked it and I'm not sure how useful it is yet
I find it very useful but I'd keep the basher as well, the rifle takes a while to reload and it sometimes takes more than 10 bullets to kill something.
Particularly if you miss with a few.
I carry the basher and 2 rifles!
I can hear my full pocket dimension crying already
Yeah, I hear you.
I sometimes carry 10 stacks of cartriges, or whatever they're called.
Between 2 stacks of ammo, bombs, 2 extra jetpacks and fuel
2 won't last you long.
And you can't just make more anywhere since they use rubber, sulfur and coal.
Great
I could just switch to sticking things with bombs which is currently my primary form of attack
I guess I'll ditch the mug in my main base area. Does the rifle use 1 cartridge per shot?
Yeah, so only 10 shots per stack.
Why does it require a beacon?
To make it harder?
I guess I got really confused about how many shots you get per stack!
Ok, it's 100 shots per stack and the rifle holds 10 shots.
But I was serious about carrying 2 rifles and 10 stacks of cartridges.
But where does the beacon go? Can I track the bullets on my map? It makes sense for a lot of things to require beacons like vehicles because they show up on my map but this is a metal ball that I propel through my enemies skulls with an explosion
No, I think it's more than that.
They are, to some extent, target seeking.
Personally I find the Xenobasher and Dynamite to be all the weapon you need.
Oh so they will curve toward my enemies skulls to prevent frustrating neat misses
You do have to get your target inside the sight but there's no bullet drop and it doesn't matter if the target is centered in the sight.
Dynamite?
It's only really noticable with the bees but I hit them even if they aren't centered.
rifle is a hitscan weapon rather than shooting actual projectiles, yes
I just automated rifle cartridge. No more basher for me lol
but I'm pretty sure the beacon thing is to just make them harder to make lol
Well, obviously!
Does one shot with the rifle do more damage than one hit from the xeno-basher?
Oh no!
Not at all.
So the only advantage is the range?
Dps?
6/s
It usually takes me at least 13 hits to kill an alpha spitter for instance.
So it takes a reload.
Not a problem if you make a ton of it
(Or, as mentioned earlier, duel wielding.)
my calculator is coming out nicely
Except for filling up your inventory.
๐ฌ
range and accuracy compared to the rebar gun
I think I might start driving when I go out in search of hard drives then inventory is less of an issue
@bleak coral Much better.
it's supplemental to the basher, basher does more damage but it's more dangerous cause of the short range
Automate your cartridge. Saves you the trouble of making it everytime
I do wish the ammo would stack to 500, would be much less of a hassle
I'm doing that but I mean when I'm not at my base
100 is just so small for how quickly it chews through ammo
Exactly. Or at least 200.
@fierce ruinAnd it's oh so nice to be, relatively, safe in your Explorer when the alpha spiders attack!
Is that the big one that chews through my inhalers?
Yes, particularly the green ones that emit poison gas.
The legged rock things?
(I guess you're not safe from them in a vehicle, you need to keep going!)
I like to take them with too
?
The dang body gets stuck under my car
There is that too.
And you really have to keep going a long way before they stop following.
So I don't think I've seen any gassy acid spiders yet but I think that I don't want to either
Well, stay out of the red bamboo forest at night then.
And caves.
I guess spiders aren't that bad they seem to have the ironic weakness of ledges
first time i saw it. It came out of nowhere lol, fricking jump scared me. I even sat in my explorer but it still did damage ๐ฆ
Was that before U4?
Elites can climb vertical walls
I was just thinking that they used to damage thwe vehicles.
Really?
Oh crap which ones are the alphas?
Silly me, I mentioned the gas myself.
Theres small, big and elites
Also are you supposed to get stuck on the termite mounds that seem to produce the poison gas?
That and red jungle are crawling with them lol
Stuck?
@radiant bridgeYeah, I get names mixed up.
I don't think you're suposed to get stuck in gas rocks or trees but it happens.
Yes I touch one and then I can't move and my character starts having a some kind of... ... episode
Crouching and jumping sometimes helps.
Or place a vehicle and enter it.
Yeah I even try blowing my self up but nothing seems to work
This is the point where I load the last save because I don't want to hike to my stuff without equipment
best fix
this is working now
20 ads/m๐
What are options for initial speed boost before entering hypertube? Running? belt? Jump pad? Something else?
[dropping 5 stories down?]
I believe anything works. But if you've built up that speed with vertical movement (falling or a jump pad), I don't know whether you'd maintain that speed when you transition to horizontal movement by entering the hypertube.
Anecdotally, 20 stacked entrances tends to be plenty, that will get you across the map in under 10 seconds I think. (Assuming this is an actual tube entrance, versus a cannon)
A 30 entrance tube would probably be close to instant, and your system may actually spend more time lagging/loading than actually moving you through the tube.
Loading seems to work well. Current travel time from bottom left corner (no mans land) to grass plains base looks under 5 seconds
I like runners + Mk5 belt into a 10+ entrance ๐
hadn't thought to try a pad into it.. could be fun to add that on to the above..
Pads only work until you exit and reload from what I saw. And it's a bug anyway so "enjoy if you can but will be fixed out" basically.
huh? reload from what?
just saying you could have a Mk5 lead to a pad that bounces you into a cannon. not sure how that's bug related.. or how reloading would stop it..?
Pad targeting angles?
They aren't supposed to target straight into a tube. You can make them do it but if you reload the angle changes to just above the tube entrance. There's an entire YT video on it.
why would the pad have to be at a non-standard angle though?.. just position the entrance instead?
Go try it out and you'll see what I mean. Or just find the video. I'd get you the link but I'm on my way to bed.
you have a pad set to bounce you 'up'.. put an entrace beside and above.. it sucks you in as you pass..
will have to try it :/
So, the #/min listed here are what? The total amount needed for the whole production process? Because i can't get that much from one iron node lol
at most thats 1 pure mk2 or probably 2 normals mk2
232.5/min? I guess i should look for a pure node then
That ends at 2 and 2.5 buildings???
That is the cleanest amount of output I have ever seen tools give.
A trick btw to using that tool; Turn of ALL the resources (set to 0), then on the right side of that page; give it exactly the #s you want to provide>
Ideally only do 1 part at a time, but if you must do more, set 1 of them to maximize. (the lowest priority one) after you manually set the others to what you want.
If it says it cant calculate it, its either that you need more of the resource you're using.. OR you need some other resource for that part.
Oh i see, thank you!
That doesn't pick efficient recipes then, that's pretty bad way of using the tools lol
Unless you have couple nodes nearby, and want to make X of something using only them
It's still better to limit raw resources than to disable all
See above why it may not be the best idea
Sorry you're right.. I should have explained my trick better..
and I realized I REALLY fucked up explaining what I meant..
2 examples:
#1 - early game example - JUST adjusts/limits the RAW resource (what greeny said)
- First use the tool normally to see best recipe choices, then limit the resources and enable/disable recipes to force the same ones.
eg; maybe you want to make reinforced iron plates @ 30/min.. so you put that in first (enable all recipes).. and you see that it wants oil.. and water.. and everything.. but you are only tier 1/2..
So disable water/oil next.
Now you see to make 30 RIP, it wants 261.11 iron ore.. which is not a nice number. (And stitched iron plate, and iron wire, which for the sake of example we'll assume you have)
Now set the iron ore to 120 (because you only have a normal node mk1 miner that you can overclock.. and you only have mk2 belts...
AND
Disable other resources. (because if you don't, it'll do things like pull in copper to make it... and choose MAXIMIZE.
Now you'll see that it uses precisely 120 iron ore to make 13.79 RIP using the same recipe path as it did when you disabled water and oil.
TLDR: See whats best first, disable what you DONT (or CANT) use yet (eg oil at tier 2), then limit the resources to see what machine count you actually need.
part 2 inc
Why not do directly 120 ore with maximise?
With all recipes
(Or rather all you have)
because that would still plug in the oil ((note; assuming a NEW player who is just learning your tool))
also you never want to end on maximize, won't matter for a one resource thing, but as soon as you're using multiple resources it won't find the efficient path, just stops whenever it hits a bottleneck
No, I mean only 120 iron without other resources
I REALLY want to fix this, but it's so complicated lol
You aren't wrong greeny.. but its more about the discovery of whats best.. eg; if I start with that, then I might not see that spending 30 caterium can make it super more efficiently. (even if I dont have the caterium yet)
So as an end goal... Yes, 100%, just put in what you got and hit maximize and you'll get what you get.
but if you want to learn possibilities.. the steps I outline show you options.
I see where you're coming from, but I also think people should learn that setups won't always have nice numbers and just live with what they get
eg; That example was in T1/2.. but what if i was T5/6 and rebuilding RIP?.. Oh hey! Oil can be used to do this? maybe I should do that...
Lol Greeny; machine counts being accurate for the resources you have is VERY important... at least to me.
if the diagram says 15.5 machines for 231 ore.. and I build that.. but only have 120 ore... >.>
What you get from tools is always perfect ratios
I guess my point of all that greeny was... if I can't do whats perfect... I still want to do what is closest to perfect.. and so I whittle my way down to it, rather than just chop it instantly down to only what I have to work with.. in case its truly worth bringing another resource into play.
Yeah I get that... there's so much stuff that people may do with the tools and I can't really make it so that you can do anything with it
But I also think that only thinking in terms of multiplies of nodes can hurt more than help
All I 'want' from the tool is for it to weight resource scarcity such that it gives me accurate information on which recipes to use to conserve mapwide resources... and even then I know it wont be perfect because I have a seperate 'factory' for each item in the tool... so it doesn't know what the other factories might be 'limiting'.
That might be a suggestion; a way of seeing all your 'tabs' in the tool.. totalled up (resource consumption wise)
and applying that to the 'available resources' within the 'items,input' section for new tabs.
Changing resource weights is one of planned updates
Looking forward to it.. but.. hopefully it can be semi automated based on created factories (tabs).. cause if I have to change/calculate it for each one after I make a tab.. QQ
Plan is to have a button that sets the weight based on raw resource limits you have set
((am I wrong in thinking that you can change resource weights just by adjusting the amounts? or is it still weighted the same, it just 'caps out' once it uses your inputted amount?))
For now it's weighted the same no matter what
shit. hopefully that doesn't bite me in the ass somewhere >.>
decided to pipe all the fluids in rather than trains... im going to regret the amount of pumps i will need >.>
Why not build at liquid source?
whats that?
Where you get the liquid
I cant build a source as im above sea level?
do you mean a node?
A node or water source or wherever you get the liquid, just build there instead of piping elsewhere
Thats what im doing. But the actual factory is about high above water. tall tower... so i can either manufacture the fuel on the floor and pump it up. or pump the water up and manufacture the water there
What are you making
enough to power 166 generators
Are Rigour Motors horrible @bleak coral ?
never really dived deep into it, just saw the oscillators and went "nope nope nope"
generally I find adding oscillators adds too much complexity for my tastes
Well I'm about to have 58 Oscillators per min so need to do something with them, lol
It's either Crystal Computers or Rigour Motors.
Motors takes them +3 of Rotor and Stator, which is simple enough to make.
according to the wiki analysis, the numbers do look good all around, which is interesting
: https://satisfactory.fandom.com/wiki/Motor#Alternate_recipes_analysis
and yeah if you're already making them, that gets rid of my chief complain with oscillator recipes
Yeesh if I convert them all that's 348 Motors/min
might consider doing some crystal computers too
Have to pick one. So is the law of Outposts. ๐
you can't split the oscillators between two different outposts?
So this place will be either 58 Computers/min or 348 Motors/min
best idea: seismic nobelisks 
Could but there is another Qtz place that will be available if more are needed for another outpost.
That would be 232/min
Now I'm in a pickle....
Because if I pipe in rubber I can change the outpost from 58 Oscillators/min to 105...
do iiiiit
not if you stab your power grid in the back and slug 'em all
lol. This spot has plenty of space for a build this size.
Will just be flat-out ignoring the normal iron nodes next to it though. ๐ฌ
were you already using the insulated recipe or are you switching from the regular one?
Switching from is the "pipe in rubber" statement.
This has yet to be built, just setting up the train line and thinking.
what were you planning to use for the 58 oscillators before piping in the rubber? insulated or regular?
Reg
cause regular woulda needed 58 manufacturers anyway
so it's actually less manufacturers for more oscillators
Although this looks better for computers now.
Because piping in oil for rubber to make the Insulated Osc means I have oil for other things.
Like Circuit Boards.
And Crystal Computers are 1-1 with Osc, so that means Computer outpost at 105/min.
Which is NOT BAD at all.
it's all coming together 
It's better than the Ct Comp outpost I was going to make on the oil islands.
That one was only like 58/m
If I get the Super-State recipe that upscales to about 70 Supers/min
Outpost 4 being HSC's at 248/min seems decent.
Does this look like a good plan. Iโve already built the ingot factory and the fuel gen setup, reinforced plates, and modular frames are planned to be built
Using only 1395 of the 1800 crude oil we will be able to power 400 generators and be able to send 1920 polymer resin over to the reinforced plate factory. There we will make 960 reinforced plates, 60/min will go to storage and 900 per minute along with 900 steel ingots will be made into 600 modular frames per minute
Steel factory needs planned too but I have to check number of resources where Iโm going to build it and do some math
What other alts do you have? Generally it's better to make everything into heavy oil residue, and from there use diluted fuel to run power, residual rubber, recycle rubber, and recycled plastic.
So something like this?
Yeah, exactly
I like to OC the MFs so they make 3 oscillators/min and have nicer input numbers ^^
Total of 37 MFs for 112 oscillators/min (36 + 1 "extra")
MF.... mother f... OH! manufacturers, thought you got sweary there for a second 
Just adding onto that; yea, the polymer resin direct just for rubber looked super weird to me. Avoid making Polymer Resin directly. Its there as a byproduct for extra (usually fabric for filters, or part of a large rubber (or plastic) process where water is then added for MORE of the same.)
My first thought was "Modular Frames" but this works. Lol
Input niceties are meh when using manifold setup.
So apparently I have enough resources for 70 turbofuel generators. How much will it lag my game from a scale of very much to very very very much?
That depends on your pc, but I wouldn't say it's too much. People usually build hundreds of them
Pretty sure every kind of power we have in this game would destroy the planet, lol.
nuclear doesnt destroy as much of the planet
very true
My statement wasn't in degrees of severity, but sure ๐
whats max alu
Also, after the waste is further refined in order to minimize its effects on the environment, it takes like a year and a half to fully decay and lose its radioactivity
Quite a bit more then a year and half lol
I hope, this is the correct channel for my question: In the south of the Dunes Desert is a Water Resource Well with 6 pure nodes around it. The Pressurizers UI tells me the Well has a potential of 600mยณ per minute @ 100%, on the other hand the UIs of the 6 Extractors tell me 120mยณ per minute, which would add up to 720mยณ per minute. Now what? Cann I push 600 or 720 out of that well?
^ @oblique hollow is this something that maybe you know? and/or worth putting a bug report in about
theres 6 extractors but one is normal afaik
Even if 1 was normal it would be greater than 600 since that is covered with only 5.
Nope, all 6 nodes are pure.
If you can drop one over in the Western Dune Forest that has 7 nodes attached to it. So if that one also says 600 then it's definitely a UI bug.
No, wait, I take that back. 2 of them are normal.
No further questions, it cleared up ๐
So you're at the one on the left I take it?
Indeed. Now I am doubly curious about the 7-pure one.
blame anthor
He tends to the interactve map website
right one is 600, 4 pure 2 normal
I blame Coffee Stain for not making their map match his ๐
its not their map after all
<insert soviet symbol cat meme I am not allow to link> "OUR map"
am i thinking right that for 120 OP but 15pm use i need to make sure each machine only gets 15 pm or?
I have no idea what your question means..
idk how to explain it but im making a wire factory that uses 120 copper per min but due to my stupidity spacing is an issue so was wondering for each costructor do i make sure they only get 15 per min (meaning more then 8 constructors) or am i way off?
If it uses that much just manifold it and it will get where it needs to be as each machine fills up and backs the line up to the splitter.
check how much a single constructor needs at 100%
then divide 120 by that number
says 15 per min
that tells you how many constructors you need
so its 120 / 15
says 8
then you need 8
so then my extremely stupid setup should work ok
I circled the two normal ones
turns out splittering the ingots to 2 floors works better then wat i had b4
main reason i dont use manifolds (aside from still not entirely sure on wat that is) if its wat i think it is then it takes way to long to actually get going and causes machines to back up in the wrong spots
it doesnt cause them to back up in wrong spots, its just very slow
they only back up in the wrong spot if you use wrong belt speeds
i keep having issues with screws mostly which is annoying
tbh speaking of that i still dont fully know wat belts go where
screws are annoying because you need so many
so its easy to run into a belt bottleneck: too many screws but the belt is too slow
they aree very annoying
thats why people hunt for alts without screws
except none of the alts would work for wat i did afaict
@calm gale do what I do and front-load your manifold setups. Avoids everything you dislike about them.
huh?
fill machines by hand first
oh
I do it in stages while I build.
Drop the miners then let them fill up a container while I build the smelters.
Shut the miners off then take the ore from the container and max-out all the smelters you just built.
Connect the 2.
Let both run while you build the constructors, but this time the ingots get stored.
Cut power (switches VERY useful).
Take ingots and max constructors.
Connect smelters to constructors and then restart power.
BAM. - Whole system runs without you having to wait for it to spool up.
hmm
idk how tho but the other setup which is very confusing seems to work more but idk
What is manifolding?
It's when you build same machines in a row and then just draw the conveyor and put splitters/mergers all the way down. Good for mass production. Kinda like you would do it, to fuel coal powerplants
I love load balancing too much so I butterfly all the conveyor belts - you only have to check one machine to see how all the others are doing and it starts up right away. Takes a lot more time to build and takes up more space though.
whats the setup for a coal power plant?
Yeah I always go, 120, split to 60, split to 30, etc
So with the manifold, you basically let it fill up before you run it, then as long as you're providing enough input, it'll stay fully loaded?
Indeed
Or not even that, do the math and flip the switch on
It'll balance itself out, just takes longer
right
I pre-fill so I don't have to wait for it to balance out.
All machines start at 100% eff and continue to stay there.
So, at the final prep stage for max encased uranium cells, 1680 a min
The entry point to this factory will only have a mere 24 belts ๐
14 for quickwire
4 for uranium
4 for sulfur
2 for silica
You using all 4 uranium nodes for that?
Yup
Then he's going to start a brand new game.
nope
๐
see your still fixated on the "raze it" approach ๐
๐
After all your meticulous planning and constructing.
Fresh new save where you can't build any Foundations.
Enjoy.
Poggers
sorry, dont get British sounding terms
u wot m8
poggers* dont get reference
are alll those quickwire belts full
no not full. 450 each
nothing is "full"
uranium is 600 or 300, silica is 700, sulfur is 600, and quickwire is 450
thats quite a bit of quickwire
yes it is, but max encased cells uses 6300 of it
this is why belts of 450 for quickwire. easier to manage
first block is done, many more to go
@upbeat tide setting up fuel power atm, had this whole thing planned out but then decided "fuck, rush job because you're going to rebuild all of it when you get the Blender anyway"
Yea diluted fuel and turbo blend fuel are OP
Yup. So making all the right amount of refineries and everything at this point is somewhat stupid. ๐ฆ
Someone familiar with SCIM can say if the circled area is outside the damage zone of nuclear waste storage?
Making prognosis for full storage
(might have built the nuke plant control room too close to storage)
Yes its outside for now, but the more waste in that spot the bigger the circle of spicy doom
Is this uranium waste or plutonium?
If its uranium you can refine it into plutonium rods and use/sink them
Uranium waste, and I Scim-filled the container with the prognosed 2M of waste it weill store
This is temporary storage until I build waste recycling in top right corner of said image
[you can see the output belt coming from top]
So the blue halo is not damaging, only yellow zone?
Ah ok, if its already maxed than it shouldnt get bigger
Blue halo should indicate the ocean
Cant quite tell if that on land or at sea build
waste storage is at land, while nuke plant above it is on shallow water
Ok, than the blue should be representing the water
If you switch scim to realistic map mode it can help determine
Worried about the blue halo (marked the edge with pen)
So. Much. Pipe
Oh sorry missed that. No idea maybe residual range? Not 100% sure
Wait til your making 252 nuclear reactors ๐
This is for 760 fuel gen...
Turbofuel?
Holy crap.
thought id share this. 1/3 of a max nuclear build/s encased uranium cell need
diluted fuel
HOR alt too?
Can I ask you something?
sure, answer is 42 ๐
No, I wanna know how do you plan out something like that? Because I cannot, at all, visualize building anything like that on my own.
I'd probably build a few Manufacturers and that's it.
trial and error for the physical layout honestly
HOR?
But how do I know how many manufacturers to place?
for the logical, I use tools like u4.satisfactorytools.com
its calculator function will give you logical typologies you can use.
I first decide on a end goal like max nuclear rods
then break it down into its main components
then break those components down into smaller modules
like in this case, each manufacturer row is only 6 long because of quickwire. I make quickwire in belts of 450, and thats whats needed for 6 machines
"check my math" moment - does this work to imit output to 15 items? First belt is 60, then splitter lets through 30 and lookps 30 back, then last one lets out 15 and loops 15 back, correct?
I don't think that will work, the merger will fill up and the overflow will go out the end.
Really? Interesting.
anything thats below 50% of the output belt speed gets priority
30 and 15 both should get priority
and thus slow the input down
Tried with leaves, and the bottom loop fills then output starts giving every 3rd item on belt (15/min would every 4th slot on belt taken)
It appears merger will take item from each input in turn
yea
equal priority, except when things are very slow
limiting to 30 works, but 15 is a bit more difficult
Does this work instead? Looping the items before container. The container will act as buffer and dribble 15-12 items per min to output, and otherwise sink the excess.
halfway through my encased uranium cell setup
@oblique hollowAlways nice to learn something new.
I've done something very similar to that. works pretty well
this is beautiful
And still have 6 more rows to setup:)
Than the 84 more manufacturers for the rods ๐
Its not a bus just organized distrubution ๐
I wish my base looked like that. I didnโt understand anything about the math so I have no power ๐
Oh that part, the quickwire factory is close so was easy to do it that way
which recipe are using
where is the silica coming from
A cheap silica building, pretty much beneath this screenshot perch
i cants imagine how difficult it wouldve been wwithout production planners
I've been procrastinating the worst part of this mega project... the pumps...
So i decided to build my water extractor input today
Should there be an alt recipe for AI Limiters?
(And what would it look like?)
quartz cystral instead of sheets?
I feel like all the alts for quickwire + steamed copper sheets give you enough options for making it differently
It is one of the very few mid-tier items that has no alt though.
if there was an alt for it, I'd replace the copper part instead of the quickwire
or maybe rubber instead of quickwire
cause it's kinda the quintessential caterium part
Plastic would be my swap-in given the visual appearance of the item.
plastic + quickwire?
Sounds decent.
But maybe shifting it to a Plastic + QW + ? so it's 3 parts but higher production yield.
Hmmm...
Could have like a Silicon Limiter or a High-Speed Limiter.
So just QW + Silica for the one.
QW + HSC + Plastic would be my idea for the other.
Much higher product yield to balance the High-Speed version though.
Maybe 12.5/m for the hsc one
Hey everyone! Hope you're all well ๐
It would be much appreciated if it would be possible to recruit some beta testers for my new coupon calculation tool which is more or less in beta at the time being ๐
The objective of the tool is to give you an estimate of how long it would take to get to your coupon goal ๐
Link to the tool:
spc.mau.life
c.c. @wind spade @fallow vector
Interesting solution, should work fine and give you a stockpile of items too (if you place the overflow after the container it van work too, but no stockpile would be created)
Is this for coal?
coupon/min or coupon number
prob nuclear
Oh yeah, totally
Align 1 extractor with the middle of a foundation, then just slap however more extractors snapping to the sides of the first one
Now delete 1 every 2 extractors and you can place 1 nuclear gen in front of each, perfectly aligned 
what do you mean?
with 10 coupons to print and 10 already printed, it gives me 0
I assume you're subtracting the number, which isn't correct
at least I assumed "already printed" means I printed 10 coupons and I want another 10 coupons
uhh
what if they don't know their initial ticket starting point?
you have to find it through save file reader
then it's impossible to calculate it anyway ๐คท
(without save file)
i wonder if it would work by setting X to be the already printed coupons
should work
lets try it
it wouldn't, you'd have to also change the condition to x < needed + printed + 1
set x to printed cant read
but then it should work
yep looks like it works
thanks for pointing that out \o/
๐ค
yep
for now...
ominous ๐
does anyone have a power to items per minute spreadsheet
like turbofuel to generator
Closest thing I can think of is converting power into fuel needed/min and inputting that into satisfactorytools.com
you can also look into codex https://u4.satisfactorytools.com/codex/buildings/coal-generator
Btw greeny ive been meaning to ask
Is the map limit based on mk3 250%?
780/min max each resource node
2 HMF/min running at 100%
Spot the weird part(s)
||All standard recipe except ingots->screws||
Forgot if impures can be milked to 780
I know the math, i was asking greeny if the map limit on the tool is based off that
where is the coal lmao
Yeah, else the maximizing function would F up
Ah great
Note to self not to use those numbers too much
Bottom most belt, coming in with iron ^^
There's a 1:1 ratio of coal and iron on that belt
Very clever balancing
Just merge 2 miners with the same clock
well intresting
Doing that I was more mindblown by how it never came to me that manifacturers and assemblers could be fed by a single belt, if balanced correctly ๐คฏ
well u blew mine just now
A nicer view of the main sushi belt
OH thats what sushi belt meant
Is it 100% fail proof?
not yet
My steel factory 1080 steel ingots a min
gotta add dem smart splits smh
I could make a list of ways you could make it fail, but you can make it fail proof, yes
||Mostly has to do with keeping all the ores inputs stable. When the power cuts out, the belts act as storages, so one material could clog one side of the sushi before the other material comes in from a far away miner, making it jam)||
If the game does the funny disappearing item on restart again it could be easily clogged
Actually, if you remove the sushi for the foundries, there are NO smart splitters there ^^
it's based on current max mineable resources
Welp, for now that only applies to fluids :P ๐ค
so capped both by belt speed and miner speed
all my steel pipes goes towards my HMF factory
So mk3 250% on all nodes unless its more than 780 in which case it reduces to 780?
Understood
No, it takes the purity in account (impure 300/max and so on). Right?
that's exactly what @stark bronze said
Oh right. I misunderstood
@frosty owl all the steel stuff comes here for 6 HMF per minute using the steeled frame alt for better math
most of the factory is just for screws.....
i have literally 0 screw replacing alts
very unlucky
casted screws no complicate
Make your screws behind whatover uses the screws for more intricate setups ๐
Helps also in scaling things once you find a combination of machines you like. Eg: 2+1 constructors with 1 assembler to make RIP, 2+3 with an assembler to make rotors, and so on. When scaling it becomes 4+2 or 4+6...
The red circle is all the screws
plzno
i built a bauxit factory just to get a faster belt for the HMF recipe
cos 3 HMF manu require 600 screws
and i was too lazy to split production into 2 seperate belts
What is stopping you?
spiders
@wind spade So sometimes the calculator is making a ton of plutonium pellets out of nothing when it's using instant plutonium instead.
For Example: https://u4.satisfactorytools.com/production?share=NVelgK7soJakBy6upk33
I think it has something to do when plutonium fuel rods are made in repeating decimals like 1.16666.......
Cause it happened again when I did one with 2.13333.... rods
the whole thing seems a bit broken... there's 4.8 particle accelerators making 0 pellets/min
yah
it doesn't seem to actually be taking any resources either
the second one is making some random encased plut cells from nothing too, you can see the extra stuff as the extra green squares
there should only be two, but in the first one there's 3 and the second one there's 4
adding to the list of "bugs that probably won't be solved before making v2 of the tools" ๐ค but most likely related to one of the existing "input bugs" or "random stuff that happened because I didn't sacrifice an unicorn" bugs
luckily I don't think it affects anything practical, cause they're not taking extra resources, it's just crowding the interface
btw @radiant harness do check out the beta version of the Coupon calculator now live on
spc.mau.life ๐
(mobile site is WIP)
might wanna change the PPM to parts per min so its a little more clear
yeah there should be a tooltip if you hover your mouse over it
looks nice further
yeah but still i dont think it would be too bad to have
hmm, alright will consider it as UI space is important to keep compact also
how does that look
could do it like this: items/min eg. the same like points
try with items
it's more consistent with the left column called Item/Worth
i like it ๐
thanks Joel for your feedback
\o/
So I may have been overly harsh on fertile uranium. I tried a comparison where I used all the plutonium alts (instant, fertile, plut fuel unit), but only used one of the uranium alts (encased cell and uranium fuel unit), and when comparing for the same amount of uranium using fertile actually increased the gross power. Now I'm not sure this is a realistic scenario since it's hard to imagine using plutonium fuel unit if you're not gonna also use both of the uranium alts, but it is an interesting point that fertile is more of a "depends on the uranium alts you're using" than I previously gave it credit for.
Comparisons:
- Only Infused
1.A. with fertile: https://u4.satisfactorytools.com/production?share=4LHwT2NEoVQGyCdd1cJi
1.B. without fertile: https://u4.satisfactorytools.com/production?share=ikjH1FupZjukd2ZugD6W - Only uranium fuel unit:
2.A. with fertile: https://u4.satisfactorytools.com/production?share=QsyuRZQgkNueOwZh4cZ4
2.B. without fertile: https://u4.satisfactorytools.com/production?share=NVelgK7soJakBy6upk33
For clarification, if you use both alts I still stand by my conclusion there's no scenario where fertile gets you more power.
When it comes to nuclear power, Lund is a fertility specialist.
could you phrase that literally any other way 
Nope.


to clarify; does this change your advice from last night RE: if doing full recycling of all waste, disable all plutonium alts.. and dont reserve any uranium for plutonium stuff?
no it doesn't, because you aren't going to use the plutonium for power
ty! -- sorry, no coffee yet so your earlier statements weren't computing in my brain โค๏ธ
fertile only ever increases the amount of plutonium rods you get at the cost of uranium rods for a given amount of uranium ore
Can someone who is really into factory efficiency help me find the usefulness of trains? Not being able to guarantee ppm coming from trains is killing my motivation to use them. They take different times to make a whole trip and so it seems impossible to determine how many ppm they can transmit.
Unless you're making trains share stations (which causes shenanigans on travel time if they end up waiting on each other), it's just a matter of timing the automated trip and adding more freight cars/stations as needed.
There's a formula to do it on the wiki somewhere.
Yeah here we go, on the locomotive page: https://satisfactory.fandom.com/wiki/Electric_Locomotive#Train_throughput
Also just to list some main advanatages off the top of my head:
- They can reach very very high throughput levels, much beyond belts to the point you'd need stacks of several mk5s to match them.
- They carry power and you as well, so they essentially act like running hypertubes and power lines as well.
- You can reuse portions of tracks (especially along long stretches) for multiple train routes.
They are a decent amount of work to set up, so if the route is too short and/or low-throughput belts are probably still better. Or if it's long range and low-throughput drones might be an option.
Thank you soo much for the detail. I like that they can offload 1760 ppm per freight car spot, but I'm having trouble keeping them filled. I built a world spanning circle of a rail system, but the train seems to take different amounts of time to finish a circuit. One time it was 12 minutes and another it was 13:30. It could be that i made a mistake with my stopwatch or something but that feels unlikely.
Should a train always take the same amount of time to make a circuit, or can it depend on how much the train is carrying?
They should take the same time if you're not changing anything. Items in the freight cars don't add any weight, but the freight cars themselves do a little bit, mostly mattering for going uphill.
Ok. I'm not changing the number of engines or cars (its 2 and 10). I will do another round of testing
I'd add one more engine, that's a lot of cars
Ooh ok thanks
generally you want to keep it between 3:1 and 4:1 to make sure it can traverse inclines easily
I decided to only make an aluminum factory once lol
I read something about that. I figured I'd just only use spirals and 2m risers.
they definitely can't offload 1760 ipm. Max they can do is 1560, and that's without considering the 25 second block
And definitely not on a 12-13 minute trip
Duh, of course. I mathed wrong on 780x2. Thank you
Does it have multiple stops too? Cause that would also complicate things
And adding more trains on the same route is not the answer?
Oh sure, just as long as they each have their own stations, that or just more cars
You know it. Theres 3 stops besides the offloading stop, but each stop only fills up certain freight cars.
Stop #1 fills car 1 and 2, stop #2 fills 3, 4 and 5, etc
I guess theoretically they should have the same round trip time (stop#1 back to stop#1 vs stop#2 back to stop#2, etc), but I'd time each of them separately to be sure myself
Definitely slowing your train down as opposed to having multiple trains, cause it's adding a bunch time for slowing down/speeding up and loading up to all of their round trip times
Err, something you may be doing that is considered bad, and causing you to math wrong.. do NOT load the station from both inputs and expect it to work the same throughput wise.
in ALL cargo stations you need a buffer (An INDUSTRIAL storage container). Fill it with ONE belt, and output to the cargostation with TWO belts. ((Exception; extremely low throughput items, eg 25 supercomputers/min, this wont matter))
For Fluid cargo; still have the 1 buffer, but dont max out the input pipe (eg, run a 500/min input into a 600/min output to the cargo station)
The REASON for all this is the 25 second FREEZE on all inputs/outputs from the station.
I've never messed with fluid trains, can't you just do two buffers with two inputs to the station to raise the max above one pipes worth?
No, cause only 2 attachments to the buffer, so if you have a 600 in, you still only have a 600 out
two buffers
oh, a T
uh, yes, that should work.
((I also dont do fluid trains much, so yea, good idea!)
though I'm not sure how you deal with the output side of it to get a reliable flowrate
Going to echo what Lund said here; dont do this.
Use multiple trains. If the end point is the same for all of them, you'll need 2 different stations there to split the 2 trains into.. but having 1 train make more than 2 stops (1 load, 1 offload) is generally a 'bad lazy idea'.
Id imagine you do a reverse T same as the input side... the 2 export pipes fill 2 buffers, which offload to a single pipe to the desired area
Or at least math it out to make sure you're not holding yourself back. If the math works that multiple stops is fine, nothing inherently bad with them. They just add a lot of time, so it can hurt throughput a lot.
Lund, sorta a 1 last checkup before I go nuts on nuclear; Is it considered 'worth it' power wise to do nuclear with recycling, or should I just continue to expand my massive turbofuel plant (25% complete for ~80kmw) using all the northern oil.
True; multiple stops for LOW throughput items is fine (Super computers, turbo motors, etc.)
@broken mesa ^ just making sure you're catching all the above train stuff for you. Its relatively important
Nuclear dwarfs turbo motor power wise, so the numbers definitely say so. And large turbofuel facilities are unreliable because of that disappearing liquid bug anyway (where it steals like 5m^3/min per machine input on game load).
Turbofuel I assume, not turbomotor?
and I have a large battery backup thing so Im not worried about fuel hiccups on load
yes oops
I also have ~8k plastic being made from a different oil area so.. I dont 'need' the oil yet.. I just may stop expanding it while nuclear is in progress.
They don't really recover though without overproduction + long play sessions
I currently use 30kmw, make 80kmw, but if ALL my shit was on, It'd use ~200kmw
So that.. should.. recover? to the battery backup with the 50k spare yea?
or what do you mean by recover exactly?
Usage doesn't matter, generators always run at 100% now
nod, I understand that one.
As in if you're asking for as much as you're adding, then slowly you'll drop generators as each load causes you to take more than you're producing
I think you lost me there..
why would I drop generators?
ex: I load the game, fuel hiccups because the loss of 5m^3.. but my fuel production kicks fully on.. goes back to making ~2k turbofuel/min, and all the generators eventually get their fuel back on and continue to make 80kmw, yes?
generators will stop working I mean, because they'll run out of fuel as it disappears with each load, and if you're not overproducing the disappeared liquid isn't replaced cause the machines are taking as much as is being produced
it's 5m^3 per generator
True, but .. my understanding is.. it disappears 5m^3 (per machine)... but new fuel is being produced at the needed amounts.. so while yes, everything turns off for.. a few seconds?, it eventually goes back to 100% once the new fuel produced at the start of the game-load reaches the generators
nope, that's not how it works
which part am I getting wrong here
well if there's not enough fuel to run all gens at 100%, then some of them would not run, thus making you actually overproducing fuel for a while
not sure if that's enough to combat the loss though
It makes the manifold unstable basically, cause if the pipes aren't full the flowrate is unstable
I think I may have built this in a way that will negate the bug anyway; 600 flow pipe supports 133.33 generators. I'm modded with 10x speed generators, or 13.33 to consume 600 turbofuel.. and I built 12.
for some systems maybe, but turbofuel is hit hard because it takes more than a whole cycle per machine for each load
I may have built 13 (not on game atm), but I definitely didnt build 14.
I've watched my system fail, until I've got about 12 generators in a 133 generator system popping in and out, cause the pipes aren't full and flow is erratic
yeah overproducing fixes the issue for sure
I'm thinking of just deleting a few generators from mine to stabilize it
could be solved by a pump with power switch as well, right?
wdym?
have a pump separating those last few gens and power switch that you can turn off to disable the pump after loading the save, so that you can buffer fuel
True, but I wouldn't really want to babysit it like that
better than deleting gens and rebuilding them ๐คทโโ๏ธ
ah
I did this build and work pretty well if it can help some of you
Right now I've got five 2+10 trains on that one giant circuit, but they catch up with each other all the time
Sorry for the french part, did this for friend a while back.
Trying to figure out which recipe is better for Fused Modular Frame.. Greeny's calc does a weird jump from 15 to 30 ppm where it swaps recipes, and Im unsure why.
Anyone have tips/recommendations for FMF's?
Is there any reason to clock a mk3 miner to anything higher than 150 if it's on a pure node?
Or any reason to not overclock a generator if you have the materials to support it
162.5% not 150% for 780ppm on the mk3 miner, but no there isn't
for the generators, the only reason to overclock one is to save space the efficiency doesn't change, the main reasons not to are the numbers get weird cause it doesn't scale linearly and if you don't have the spare slugs for it
see this for details: https://satisfactory.fandom.com/wiki/Clock_speed#Clock_speed_for_power_generators
how much of each raw resource would it take to power 10 nuclear generators using only default recipes
so like how much uranium, iron, copper, etc
600 units/min of Caterium Ore
600 mยณ/min of Water
600 units/min of Sulfur
800 units/min of Copper Ore
817.5 units/min of Steel Ingot
1,350 units/min of Limestone
817.5 units/min of Coal
817.5 units/min of Iron Ore
1,000 units/min of Uranium
800 mยณ/min of Sulfuric Acid
err, shouldn't be 1000 uranium.. You can make 50.4 rods with 2100 uranium... so for 10 reactors x .2 he only needs 2 rods/minute
Default recipes were specified, 50.4 rods is only possible with alts.
oh! missed that, sorry ty!
Still don't need that much uranium
You only need 200
That's for 10 rods instead of 10 power plants, guessing just a misread, so just divide all that by 5
question but if a recipe calls for 2 items per craft (2 RIIP and 2 Rotor) then for 50 of them id need 100 of each right?
if you're looking at smart plate; Im pretty sure it also MAKES 2 per..
hmm
so beware; I think you only need 50 of RIP and rotor for 50 smart plate.
How many resources does it take to make 2 Adaptable Control Units/min?
depends on which recipes you use, check the online tools linked in pins or #welcome ๐
Every single one I can use. I've gotten every alternate Recipe I am allowed right now.
Wiki has a quick breakdown, but that is slightly outdated
I can get more HDDs but I won't unlock anymore recipes until I pass Stage 3.
My bad, ADC has no alts, so you have to add them manually. Better use online tools
Haven't really built a factory for FMF yet but doing some setups on that and it seems like the most noteworthy difference is coal/bauxite/nitrogen gas consumption and numbers of machines required. Where as the regular recipe takes more coal/bauxite but less nitrogen gas and vice versa on the alternate recipe. The alternate recipe calls for oil so that is something extra but you can use rubber for some adhere iron plating so that's something atleast
Calculated with 10 ppm and alternate recipes generally as point of reference:
Regular recipe coal 853.33/m bauxite 833.33/m nitrogen gas 250/m 161/machines (not counting nitrogen gas setup)
Alternate recipe coal 686.67/m bauxite 555.56/m nitrogen gas 320/m 112/machines (not counting nitrogen gas setup)
Personally I'd say stick with the alternate recipe as it requires less machines unless there is a specific use case for the regular recipe and/or it would integrate better with current factories you got running.
Disclaimer ๐คฏ I might be totally off 
yes you are off, you will need more machines than it seems
Indeed! recounted it all and came back with 161 for the regular recipe but 129 for the alternative one. Have excluded miners, extractors and the nitrogen setup tho. So a difference of 32 machines, maybe trivial for some and maybe significant for others. Still a small difference. Can't wait to start with FMF 
@twilit wing this is what I had in mind
i was talking about my trash can thing instead of just trashing everything i wanted it to sort the things that i have in storage
well yeah and that's essentially what I have here. You put stuff in the "sort container", it sorts it to separate belts and each belt is then put to storage, and overflown to sink
(and you only need smart splitters, not programmable ones)
๐คทโโ๏ธ yeah that's up to you, I was just suggesting my idea ๐
you can keep it your way, nothing is stopping you really ๐
Are you supposed to be able to get pure recipes before you have refineries? I didn't think you were but I've been playing in a newish world with a friend and we have the pure copper recipe but we only just got steel
Also are pure recipes worth it?
that depends if you have plenty of power ๐
yes? sure, use them, you'll get more resources from same amount of ore
not really? don't bother with them, unless you're short on resources and really need to produce more from same amount of ore
Ok, how many generators can all of the oil island power?
depends on which recipes and which fuel type you use ๐
Regular fuel Regular recipe and until I have a use got the residue I'm sinking it
(and how much oil is there on the island, since I have no idea)
Somewhere between 3 and 5 pure nodes worth and I'm overclocking the extractors
I don't actually know how much is there I'm just building there for water at the moment
But I probably need more power I'm dipping in to my power storage every couple of minutes
assuming there are 4 nodes (2400m3/min), you can get out 1600 fuel with normal recipe: https://u4.satisfactorytools.com/production?share=zaNYBDpbGB3Lzz90OwQJ
Will this spoil stuff for me
which is 133.333 fuel gens (I'd recommend building only ~130, due to liquid voiding bug)
well it can, depends where you look. Mostly it just calculates what you want to build, but you can see future items and recipes, as well as alternate recipes there (which is not too much spoiling imo, but that's up to you)
I only really don't know what happens when I get all the stuff for the space elevator again
I already have aluminum
but I highly recommend checking out alternate recipes, since they usually provide big advantage to your builds, for example for the oil, if you use proper recipes, you can get up to 6400 fuel (4 times as much compared to default recipe) from the same amount of nodes
I haven't seen any alts for fuel besides diluted
yeah diluted is what you can use to get more fuel ๐
if you have blenders, you can evade the packaging
if you don't, it's not too much anyway, for each refiniery, one packager, one unpackager
Ok but don't I need heavy oil residue?
(it's nice to build them in 1:1:1 modules, so that you don't have to belt tons of canisters)
I guess you don't even need to have a machine to make the packaging because you can recycle it
well yeah, but that's what I said - if you'll get all the needed recipes first, you can get tons of extra fuel for free
yeah you don't need to make new canisters, just put in a stack or something and that's enough for the 1:1:1 module ๐
Well I guess I'm going to fix my silica drone for my aluminum plant and find some drop pods in the desert
Are the materials required to open drop pods randomized for every world?
no, they are always the same (and if you don't care about spoilers, you can find list of materials on the map linked in pins, or maybe even on the wiki)
Ok thanks you have been a big help
np, have fun hunting hdds ๐
Is there a specific deity that you make sacrifices to in order to get the steel screw recipe?
you just need basic steel production researched, then it's random. Though I'd suggest looking at screwless recipes ๐
I tried rerolling my options by loading a save prior to me putting the hard drive in mam and I was able to beat Halo CE on legendary in the time I spent waiting and reloading trying to get that recipe
it's better to just get more drives, since you'll eventually want most of the recipes anyway ๐คทโโ๏ธ
Why 0.25 (25 %) / 0.5 = 0.5 ? T_T
because 0.5 = 1/2 and if you're doing 0.25 / (1/2) it's the same as 0.25 * (2/1) = 0.25 * 2 = 0.5
Bro, what is there to spoil
being on here spoils more than that site can.. lol
question but 90 iron per min to make 10 rotors per min is that right?
ok then i might of found a bug cause im getting it with 90 per min
can you show it?
afaict its showing 40 per min for iron rods then another 50 for iron rods which get turned to 200 screws per min
and im an idiot its making 8 per min not 10
ehh either way 8 is still ok i guess lol
how would you guys go about splitting 25 into 10,10,5?
doubt u can
im managing pretty small factories
manifold
๐ง
if you really want to load balance (donโt suggest it) split into 5 belts of 5 and then merge back into 10 10 5
how you would split 25 to 5 is beyond me
Pretty easy, actually. Split the feed into 3. Then split one output into two, and loop one of those back into the original feed.
But I also agree more with greeny. I would only consider balancing for things like nuclear power, where it might otherwise take a very long time for the system to fill.
btw found a 90 iron per min build for rotors that works lol
oo share plz rotors are a pain in the ass with ratios
You can use https://u4.satisfactorytools.com/production to setup factory calculations for anything. (advice; only make SINGLE result factories. Don't try to make it do multiple things at once).. then just go into items,inputs and adjust the source materials.
I'd split in 5 and merge 2 fifths to get the 10s
I re-made and re-worked a bit the setup in my main save, so I'll let it run for a few game sessions and see if it blocks or not
||With just a slight modification from this screen due to a possible cause for jamming I found but didn't fix yet||
It's such heresy I fear @wind spade could faint just by looking 

Dat smooth graph though 
would be smooth even with manifolds ๐คทโโ๏ธ
Funfact: I did manifold ores :P
How does the consumption get to be higher than the max consumption?
Oh right... dunno, it just happened ๐คทโโ๏ธ
Lucky it still showed when I took a screen, because I forgot to take one to show that ๐
Seems like a bug of sorts, the "extra consumption" or "lower max cons." It persists through different grids (eg: same, lower than should be, Max Cons both on the main grid and while having the setup run on battieries like in the screen)
Any mods?
None that should matter. Pack, micromanager, efficiency checker, area actions, smart. The usual QOL pack
Only "no cost" cheat is on
40 rods and 50 rods to 200 screws per min
@frosty owl @fierce ruin it's probably the bug where if you change the clock speed before hooking it up to the grid, it still uses 100% power consumption
are there a lot of underclocked machines in that grid?
cause if that's that bug, max consumption is where it should be, and the current consumption is bugged
also it's not a display error, it is actually drawing that power
Seems like Power Storages are being used. I think its red when using, and blue when charging.
That's orange
Yep, the underclock sounds like a plausible culprit ^^
you can fix it by disconnecting the machines and reconnecting them btw, but that probably screws up all the balanced and sushi lines 
Nah, it's actually power-fail-proof, so long as you disconnect everything at once
It can fail if you undersupply ore for some reason though
Ok so I've been trying to build a hyper tube cannon and the wiki says that you should space your supports 4 meters apart, is that entrance, 2m tube and 2m space or 4m tube and 4m space?
2m tube and 2m space
Is each notch on the foundation a meter?
Or snap spot I mean?
entrances should be on edges and middle of foundation, with a bit of tube reaching halfway between them, as seen in the screenshot
also not that many, that many killed me very quickly 
How many to get from oil islands to the far side of grass lands
no idea, trial and error needed, but try not to go beyond 15 and you need like 8+ for a good distance, plus go into a tube at an angle
also a jetpack to survive
no like the picture, see what it ends in?
you need something to direct you at angle instead of just straight
Oh you mean the end
yah
I thought you meant enter the tube at an angle
oh no, the tube is at an angle not you
I know that makes a difference in some games
Ok so are the loops on the tube spaced at 1 meter apart?
@bleak coral thanks for the help
I'd just use the foundations as guides, they're 8m long, so halfway is 4m and a quarterway is 2m
One last thing, if I make the last one go up and turn will it send me out in the direction of end or will it break something?
it'll send you out the direction of the end
Ok good. Thank you
Nevermind, comparatively I just discovered how massive 105 Oscillators/min even in.
Now I have to find a way to USE all of them...
how long does it take for 10 nuclear power plants using uranium fuel rods to fill up 1 industrial storage container?
if only you could send the waste to the grinder lol
I have 16 efficient iron smelters, i need to create rotors, reinforced plates and modular frames. can anybody tell me what I need to set up to get an equal amount of each at the end to store?
you can send plutonium fuel rods if you really want, but I prefer using that for power as well
i have no alt recipes for these rn
then
the rotors are easy
which calculator did you use and how did you get it to do 3 blueprints all equal?
first one in pins (made by me ๐คทโโ๏ธ )
and I just maximised all three and limited iron to 480
Wanting those alt recipes now, this is messy ๐
yeah 100% recommended to get alt recipes before you start building
i wonder how tough the game is without using alts lol
i'm sure this is a common question but can anyone help me figure out whats wrong with my aluminum water loop?
I have 1 sloppy alumina refinery at 150% which needs 300 water/minute
1 water pump at 100% = 120/m water
1 aluminum scrap refinery at 150% = 180/m water
That should be exactly 300/m water, but i'm still getting backed up and its causing my production to shut down.
doesnt seem to matter if I use mk1 or mk2 pipes either
If you put the recycled water input below the fresh water input, it will use the recycled water first. After getting this to work successfully, I decided it is not worth it. Now I just direct all waste water to pure ingots, wet concrete, or even package it and throw it in the sink.
Hey Hypna, do the following:
- Install a valve at the water extractor (the pipe leaving the water extractor, as close as possible), limit it to 120.
- Install a fluid buffer (small is fine) at the START of the wastewater area (where the refinery outputs the wastewater)
- At the location where your waste water pipe connects to the freshwater (hopefully near the input of the sloppy refinery), place another valve, do not limit it (600)
if you're ok with 99% efficiency, put the valve at the water extractor to 119 instead to guarantee it wont do weird shit.
Note; at the start of this process, it will 'start and stop' until it gets its wastewater flowing fully.
I'll try that, thanks
Best setup for coal powerplant
I got just one line done so far, will build second one today.
4x Normal coal node
Leave space between 4-4 generators for single pipe. I did it exactly same.
Or build it on platform and run the piping under the generators
I'm building some engines here.
Feeding 20 rotors and 20 stators into 2 assemblers - which should match up perfectly for 100% efficiency and a steady flow.
Still the inputs queue up as you can see on the picture. What's up with that? There's nothing blocking the output on the other side so I don't really understand what's causing a bottleneck here?
Hm.. aah, it's because I've had a buffer on the belts for a while ofc, so the input is actually the belt-speed until that evens out.
I was just going to ask about that. ๐
It's good to keep in mind the possible ways items can buffer ๐ (like items on idle belts, machines' output inventories and mergers/splitters inventories')
I once almost deleted a beltwork thinking it wasn't working, while it just needed some time to empty out the splitters' buffer ๐
A manufacture, at basic clock speeds generates enough fuel rods to power 2 Reactors right?
manufacturer makes 0.4
Reactor needs 0.2
so 25 manufactures can make fuel for 50 reactors right?
wana make sure im right before i make all these reactors
10/10 math ๐
That's a lot of power
... And a lot of uranium, not using the alt recipes ๐ค
1200 Per min i think but thats with overflow
this is just a starter one i wana make a bigger one (all Uranium 100% efficent) On the opersite side of the map
but to do that I wana make a Decent power station Away from that big one as 1 i get experience and 2 so i know i have the power for it as i dont trust coal and fuel
Only way im able to kickstart this one is becuase i have a bunch of fuel rods spare waiting to be piped in
Will you have just the nuclear processing in the factory or add the rest of the chain too?
yeah i got my Particle accels ready, just need the Reacots in now
build them in the cornor so the wayer here is fucky and i need to move them all
loaded a save i made just before starting work on building them so it wont take long but also will
"what did you do today sam"
"i built 50 reactors and failed at it"
Eh, max nuclear takes no time at all...
I started little after U4 and finished in an instant~
||The factory still isn't operable yet||
Will mk2 pipes allow water extractors to pump more water or do the extractors stay the same
Extractors are affected only but how much you under/overclock them.
Okie so i either build more or overclock
So is the only purpose of mk2 pipes to condense lines so they dont need multiple pipes?
Yes. Identical to the purpose of mk+ conveyors.
Except that they are needed for high level miners to produce at max efficiency
Indeed. But extractors can't go beyond 300, which the mk1 pipe can handle.
So similar to any output that a lower mk conveyor can handle, higher mk's are simply to reduce amount of belts if you wish.
The mk1 can handle 2.5~ extractors, give or take
.................
mk1 can handle 2.5 extractors....
And the max you can overclock a single build is........? 2.5
So "Indeed. But extractors can't go beyond 300, which the mk1 pipe can handle."
๐
Pure oil nodes can output 600/min if you OC them ๐
:000
I have a long pipe bus with similar junctions like this where oil merges... is it worth sticking valves here to direct the oil towards the factory rather than back down towards the pumps?
Sure, it won't hurt and will prevent some sloshing in the pipe
Long horizontal pipes can take forever to feed properly if they slosh a lot
What about pumps, should i put pumps along the pipe as its quite a long line?
That's just a waste of power, if there's no headlift needed ^^
A valve can do all a pump would and more, in this scenario
Ahhh right! Im having issues where the oil isnt getting to the refinery at the correct rate. there is alot of headlift in the factory. but all the pumps are fine... so not sure what else to di
Can you describe the refinery setup?
Listing the input needed and actual input can also help you as it refreshes your memory and is a way to check for errors
So multiple oil extractors divided up into seperate pipes...
150pm oil extractor merges with 300pm oil extractor. The oil then travels quite a distance and up into the factory atleast 100m high
my refinerys need exactly 450pm to function and they arent receiving the amount needed
Mind sharing a screen of the pipes at the refinery place?
With such a long pipe it's hard to tell where the issue is, but I hope you can be sure the amount provided IS what you expect (no wrong clock in oil extractors, no valve limiting where it shouldn't, no MK1 pipe where it should be mk2...)
Also, keep in mind that you lose a bit of oil anytime you load the save, so the refineries could need to be refilled every now and then (they should still reach efficiency, but they might take a long while to do so after you load the save)
hold up, lemme get the map
Rought drawing, the box is where the factory is, the other lines are the pipe layouts
all of those extractors go into the factory, all on 250%
The piping around the refineries themselves would be the most important part to check out
All the rest can be boiled down to "is there enough headlift and are the pipes the right MK?"
Well in terms of head lift, its no more than 10m high?
and the piping around the extractors are all flat until they reach the main bus
thats why i considered using valves to limit the flow rate and direction?
Eh, I find limiting flow rate a bit iffy... Don't have much to suggest on that front, I just use them for backflow
Btw, you know about priming your machines and pipes with fluid before starting them, right?
If you ever doubt your headlift, just drop a mk2 pump.
Problem is no longer headlift.
I have all the pipes a couple of foundation below factories, and with like 16 ref per row the only way to ensure the all line get the juice is to loop the manifold (first ref with last ref) and put a MK1 pump on both ends pushing against each other
That way even very long lines work at max efficiency giving the input flow Is correct
Also mk2 pipes actually can't deliver full capacity over long distances
Be sure to over produce just a tiny bit and also put a buffer before machines as every load cause a small loss of fluid
To do that (since I dislike adding long pipes for the loop) I prefer just adding a buffer (big or small depending on number of machines) at the end of the pipe, a bit higher than the machines (1m or more)
I let the buffer fill up, then have the machines run: the buffer fills up the machines almost instantly and whenever it's too empty due to load losses, you just refill it
No overproduction needed this way ๐
Indeed that works, but i don't like to have to manually doing something, call me lazy ๐คช
Unfortunately, it's not about distance :/
The flow loss can show after a single pipe connection, so the best way to avoid it if you have a 600 pipe is to split it as soon as possible (ideally having 1 pipe segment from source to junction)
Btw, I don't think it's a great idea to overproduce to compensate for the load loss 
Mostly because if/when the issue will be fixed, your factory will be overproducing for no reason
But also because it doesn't exactly solve the load issue, it just means the machines who previously starved for a while due to load losses now work fine all the time, while the ones behind those will tend to back up all the time other than after you loaded the save
I'm not trying to tell you how to do things, that's just my analisys ๐
There is infact a reason why there are empty spaces in the last row 
Anyway i play very very very slowly, after like 600 hours I've yet to reach tier 8 ahah
I tend to build and rebuild a lot, even only because i see something not aligned properly, or because I discover a better template to build stuff. I'm pretty maniacal and I tend to have one design for everything ๐
I would suggest against a single design for everything ๐ค
I found that quite limiting in the long run, as I kept encountering situations outside of my expectations when I first made the design... So having a "spare" or "second favorite" made my building much more flexible and easy to make (less need to adapt a design to the terrain or input/output needs)
But I totally support going slow through the game. Best way to enjoy it fully imo ๐
So how long do you guys think 50 reacors with perfect fuel input will take to fill up?
reactors or generators? o0
reacotrs