#math-and-meta
1 messages Β· Page 557 of 1
relative percentage of material usage
yeah, I mean weighted resource most efficient
seems like you don't have enough rod constructors
going by WR is nice as an initial guess but it doesnt mean a recipe is good or bad
I didn't say it's good or bad. I said it's most resource efficient (considering weighted resources)
oh, I see,
should be 20/m but I for some reason used 5/m
(should be fixed with one more iron rod constructor right?)
yes
Yeah, certain recipes have advantages over others even if they aren't the most resource efficient
bolted plates for example, for the sheer output per minute per machine at the cost of slightly more resources
oh and for some reason I used 2/m for reinforced iron plates as well, screwing up my complete calculationπ€¦ββοΈ
I remember I wrote this down a while ago as a sort of startup reference sheet
Assuming base recipes for everything:
30 iron/min -> 20 iron plate/min
15 iron/min -> 15 iron rod/min
10 iron/min -> 40 screw/min
60 iron/min -> 5 reinforced iron plate/min
45 iron/min -> 4 rotor/min
48 iron/min -> 2 modular frame/min
46.5 iron/min -> 2 smart plating/min
20 copper/min -> 10 copper sheet/min
15 copper/min -> 30 wire/min
30 copper/min -> 30 cable/min
45 limestone/min -> 15 concrete/min
30 iron/min, 30 coal/min -> 20 steel pipe/min
60 iron/min, 60 coal/min -> 15 steel beam/min
157.5 iron/min, 45 coal/min, 40 copper/min -> 5 motor/min
96 iron/min, 96 coal/min, 90 limestone/min -> 6 encased industrial beams/min
180 iron/min, 120 coal/min -> 5 versatile framework/min
11.25 iron/min, 11.25 coal/min, 50 copper/min -> 2.5 automated wiring/min
Items in bold are stuff for the space elevator.
it's been helpful
I don't THINK anything has changed since I wrote it down
it's just tiers 1-4, but still
no i mean recipes that are most resource efficient if you actually use them (for example max sink points)
for example turbo electric motor has a lower WR than turbo pressure motor
but using the nitrogen for it is still the best option because all other uses are worse
oic
and i feel like its kinda similar with coal because youre only using coal for steel anyway so its hard to go for the weighting
but for steeled frame, it's way more simple: normal frame use only iron that is almost never a limiting factor. The main thing of steeled frame is if you want to sve on building number
well it is if you use iron wire
i use iron wire, and i'm far of missing iron
but are you capped out on coal
not completly, i still have some on my map; but i also have iron there. And in place where i use coal it's often a limiting factor and i have iron left.
before and after enabling VSYNC lel
cries in under 60fps
x) well my monitor is 50Hz so technically im getting under 60fps also
50 hz monitor... oh geez
well, i set it that way on purpose
π€
my power grid is 50Hz, so i thought it was a good excuse to take off some stress from my GPU
can't tell the difference anyway
power grid, monitor and GPU operating at the same frequency was nice on my OCD as well
"atleast 2"
nice
I find messy pipes to be MUCH easier to place than tidy ones
I unlocked cast screws so I ended up reworking the rotor part to this (2x5/m to match it with reinforced plates):
very nice
with the possibility to mirror it on the bottom left
if you drive a car with a steering wheel with 60 fps or less, you can tell its bad, with 70 fps its perfect (for me) (I havent got any more anyways)
if I don't cap the FPS to 60 or 50 then I end up with a frying hot GPU
50fps is around 60 degrees and 60fps reaches around 80 degrees
uncapped FPS causes crashes and overheating
so maybe my hardware just can't handle that π€
it is a bit old
that's an issue with your cooling setup
cuz my hardware can handle max without overheating
how old is your GPU anyway? modern GPUs throttle first to avoid overheating
it has three fans on it plus half a dozen fans in the case
mine too
it's a GTX 770
it doesn't die from heat, when I say it overheats I mean it gets less stable at higher temperatures
it's nowhere near the death temperature
which would be somewhere around 100 or 110 degrees C
with "death" you mean shutting off
Yep
right
my GPU is not overclocked
mine neither
I used to have it overclocked but I realized that actually there was no stable overclocke after the clock it came with since it was the OC edition
huh
they ship already overclocked cards
I dont know, im not an Hardware expert
do u use dragon center
for the fans
or afterburner
i have a amd but nvidia programm too
MSI afterburner is pretty good
well i dont use it
i uninstalled every ctrl programm exept amd software cuz they were messing up each other
nowadays I mostly use afterburner because of the pop out customizable sensor graph tool window
I use it to monitor for benchmarks or gaming
anyways i gotta go off
same
its late
you too
ππ goodnight
have sweet dreams π
So I have 4 x MK1 in 120 Iron and every furnace is 30 per minute and I dont even have max furnance like Every miner should be able to get 4 furnaces working but I only got 10 insted of 4 for each one..
And I am getting less than what It should.
So yeah, thats why I am resetting a 6th time
Are the nodes pure nodes? go check them.
Northern Forest? 4x pure iron, 2x pure copper and 1x pure limestone?
Yeah.
Okay, but that info was just for me. I know where you are and yes, the nodes are pure. Do you use MK2 belts?
before you do so ... mind if I hop in and take a look in person? Just DM me the session ID
Already removed everything but I can invite you if you want
Hey guys how to i make a split so i can go a 5 - 3/2 instead of a 5 - 2.5/2.5
sure, just DM me your Session ID
Usually you don't need to balance, just use a manifold.
when dealing with train transport is the max item limited by mk 5 as anything more would get it backed up over time? like how do you factor in distance to make sure it runs smoothly
!wikisearch electric locomotive
there's the math on that page, but yeah basically you time the trip and you can get a stacks/min time, which can translate into your parts per minute which'll be different depending on the item's stack size
and max per car is <2x mk5
that's cause the belts stop during loading/unloading, so you need an ISC to buffer the items, and the max transfer rate for that is 2x mk5 between the platform and the ISC, and you need that to be faster than the needed transfer rate of the train so all the items get offloaded before it gets back
Use different speed belts on outputs. If youre low tier you can do a Mk1 and 2x Mk2s then merge the mk1 and 2 together after the split
Assuming you don't want to manifold, this will work just fine, so long as the resource income into the merger from belts A and B does not exceed the capacity of belt C.
Over some arbitrary number of iterations it will ultimately balance out to 60/40 split (3/2) rather than 50/50 (2.5/2.5).
@thorn bane I saw you typing a few minutes ago btw, lurker smh
come talk some random satismathtory topic with me
ye i was thinking isnt that system stable as soon as the belts fill up?
as soon as they fill, ye
it's almost like that's how manifolding works
but this is just manifolding with extra steps
the problem with that setup is that it doesn't work if your input belt is full (or close).
so long as the resource income into the merger from belts A and B does not exceed the capacity of belt C
I did mention this
a solution for any input throughput would be this:
yup
seems that also works for balance merging for sushi belts
probably should have used this one
belt is 20% concrete 80% wire
may I ask what the purpose of this is
what do you mean by priority merging here ? what line is prioritize other another one ? because the only priority merging i know is using train
#screenshots message
here it is in use
so balance merging not priority merging
purpose is to feed 1 manufacturer with 1 belt
that still can fail, the main thing that make it more reliable than a single smart splitter is that the system acts kinda like a bigger buffer and help to prevent problems
well ive had it run for 5 days and it didnt fail
even a system with just a smart splitter and a bit of buffer can work without failing if your input is well balanced
You can't feed a manifacturer with a single splitter 
Nor can you make it look as cool as a single belt going into the machine

... I still don't get how TF...
well, the exemple in the picture was only a 2 items belt and splitting into 2 belts... my answer was about achieving the same effect.
xD
The one in picture is just an example belt, if you saw his link you can see he did the same with four items and a couple manifacturer. The same can't be done with smart splitting (not without having to make one belt for each material)
- Assume there are 3 players from US EU AND RU and they are connecting to same game. Distance between US & EU and EU & RU are the same and EU player is hosting the game. They all have same computer and connection.
a) Is there any difference between US & RU players as connection speed in terms of ms? Why?
b) If meridians of players different is it effect connection between them? How and why?
c) Distance between Satisfactory main servers and host how effects the game and how effects US & RU players if they have different distance to Satisfactory servers?
There will be a second question after answers. Thank you if anyone interested to answer.
it's not that I'm not interested in answering it's that I don't know how to answer, but now I'm curious just for the sake of knowledge
I'd say 95% of results depend on player connections
I don't have solid answers for most of the stuff, but general knowledge that could point you in the right direction for googling.
a) Technically it's not just about distances but alao the infrastructure inbetween. Like how good that cable running under the atalantic is vs whatever is between you and russia kind of thing. Also a very real possibility that you're underestimating how far the US is from you compared to Russia. Or the reverse. They're both very big countries.
b) electrical signals do have a speed, so farther away means it takes longer
c) should only affect connecting to the game, game is peer to peer after initial connection
And also what greeny said, gonna depend on how good each player's ISP is. And also their local connection, like how good their wifi is.
Tier 1-4 what's the best thing to put in the sink?
ai limiters
elevator part are usually good, and things for catrium or quartz
ye quartz stuff is good aswell if you have access to it
well I assumed best = gives most sink points π€·ββοΈ
well best per minute im assuming
wdym by best per minute?
most sink points per minute
well that's the same about sink points per item, right?
circuit boards are real great
but some things are harder to produce so you dont get as high items/min
for example HMFs
sink point / item doesn't take into account how easy it's to produce a lot of that item
circuit boards are, with the right alts, the easiest to cash off of
if i can produce 10 time more of an item that get half of the item value, i would go for that
arent those above tier 1-4 though?
yea
well then you need how to define how much you get per min of something π€·ββοΈ and it's no longer question of "what item is best", but "what option from this set of amounts of items gives most sink points per minute"
i guess highest sink points/min per building
if you ignore all prduction lines after a machine and assume they run at 250% and 100% input efficient, then its assembler or manufacturer
no i mean for the whole production chain from ore
for e xample would be (5*920)/(3+1+4.16666)
what exactly do you mean there
Sheets and silica then?
yea
now compare that to HMFs which is (2*11520)/(9.66667+4.55555+31.83333+9.66667+1) which is lower
ive made a "least effort for decent points" setup once and its definitely Silicon Circuit Boards
but yeah kinda sucks that manufacturer=consturctor with this metric
I'd say weighted materials with inclusion of power production would be the best
uranium has by far the biggest inflation compared to the invested effort
i once calculated all material point values if you ONLY paid attention to the production line complexity
the "Recipe point improvement ratios" in https://satisfactory.fandom.com/wiki/AWESOME_Sink gives some recipes that are really good
for example silicon circuit boards like you said has a ratio of 7.19 input points to output points
nuclear pasta exploded in that regard
all the ratios are based on non-alt recipes which are x2 points
so it's basically the same as weighted raw resources
(since raw resources give points roughly equal to their weight)
space elevator parts definitely have some "elevator" multiplier behind them
I just checked automated wiring and it doesn't have any multiplier
guess thats resource weight coming back in.....
[240 (stator) + 20*24 (wire)] * 2 = 1440 (automated wiring)
yeah, all of them have 2 as improvement ratio, which is true for all non-alt recipes (excluding stuff like packing/unpacking)
lets see... according to my odd calc: the parts that have the most points for least building effort are:
Aluminum Scrap
Silica
Aluminum Casings
Cooling System
Heat Sink
aaaand then Uranium and Plutonium Rods
interesting, how did you value "effort" in your calculations?
purely off of production line complexity
with weights given only to machines
miner is bottom.
then it pretty much just ascends based on how difficult it generally is do deal witht he machines or to make them
personally though I find targeting specific things something that's only done pre-smart splitters and when going for the nut at the end game
oh, so some subjective weighting?
otherwise you can just overflow your storage
yeah its pretty much subjective. i tried to account for
Power Demand Average
Footprint
Dealing with connections
yeah no problem, was just asking π
manufacturer is pretty high up.
only thing that pumped accelerator up is the power unpredictability and massive size and cost
these have absolutely no objective meaning
can you share the spreadsheet?
if you can read german, sure
yep
i still have the same map back when update 2 released and my save crashes a lot when playing. I try everything to stop the game from crashing but nothing is working so what do I do now
well first of all, don't spam the message π
heres that messy excel sheet.
Orange: Original Value.
Bold Yellow: New values, sorted
ty
thats what i wanna know xD
i pretty much did this:
assume you feed 30/min of every needed item to the machine.
then, calculate the root mean "saturation"
if 30 of every item covers all needs, its 1, if its more, its >1 , if its less then its <1
then multiply with some weighted machine points based on whats needed for production and boom, funny value
this is the inflation ratio. the bigger it is the more an item yields compared to effort invested
elevator items are inflated in my calc cuz i gave them a 1,75 multiplier
else things like smart plating wouldnt be worth their points
i think your table is off by one
the row for nuclear pasta has 2.5, 1, 3, 1 as inputs
ok im just lost
its not the pasta input
i sorted the values after i was done in descending order
so all the math is in the incorrect rows
the math for pasta is in row 3
while the final pasta value is in row 1
ah ok
if you sort the values so the original values descend, then it should be in the right order again
the math you mentioned was for thermal propulsion
even though it has a saturation of 32863%, its way below nuclear pasta which only has 424%
@muted crypt That worked great, also what software are you using to draw that.
Got my new modular frame assembly line up and running but it seems it's lacking somewhere anybody who can spot a problem? (one of the modular frame assemblers was running at ~70%)
Check the belts between mk3 and iron/screws.
:(
beautiful
thats why you dont use Satisfactory Calculator for that xd
tbf satisfactorytools can get pretty big too
it just all depends on how complex your goal is
yeah but it doesnt get clogged with splitters and mergers everywhere
how much time does OCing everything save?
im getting ~50% of the buildings but im not sure
well.... in theory. 2.5x less buildings for normal manufacturing machines
but more power
if i had to guess id say you spend roughly 30% building power? idk hard to say
but then again you can OC those aswell for 50% buildings
it doesn't get bigger with increasing product amount tho π
2.5 times less buildings, but 4 times more power
again
4 times more power than the base amount
but you also build 2.5x less
so its 73% more power
If you're going to spend power shards on buildings other than miners, I suggest just doing it to round it to more convenient numbers
im talking about people like kibitz or amelie of the sea that just overclock everything
because if you build big at somepoint you just run into issues
either fps or Uobject limit
recipes that produce a bunch of stuff at once definitely profit from overclock
Hey here is a chart if anyone wants to make 500 nuclear waste a minute
I screenshot this on my phone
i cant even read what it says
Wtf is that
I assume multiple lategame products
thats the plan for the factory i build π
https://u4.satisfactorytools.com/production?share=fuznifv56qlGtYmwgbXx
i moved some stuff around to makei t look nicer
Yeah iβm too bad for this
ye its a production for the golden cup in 1000minutes
and nuclear power
i also limited myself to 3% of the resources on the map as a challenge
WTFFF respect G
"Nicer"
I bet you touch all of the grass
I mean, all things considered... rather than looking at the setup as a big convoluted mess, you can look at it as what it's actually doing, in production per minute:
4 Assembly Director Systems
4 Magnetic Field Generators
1 Nuclear Pasta
1 Thermal Propulsion Rocket
nuclear pasta π π
my favorite
plutonium penne
radium ravioli
francium fettuccine
polonium pappardelle
radon rotini
cesium capellini
Fake cough
The point about power save is interesting, but shouldn't you take into account the time needed to harvest the shards too? ^^
(Unless you plan to SCIM them or something)
ye they used scim to get enough for every building and im considering making a playthrough like that
i mean technically you can use doggos but thad take a while
as let's game it out showed doggos are best reserve for waste disposal
π
You got nearly double the power you (currently) need to max out every resource, if you got the shards it's a simple and convenient way to save FPS and have nicer ratios (reasons why I rely heavily on it, especially on lower power machines)
Considering max nuclear that is
i do like more fps
I was hitting single digits when finishing up the space elevator
good
Btw, radiation in my nuclear factory is actually in ridiculous amounts, even less than I anticipated 
This screen has been taken in the middle of the uranium processing part of the factory, yet there is no radiation in that point (and many others)
This is also the "front" of the factory, meaning all the back is radiation-free
yup same if you balance stuff then the radiation is minimal
Didn't think it would get this good, honestly 
Radiation visualized in SCIM. It doesn't even pick up any radiation from the left side unless you really zoom in on the single machines.
The big radiation blob is from the uranium in the unloading station and connected storages
SCIM isn't really accurate in showing radiation
Seems accurate enough to me. It still picks up the minimal radiation from the UFR and cells manifacturers (UFR in picture)
are you making plut. rods? those were the worst for me
No, none of those yet. Those are supposed to be much worse π
what tool did you use to make this?
SCIM, listed in the pins
thanks
Second link
Should I work on more of these tonight?
Also greeny I never did upload anything to the wiki the other day lol
So long as your lines are all the same length
They are, I promise - I made the original system blank and copied it, then filled in text as needed
Are there any requests for manifold layouts to make diagrams for?
Dunno if there's anything special, these are meant to be proof of concept anyway
Probably some noob setups... everyone else knows how to expand a basic manifold setup.
The one progression one should be enough to show the concept.
Hmm, fair enough
I guess you could expand with an example on "injection manifold"
Guess I could, yeah
So with manifold setups, as long as I let all the factories fill up before starving them up, and they arenβt using more than provided, I should be fine?
Last time I tried manifold i started everything up before feeding in materials and it never balanced out.
so long as total input >= total consumption you should be good
im brand new to this game can anyone help me on a new world
even if you don't do anything, manifolds will eventually start working at 100% efficiency.
all the manual pre-filling or waiting for all to be filled is just to reduce the time it takes to reach the 100% efficiency
Do you just have a general question, or do you just want help? For the former, if it's math-related it's best to ask here, or if it's not as much math related you could ask in #old-questions-and-help; if it's the latter, I'd make a post in #looking-for-group-old.
also spamming multiple channels isn't a great way to ask for help
That too
@oblique hollow has your thing been approved by Jace yet
i can ask him lol
π
also I don't wanna be that guy but I found a typo lol
didn't even mean to find it
Now do the best thing ever: just say there is one and not where or what it is.

genius.
Don't think this supposed to stack like this
That there's what we call a critical mass
They stack to 200, 100 is the amound manufacturer needs in one go.
Once its done making the rod, it removes 100 pieces of candy at once
Thanks first time ever noticed this π
It is one of few recipes that use 100's of something
And the reason why my Rods manifacturers are fed by two belts instead of one -.-
man i wish they had nukes
Finally a way to get rid of the gas pillars
very ethical
Well, you still will have trouble passing through the place, because It would be massively irradiated..
We have floating concrete realism isnβt that great a deal
True
if youre bored wanna test how manifolds work with fluids?
So given manifold designs like above, wouldn't just prebuffering the entire manifold setup fix most of the starvation issues? I know it takes time, but I usually spend that time prefilling on building something else instead.
or disconnecting the output so it fills up
but yeah same i just do something else
Single oil node overcharged to 600, poly resin meta
10 refineries make 1300, 11 plastic refineries and 16 rubber refineries use the full 1300
If my highest belts are only 480/min, what should that look like?
The calculator doesn't seem to figure that out, it tells me to combine everything into a single 1300/min merger
can you show me a screenshot?
Of the calculator? I closed the tab
Mess with the calculator to find a good way to split this into 3 or more sections?
which one was that btw?
SCIM
Best I can figure is to combine three refineries into one belt and spread those out, then have the last one on an overflow belt, and let imbalances sort themselves out.
oh, I found it sometimes recommending pretty weird splitter combinations
tbh I'd rather use a tool that doesn't tell me how to do splitters, so I can decide for myself
Injected manifold can help with any imbalances.
What's that look like?
!wikisearch manifold
Oh, right, that
I use that pretty regularly, but I'm just figuring out where the injection should come from and where it should go (Cotton Eyed Joe)
(IF IT HADN'T BEEN FOR COTTON EYED JOE)
i would have merged belts a long time ago
is there an easy way to make a belt balancer on a vertical belt like this?
balancers π€’
and then 3 straight across in the middle
ty
...the clipping...
it's great, isn't it? π
Maybe something like the old priority setup? Split down, then split up?
problem is that the conveyor lifts have to atleast go 2 lines high
Make them straight up, then
@burnt wraith Aweeome build! Props!! That definitely took a while.
Personally, I'd have to place those inverted belts across the outside with supported poles at certain sections, because my OCD levels cannot handle such mechanical collisions xD
Nice Quantum Inter-dimensional Clipping π
just regular 3-dimensional clipping
my OCD is fine with clipping, but hates imbalanced machines
@burnt wraith Amazing work. Learned a lot just viewing that. Never knew clipping could be done this way!
@burnt wraith Lmao ew imbalanced machines! I feel you there brother.
@burnt wraith I've done a few odd underclocks just to match quantity per second. Will obviously have to constantly re-do the maths once unlocking future materials and miner overclocking etc. Heh. Long slope ahead
I try not to clip power lines I am a bit lax on and belt hugging with slight bite into walls there always seems to be a slim overlap.
When Update 5 hits It will be like master Yoda saying " You must unlearn what you learned" @#$% off Yoda !
LMAO yeah! Those power lines have to match up with positions, even if it involves more of them than needed eh?
@paper yacht Do you know yet what's added for Update 5?
@paper yacht I prefer the circular wall power plugs from the awesome store at further vertical extensions.
Of course, there is only a certain limit to these without clustering. <.<
Just from the teaser videos but I suspect there will be something JUICY they have not talked about
Pipes was the biggest SHOCKER ever! I'm waiting for another π£ π₯
@paper yacht Yay exciting!! xD
Love it when devs keep quiet about some updates. Surprises.π€©
Using "greeny" TOOLS on these advanced recipes takes me days to sort out the specific math break downs I am so waiting for a valve equivalent for splitters to DIAL in the amounts.
@paper yacht What is your next primary objective?
Learned a huge ton about splitters and their priority levels the past few days. May be of little use at least :)
Like many refineries when you have a need for 6.63 for a product I have to keep close eye on the amounts , Normally I would just break it down 6 ref@100% and 1 @63% but sometime the uneven amount needs to be tweaked also If the manifold belts are too long often the belt speeds need adjustments for distances.
Large recipe builds take me days to sort out ,placements,belt speeds ect
@paper yacht Distance equals out in the end. Space is too important.
The 63% machine, what are you producing here?
Changes mostly to HOW MUCH is changed for example Klepdar's builds were almost all at 50/m on higher recipes they could not progress after the last big update due to FPS issues. When Pipes we added ALL my tower builds and locations were all broken handicapped no water nearby or insane pipe /pump numbers and spacing would take a lifetime to fix. So really depends and factory places and how Updates effect unique builder profiles.
@paper yacht Agreed here. So much more is subject for change.
I'm rather sure that many save files become somewhat corrupt in future updates, due to the expansion in engine design, server-side, and client-side testing.
There is a bug where machines show 0-10% efficiency, or where it eventually decreases substantially from 100%. Only thing which fixes this is through restarting the game apparently.
did not work not very good at post resizes anyhow https://u4.satisfactorytools.com/production?share=dWj6t0ZWGPuYGF2pIOZo
@paper yacht Damn, this really sucks to hear about. Nevertheless, it's all experience for us hehe.
Cannot zoom on that flowchart. The text is around 12pt from my viewport xD
the link about will show the flow chart from greeny site π
I make barges in the swamp bay on nuclear setups I start with 2 corners and build out but always try to build within a tight space only expanding when I have too .
this chat made my brain go bye
the above link I thought should fit but the placements and the extra splitter's sorters and smart devices kept running out of room to keep the math in check
@paper yacht Those extra machines over 1.5x can either be underclocked or send their materials elsewhere. To be fair, anything further machines requiring decimal points over .1 should be built and scaled down (like .1 = 10%). Many don't agree with this, but that's an extra 1/10th of items for storage, or used for other machinery.
Rather than creating a huge line of splitters/mergers, I'd recommend full manifold. Scale down the necessary machines to not only save power, but the resource rate consumption too.
Sorry, this is actually incorrect. Any extra required machinery at 1.3x is better in formula. Here, you create two machines with the second being scaled to 33%
Maybe this will look like π to some but this is the completed part of link above but due to radiation the final Manufactures are offset on another barge near the game border. Always sort a overflow on each recipe to send extra product to storage that then is split to a sink to keep from stalls.
@paper yacht Nice starting build!! Really wish mine was similar at this height right now.
Semi organized Spaghett, lovely
most the π is the overflow storage/sink
ah
still could have been organized xd
latest (modded) thing i made
15 caterium comps
@paper yacht I spent over two hours earlier wondering why belts were bottlenecking. Saturation levels soon became too overwhelming haha.
Turned out, I forgot a splitter for one constructor.
I make a habit of deleting all other resources in machines to start fresh. Sometimes saves the efficiency waiting times.
This took me 3 days to sort out . Mostly vanilla Smart!,EFF,and Super Chainsaw everything else is made on demand but If I build via creative or full fly mode you loose a lot of the game experience.
the only thing modded i got here is a few recipes
Greeny's Tools are like a Radio Shack Electronic Set for me the challenge to get all the placements and math to sort out in the flow chart π
Looking up flowcharts is the best approach, although, I'd never use them either understanding the logic.
@paper yacht Yours is very good!
I'll create and few diagrams of for tier1-5 items later. Loving the designs.
Mostly I use as an example for further tiers etc.
All machines are at 100% consistently, plus the layout has room for lots of future expansion (especially in Northern Forest)
@unborn condor I sometimes under-clock 2 buildings instead of overclocking from link above one Manufacturer needed 1.07 of them. You actually draw less power from 2 under-clocked buildings then to OC it to 107% ^_^
maths.
why maths
why do I need maths in playing a video game
i thought i escaped maths
you don't need maths, but some people enjoy calculating stuff and optimising π€·ββοΈ
also, why would you want to escape maths lol? that's exactly why they teach that stuff in schools - you'll need it π€·ββοΈ
I mean you do need a bit of maths for power, but you can also just overproduce there and not care
also bottlenecks tho
overproducing stuff then transfer it on a merger will certainly bottleneck stuff XD
that is for me at least, since I am still in early game XD
the conveyor tier is too low
for transportation is it better to transport the raw stuff for biofuel or to make it then transport as genrally speaking you make more biomass than the raw resources?
i didn't get a single word out of that
why would you want to transport biofuel?
i`m cutting down trees etc and i wonder should i make biofuel on the spot for inventory space or to travel back to base and craft it there (automated)
you can transport anything you want
i mean yeah, but he said automated
if he is cutting down tree, that's not automated, but all the rest can be automated
you can't fully automate biofuel, period.
also crafting on the spot or travelling back to base and craft is kinda the same thing
i`m cutting down stuff by chain saw and i can either make it biofuel manually freeing up space to cut more down or fill inventory then put it in storage to be automated by it requires me traveling 1/2 the map
biofuel take less inventory space.
but you need to hold down the craft button, for a darn long time to craft all the biofuel
once you have wood/leaves, biofuel can be automated
or you can just delete all the wood, unless you really need that biofuel
my method is more cutting down stuff, bring back to base to turn all of them into biomass, then dump them into the constructor loop to turn it into biofuel
save time
this
if you are not bothered by crafting for a long time, manually, then go for it
I advise against it
Satisfactory Calculator tells me I need 6 miners (mk2 pure set in options. Belt speed as well) for 90 concrete.
But I'm using one mk2 miner pure node overclocked to 270, feeding 6 constructors (mk3 belts) all at 100% efficiency for 90 concrete.
What am I missing?
what purity is it?
clock speed, those miners are at lower clock speeds
also the node is probably a different purity than what you set in SCIM
I don't know why it does it that way, part of why I don't like SCIM for production planning, since it does some weird stuff for logistics, and there's a bunch of different ways to logistics that are right
I think you mean ways that are..... satisfactory!
anyway, I'd use greeny's tool (https://u4.satisfactorytools.com/), or set SCIM to simple mode to just get machine counts
scim will still split stuff based on your max belts even in simple mode though
i need some math help
I got 4 normal coal nodes
and mk1 miners
how many fuel does that provide to the coal generator?
60/min per miner
how many does coal generator burn each min?
i did
but the coal gen need to get powered before it show anything really
i did open it up but it didn't give me anything
then power it lol
alternatively, there's a wiki or online tools that you can use to figure stuff out
also does water extractor stacks?
what do you mean by that ?
like does the pipeline connect all the extractor, and the fluid combine to an accumulate amount
as long as you don't exceed pipe max flow, yes
didn't know the game had badword in it
does this change the game's age rating 
if i have 3 lines of 720 quickwire and 4 factories that need ~500 each how do i balance that?
3x 720 is 2160... just doing the quick check to make sure you have enough. You're looking for a 3:4 balancer with the caveat that you can't combine lines. So, split the lines into 2 lines of 360 each so you have 6 360 lines. Pick four to be your main input lines, and split the other two into 180 lines. Feed the 180 lines into four 360 lines.
split 2 line in 2 each. Last line in 4, merge each of those 4 with lines from the first 2.
Yeah this is a bit more complicated than that since they can't merge lines.
he can, as my merge happens after a split
You only split two of the lines.
read again.
it's the same as you solution
K.
The reason no merging is possible is because of the 780 limit, correct? Once it's split to 360 there is plenty of ability to merge.
Correct.
Otherwise a standard 3:4 splitter with a single merger to a single line to a splitter to two lines to a two-way splitter on each line would work.
well the issue is its 450/510/462/475.6 and i make exactly enough for it to even out so if i just split it to 4x 500 lines it wont even out
another easy way with smart splitter is simply: put a smart splitter on each of your 3 lines, 1 output on "any" for feeding first 3 factory, 1 output on "overflow". Merge 3 overflow for th last factory
but then id have 4 belts isntead of 3 over a logn distance
...move the splitter.
You can handle this closer to the factory.
As for the factories and their inputs, this can overflow if there's a bit off, but honestly with that much input it won't.
Might even add an overflow splitter on the lines to a sink.
well i dont have any overflow is the thing
i make exactly enough for my factories
all of your quickwire line are at least 475.6 item/min ?
neat
Yeah, that's a good way to do it.
And ZyRaNex, you're not getting those exact numbers of input. Not easily.
can anyone tell me how do i divide 105 of iron rods per minute to 7 constructors?
its actually 250 more but i dont need that until later
!wikisearch manifold
ive done this before by using the last manifold input and sending that to another factory but that felt like a bad solution as it required lots of math
1:7 load balancer is basically a 1:8, so one splitter to 2 lines, another 2 splitters to 4 lines, another 4 splitters to 8 lines, and then one of those lines feeds back into the input to make seven lines.
thanks
Or I could build it off of a 1:9, so one line to 3 lines to 3 splitters to 9 lines then feed two back into the input. Might be smaller.
that doesn't require that much math, if you have smart splitter just send the overflow of the 3 first factories to the last one and you are ok if your lines are full enough at the strt
Or use star topology to connect the multiple bus topologies of the manifolds
wat
Never heard of that before.
i've tried hardcore balancing but it never works out well when you want to expand. I just use the overflow manifold method. It works well enough and if you don't max out the belt it will keep up. I found its good to max out the supply for some time until everything is full then slow the supply production down
Balancing should be recreational only, generally. I like to do it when it's easy. When it's not, I don't bother.
Basically, just use a splitter to go to the 2 buildings, then have a manifold within each, instead of basically extending the one manifold. It's mostly just technical names. Bus topology and manifold are both splitoffs in series. Star topology is a top-down splitting approach, usually decentralized.
i cant have a splitter go to the 2 factories as that would require a 1000 belt
Yeah, he's using bigger numbers than that idea would allow for.
Is this for the 3 lines?
Yep.
Maybe use a smart splitter for each line before the recombining to catch overflow, then merge?
Or just use three before that.
ive seen this design some time ago that overflow merges the lines to the left so the left most lines are always full
issue is that im stacking my belts horizontally so that would require alot of space
the issue i have with just using an overflow splitter is that the merging can sometimes make specific lines back up
That would work too, but might as well use an injected manifold
how would that help
injected manifold is much smaller
!wikisearch manifold
i dont care about the size of my manifold
i just want it to get enough reesources
It acts exactly the same; it uses overflow from the first to the second, etc... then merges with the next line coming in to use the overflow to continue filling belts to the machines. Uses less space and less logistic machines.
I'd either balance the 500 (480+20) or merge the overflow of each quickwire belt onto something (with my preferences, that'd probably be the same output belt of the factory if there's space on it)
uuuuh intersting idea
What should be using the overflow?
another factory
... Does that factory use the items you make with quickwire too? 
(Trying to think if merging with the overflowing factories' output can be convenient or not)
caterium circuit boards into caterium computer so that actually works
but sadly ill switch to silicon circuit boards once i have quartz π¦
but yeah idk this just sounds like a overflow splitter with extra steps xD
It's just overflow splitting yeah ^^
I'm just suggesting where to split ahah
I find it convenient to split close to the end-user since I almost always end up using the output belt also as overflow belt, that's just how it becomes convenient to me
Depending on how you set stuff up, it might be best to split the overflow when you got all 3 belts together and merge the overflow right then and there
Or a programmable one yeah
"Save on belts" naturally depends a lot on how you build in the first place ^^
Hey guys, I'm wondering how detailed the pipe simulation is in Satisfactory, I'm aware of head lift, but I'm wondering mainly how the junctions work, is it just a simple 50/50 (assuming a Y split) like conveyor splitters? What happens when you combine flows from two water sources at two different ends of a junction pipe? Do they fight for who's the strongest and start pushing back the other water source, or do they just combine nicely?
Have you checked out the Piple yet? ^^
I'm not saying I don't wanna answer, it's just that most answer are probably shown and explained well there, with examples
speaking of which, just finished my first VIP, McGalleon saved my 6 brain cells
I hope you remembered the pump on the output pipe ^^
super simple answer though (glossing over the weirder interactions) is: fluids flow towards the path of least resistance, and junctions just join pipes to allow flow, they don't do any splitting/merging. generally pipes behave how you want them to if you let them fill completely first, othewise sloshing of fluids messes up the flowrate.
That's a good recap
Cool, very useful thanks π
I'll definitely be studying up on my plumbing using this pipe bible as well
Or you can look it up anytime you got a doubt ^^
The sections are pretty clear
So I can power, at max 252 nuclear power plants going at 100% efficiency
for 630000MW
Should I use all the alternative recipes that the calculator tells me to use if I have them all unlocked?
the calculator use the best recipes to max what you want. If you want 252 nuclear power plant, you need to use all alt listed for at least all the uranium production lines; the rest might not be needed, but will probably cost more ressourc if you don't use them.
gotcha
escape
ah nice
thanks
with uranium rods... if you are willing to use plutonium...
Does anyone know if the mk2 pipe flow loss when running at max capacity is fixed on update 5?
there's no mk2 pipe flow loss bug
there's 5m3 loss on load per fluid input and there's pipe manifolds being weird
and nobody knows if that's gonna be touched in U5
there are a few other issues, one of them has to do with junctions
and i think the reason mk 2 pipes "cant fully transmit 600" is because of junctions
yeah but iirc it has been confirmed that mk2 pipes can do 600
Yeah, it's not as much a pipe bug as a machine bug.
yes, without any junction i made several tests on long 600m3 pipes without any problem. The problem is with junction, and i'm not sure it's really a bug, it's more that we don't fully understand how junctions work (mainly when they can create some backflow and limit the total flow).
im piping nitrogen gas like 2km.. will i need pumps along the way? i feel like it should work fine aslong as the pipes fill up, but fluid (gas) dynamics can be fickle if theyre anything like factorio
will i still be able to pull out 600m3/min out the other end tho?
Just be carefull. Flow rate for gas is directly proportional to the filled volume of the pipe
And yes, if you have mk 2 pipe and the pipe is full 100%
Dont use any buffers for it tho
im piping it from the 10 pure node well, so should be filling 2 mk2 pipes exactly
Once its filled then yea
with this new information im worried that once i hook up my factory wing the flow will be less, cause its gonna pull out of the pipes, making them less full, making the flow less
or wait, is the proportional relation inverse? more full pipes = more flow OR more full pipes = less flow
More full = more flow
And dont worry, total flow wont drop below 600
Since 600 is going in
600 also has to leave again
ah, thats a good point
Just that Buffers tend to suck up all the gas
Buffers only output 600 again if they are full
also, i will likely not be using anywhere close to that 600 anyways for just getting some buildy bits and bits for research
So if you have an industrial buffer, you would have to fill it to 2400 to get 600 out
Which is terrible
Good to know
Yep. Recently tested that
How about train stations?
Thanks, mr Pipe wizard!
Good, so the devs didn't curse us with that without being able to use pumps π
Its really odd, it makes using buffers to keep max flow up useless for gas
Sounds like it's just a noob trap?
Sorta lol
Does the "reloading your save issue causing some fluid in the pipe to go away" issue happen to all fluids or just liquids
(half expecting someone to say "but aren't those the same?" without realizing a gas is a fluid)
Aren't those the same?
fluids are substances that flow, so it's both liquids and gases
You anti'd my anti-joke
The wiki suggests 5 power storages per GW of power produced. This is based off the fluctuation in power production by
geothermal generators and fluctuation in power consumption in particle accelerators. Is that rule of thumb correct?
If we had 1GW produced by geothermal generators and 1GW being consumed by particle accelerators, wouldn't the worst case
scenario be 500MW production and 1500MW consumption, requiring 10 power storages to make up the difference?
Also, doesn't it make more sense to recommend power storages be built with fluctuating producers/consumers? I mean for the purpose leveling out fluctuating consumption and production (for other purposes, you do you). Like 2 per pure geyser and 5 per nuclear pasta particle accelerator. I think you'd probably end up building a lot fewer power storages following that type of rule of thumb than "5 per GW of power produced".
Sounds good to me
By the time you get the fluctuating geothermal, you'll probably have a few GW of other generation anyway, with a few hours of backup power.
There are many ways of sizing you backup battery:
- By time you want to have when something goes wrong. Need 10 minutes to reach your generators/turn off extra factories? You need roughly 1 storage for every 500MW. If you want a hourly backup, 1 storage per every 100MW produced.
- By power currently 'wasted'. You make 2000 MW but only use 800W right now? Build 12 power storages. And when they're full, build another ones.
- By space available. If you picked a fancy cave and have a set area/volume to utilizie, just fill it with power storages.
Power Tower.
Those things are very small and wires are the simplest logistic element in the game. Just stack them all the way to the sky.
Caves! Exploit them while theyre accessible.
By the time you'll build large power storages, you'll probably have large power plants, so the need for storages is pretty much void
yeah that "rule of thumb" seems weird on the wiki
it does make more sense to plan storages around backup or fluctuating, cause most of your demand isn't fluctuating
wiki has tons of weird things due to it being open and maintained by just a few people
Blame Ondar?
I can see building power storage if you want to use more out of the geothermal energy, but then again - do you really want to get that close to your power production? Isn't it better to just add a few nuclear plants and not care about a few MW from geothermal?
kwjcool added it back when the patch first released, and it looks like was just ran with
The wiki does give advice about how much power storage you need. Specifically, how much power storage you need for the purpose of compensating for fluctuating production and consumption.
Given that the advice does exist on the wiki, we can ask:
- Is the advice necessary?
- Is the advice accurate?
To say that "you'll have lots of power generation anyway" or "just build tons of power storages" sounds to me like an argument for the advice not being necessary. Like "don't worry about it - in reality, you don't actually need to compensate for fluctuating power production and consumption". I get that argument. I agree that, in practice, most people will have more than enough power production. Some may have power storages and, if they do, they have probably built a tower of them providing more than enough storage to compensate for fluctuating production and consumption.
However, I also think that the wiki is the perfect place to provide this advice for those who actually want to calculate how much power storage they need to compensate for fluctuating production and consumption. So, while many people will not need to calculate how much power storage they need for this purpose, having the information about how to calculate it is valuable to those who do wish to calculate it.
My question I posted above is not if the advice is necessary, but is it is accurate?
If we had 1GW produced by geothermal generators and 1GW being consumed by particle accelerators, wouldn't the worst case scenario be 500MW production and 1500MW consumption, requiring 10 power storages to make up the difference? (ie. not 5 as the rule of thumb suggests)
My second question was if it would not make more sense (ie. if advice could be improved) to recommend building a number of power storages to make the amount fluctuating production and consumption.
I acknowledge that there are other uses for power storages, and each will have a different way of calculating how many power storages are needed.
Sorry Lund, I had already typed half that essay when you replied.
If we had 1GW produced by geothermal generators and 1GW being consumed by particle accelerators, wouldn't the worst case scenario be 500MW production and 1500MW consumption, requiring 10 power storages to make up the difference? (ie. not 5 as the rule of thumb suggests)
power storages can output any number of MW, it's just about their MJ capacity
also both geothermal and particle accelerators use just linear min->max change, so the average is always in the middle, meaning you just need to have enough MJ to cover the downtime (which is half of the cycle)
these are excellent points.
I'm not sure how long is the cycle for geothermal gen though. Let's say it's 30 seconds and use normal purity (100-300 MW), that means we need to store 15 seconds worth of production between 100 and 200 MW, so 15s x 150 MW = 2250 MJ, which means 0.00625 power storages per normal geogen or 160 geogens per storage.
For particle accelerators, it differs from recipe to recipe. Let's use plutonium pellet recipe as an example, going from 250 to 750 MW in 60 seconds, meaning the energy required is 30s x 375 MW = 11250 MJ, so 0.03125 power storages per particle accelerator.
@twin anchor ^
We also have to consider the max charging rate of the power storage (100MW)
oh right, I forgot that's a thing
I should really play the game finally
so for all the above calculations, use the average power (200 MW for geogen and 500 MW for particle accelerator) as a minimum amount of power storages
so 2 for geogen and 5 for PA
We're all curious to see what you come up with when you play
will probably happen after U5 (most likely U5 hitting stable)
nice
and I'm hoping I'll be able to do twitch streams for those interested
π
though I'm not sure my gameplay will be any good lol π I hardly remember how to control the game xD
it'll be fiiiine
If you get stuck planning your factory there's this cool website I can point you to which may help
I've heard it's dev is pretty bad at updating it tho π€
mfw you're literally a case of "good in theory, bad in practice"
good at planning - i.e. your website tool - but (supposedly, but doubtfully) bad at the game
well technically I'm not even good at planning π since it's just putting stuff to a tool I made xD
Everyone knows liquids means just the wet ones
Yogurt is a fluid but not a liquid kek
Here's something I'm working on
grouping every resource node within a reasonable distance and then putting the mk 2 miner 250% output totalled up
i got confused by lithium but then i realised it's limestone lol
Some of these are pretty long distances but since they're all contiguous, it would still be beneficial to do single-node initial processing and then ship the first-level products to a central location within the polygon
also there are a LOT of nodes in the eastern swamp,. i'm curious why you don't want to use most of them?
So far the only overlapping node groups are the Limestone/Iron in the east part of the northern forest and even then that's very slight
I just haven't gotten to those yet lol. I will be doing nearly every group on here
oh yeah thats my favourite starting spot. it's northern forest so lots of pure nodes, but also plenty of space for hub and elevator
and soooooo much biomass to cut down
The only ones I'm leaving out will be nodes that are totally isolated which are a handful of iron, copper, limestone, caterium nodes
even a decent size cave for shroomz
I'm also gonna do a map highlighting the best groupings for coal+iron=steel and coal+sulfur
i kinda wanna play now but i also dont wanna play until update 5 T_T
I'm on a new rocky desert save based around that lake and I'm in a power squeeze. there's 96 potential coal generators up on crater lakes but it's just a pain to build out
you should plan out the logistics. choose a start location so you would have trucks near there but more generally you want a train network across the map so you gotta figure out where the stations should go
ah rocky desert, ok
I had an epiphany when I realized I don't have to use Iron for hardly anything besides iron-only concentrated modular frames OR separate steel factory
yeah i try to get off iron in favor of steel alts asap
then use iron only to make steel or coppper alloy ingots
because alt recipes eliminate regular rotors & screws from production, so without coal nearby, iron can just go to plates/ironwire/rods -> stitched iron plate -> modular frame
i like to combine steel coated plate with bolted iron plate, but i'm weird like that and obvs cant do it until i got oil and a few hdds
ofc steel is better but until you've train-networked, getting coal and iron together, especially when you're still on coal power...
I used the s-calc to just unlock all alt recipes. i fucking hate grinding hdds for them.
yeah, solid ingots are great when youre at coal stage
the purple crater in the south is great once you have trains unlocked, you can power the production of oil, steel and oil products with coal generators and load it all onto a train
theres even some copper, limestone and caterium nearby
i said oil twice lol. i meant you can make oil products and still have leftover HOR/fuel
you can even start with coal gens to power stuff until theres enough production to provide the parts you need for a fuel power station. can do turbofuel if you want. there's a nice variety of resources there
last time i spent at least a couple weeks building there, never had to leave
by the time i left i had bins full of heavy modular frames, computers, motors etc. at my base
just wish i had supercomputers and turbomotors automated at my base xD
Which alt for turbo fuel would be the best? Thinking of making a turbofuel plant on the west coast with the 1800 oil I can get there. I have all the alts so I'm just trying to plan ahead π€
Probably not gonna utilize it at a 100% cause of the mk2 pipe bug though, but close
HOR -> diluted -> (either) normal or blended turbo are the most resource efficient recipes
blended saves on sulfur, but needs more oil, and the reverse for normal (plus needs coal)
1800 oil would create an obscene amount of turbo fuel though, you might stick with like 300 or 600
mostly cause setting up the fuel generators takes foreeeeever
S.M.A.R.T. π
Need over 500 fuel gens (100%), or less but shard them
Probbaly end up doing it in chunks, 1 per oil node
That's a lot of fuel gens, any reason to not just go nuclear?
100 is already a reason to go nuclear
Doing 25 was enough to talk me into it lol.
lol
Come on, touch it >:)
Not unlocked π
show me your factory spreadsheets and flowcharts - I wanna see :3 
well - I couldnt follow that even if I wanted to O.o
Heavy modular frame meta be like:
a setup like this doesnt have issues with 780 belt limits right? because the overflow line will just get more items
or is there an issue with that?
That pic could really use direction arrows on all belts
I never understood the need to max belts if you have 600 on them already
if its over a long distance its easier to have less belts
well over long distance you want to go trains anyway
and maxing belts leads to throughput loss over distance
thats the point of that design
the overflow line would just have more items so you wont lose throughput
and if you did 600 belts, you could easily just build buildings for each 600 belt to use
im making 1200 aluminum scrap per min how many fully overclocked smelters do i need (using the pure aluminum ALT)? im brain dead after setting up a computer factory and aluminum setup so i cant think straight
8
mk thank you
probably with an injected manifold then
how do i set that up
split each refinery to 3 smelters, underclocked accordingly
(88.8889% each)
well you need 3 refineries to 8 smelters, right? so if you do 3 refineries to 9 smelters (or 1->3), you have to underclock the smelters to 8*100/9%
i think i just figured it out
im splitting the 3 refineries 2 3 smelters each then clocking one of the overclocked gens at 166.6667% so it requires 100 aluminum scrap totaling up to 400 per 3
split the middle line into two, merge it with each of the other lines, then split each of these two new lines into four
correct
Which turbomotors recipe do you think has the least convenient ratios, thus is the hardest for which to make a production line running at 100% without overproducing? 
@frosty owl hey I wanna work on something with you in the future
you've heard of max aluminum, or max power, or max turbo motors
now get ready for.... https://u4.satisfactorytools.com/production?share=47bvm9GH0RCq7z8nKtfU
max portable miners
... I will block you
π
i love it
this is one of those things where you look at it and you're just like "why"
and that should include how many storage to stock 1 hour of prod ?
Why would you? 
I hate the miners so much this conversation is triggering me 
#automate-inhalers-first
ye that probably is the fastest ISCs/min setup
one hour of production would be 12695.375 ISCs.
(10156.3 * 60) / 48
ah yes 10/10
LOL
it does that just for the silica LOL
that's beautiful, I didn't even notice that
holy shit I don't even think you can power this
you'd need to turn off machines needing powered with SCIM
Yep, since it uses all quartz for Crystal oscillators for rigour motors but still wants HSCs 
I dunno, what's the max you can have for uranium/plut rod balance
wiki says 50.4 / 22.4
yeesh
So turns out portable miners are one of the few productions that can actually use up all nuclear (or close to that)
i just love it when 2 alt recipes(rigour and electric motor) are used in a planner
just shows how incredible this games math is that theres no best option
Guys, got any least favorite turbomotors recipe (or set of recipes)?
wait its 559 GW just for the miner manufacturers
electric 100%
so I looked through this web more
it uses every resource.
well, everything but uranium
well most things do if you select maximize i think
right, but still
also am I stupid or am I not seeing limestone...?
huh. so it doesn't use any limestone or uranium, it seems.
ooh right because it doesnt use cheap silica it uses alumina solution xD
so much quartz has to go to making crystal oscillators that it can't make the silica alt
that's fucking hilarious
Why would you not expect it to use everything but limestone and uranium? 
cheap silica
Stuff like coal, oil and quartz can be used in almost any production chain
Oh, good point
I guess it runs out of iron before it needs that much silica ^^
more like it runs out of quartz
i also like
what recipe should i use for steel ingots?
yes!
all the steel
This is delightful thank you
so after finalizing plans for my t1/t2 factory in my U5 save, I've come up with these per-minute rates of material output:
60 cable
100 concrete
30 copper sheets
18 iron plates
15 iron rods
2 modular frames
8 reinforced iron plates
6 rotors
2 smart plating
120 wire
The goal was to use 100% of the materials available in the immediate area of where I plan to start.
I'm debating if I should make two more smart plating per minute, which would just be as simple as cutting off two rotors and two RIPs from the total output (I don't wanna go any lower than that). Think it's worth it to do that, or no?
for reference, these are the nodes I plan to use - this is on the western coastline of the rocky desert.
oh hey, wait, I'm a clownβ’οΈ I just noticed there's six iron nodes not five
back to the drawing board rq
ye 4 smart plating
also id suggest a screw production
early on alot of milestones cost screws epsecially the chainsaw one
It's just t1/t2 milestones and equipment workshop stuff like the object scanner and chainsaw
which is why I don't really think it's worth making permanent
however....
screws is the first thing i automate then rods then plates
and then i take the cainsaw node as the first milestone xD
Okay, updated list:
60 cable
100 concrete
30 copper sheets
18 iron plates
15 iron rods
4 modular frames
6 reinforced iron plates
4 rotors
48 screws
4 smart plating
120 wire
works up to 360 iron/min with base recipes
(adjustments from last list: +2 modular frames, -2 reinforced iron plates, -2 rotors, +2 smart plating, +48 screws)
i think id make less modular frames but more normal iron plates? not sure
18 seems really low
true, but I'd probably try to avoid using regular iron plates for belts where possible as soon as I get RIPs online
i think thats a bad idea
RIPs are so expensive its not really feasible to use them as default imo
hmm, fair
i only use them when i need >60 throughput and usually make 100 or something normal plates
SIPs are pretty good though
yes, but this is assuming I don't go on any hard drive hunts until after I get coal power going
Updated list:
60 cable
100 concrete
30 copper sheets
50 iron plates
15 iron rods
2 modular frames
6 reinforced iron plates
4 rotors
48 screws
4 smart plating
120 wire
(-2 modular frames, +32 iron plates)
i personally wait until rifle and jetpack but thats up to you xD
that seems weird though, SIPs save power as well π€ but I get that not everybody wants to go HDD hunting so early (although I think it's super beneficial)
fighting this with a zapper is just
not fun
not all HDDs need fighting
and a lot of those that need fighting can be done by just running to the objective
I agree it's beneficial, 100%, but I feel it's less efficient with my time if my factory shuts down while I'm gone
because then it isn't doing anything
ye add 120 solid biofuel to your list xD
but there's many wrecks in the rocky desert alone that I can get fairly early on (most complex part looks to be motors) so I'll hope for good recipes in those
not adding it if it can't be automated start to finish
well yeah, my go-to strategy was:
- fuel the factory
- pick one/two nearby HDDs and all the bio you can get on the way
- get back
- use the HDDs (portable MAM wasn't a thing back then) while producing biomass
- repeat until you have all good early game HDDs
fair
i unlock solid biofuel before i unlock rotors/reinforced iron plates
actually i unlock solid biofuel before foundations or splitters/mergers xD
looking at the map, if I wanted to get a bunch of wrecks early on, I'd need:
- 4x rotor
- 30 MW
- 4x motor
- 9x modular frame
- 10 MW, 1 rotor
- 30 motor
- 1x modular frame
- 1x rotor
- 2x quartz crystal
- 4x encased industrial beam
- 50 MW
- 4x rotor
- 30 MW
- 21x rotor
- 10x solid biofuel
- [nothing]
- [nothing]
- 3x heat sink (if I can find them by another wreck)
lol
all of these are very basic and very close
if you load a save it shows what items are on the ground around them btw
even if I just booked it south to grab the two free drop pods and fished for iron wire + stitched plate, or cast screw and something else, before beginning any work
ye, but I'm at work, so I don't have access to my save
ah
a lot of HDDs have resources scattered around anyway
so you can make use of them to unlock other HDDs
no rotors though interstingly
Your save isn't in the cloud? What a casual.
I don't play Satisfactory on this computer
I just messin β€οΈ
I figured lmao
Imagine not being able to play on your work PC, such casual gamer
π€£
it's a laptop with RAM issues
I don't trust this shit to run much of anything
I'm impressed it can run Slay the Spire tbh
Anyone know approximately how fast one drone can transport items that are stacked in 500? Like could one drone feed 2 belts without falling behind?
(Assuming a moderate to long distance flight)
9 stacks times 500 items for a mark v belt is 5m 46s
that is, it'll keep the belt saturated for that long
two belts will be saturated for half that (2m 53s)
so that gives you your maximum round trip time before the belt will start to stutter
Having said that, drones are also rate limited by the connections - a drone port only has one output, so one belt is the maximum it can pass regardless
dose anyone have a equation or caclulator i can use to find how much stuff/min i transport with a train
The train throughput section
I have decided to faithfully follow what the satisfactory calculator site says. I knew it would be a pain in the ass but I severely underestimated how hard it would be with all of these completely arbitrary splits like 83%. I'm already half way done so I have to commit to it
I swear if when I finally power this thing on and it turns out I made mistakes in the splits I will commit game end
There's this lovely guy that makes 1:10 videos on youtube of random splits in satisfactory so bless his soul π
it's worked up to 16 so far
You realize you could manifold all the inputs to get the same efficiency (though with a longer time before it reaches max efficiency)? ^^
Else you could still have it mostly balanced and avoid most of the cumbersome splitting if you just manifold the ores and fiddle with clocks a lot.
Eg (assuming rotors and modular frames production): you manifold the iron rods for the rotors and frames on 2 separate belts (that you only need to split 2/3 ways to get the right ratio). The two groups of constructors get fed iron ingots 1:1 by smelters with the same clock. The smelters' ore gets manifolded
A tangent on HMF recipes
I find that this (in picture) set of recipes is the one with the best balance between resource efficiency and the number of machines needed for the production
These the numbers compared to the equivalent production with the most resource efficient recipes (https://u4.satisfactorytools.com/production?share=9CqLLmFaMud8nw6Y5G6c)
Left efficient, right fast
Refineries: 3.8 vs 3.6 (-5%)
Foundries: 2.85 vs 3.1 (+9%)
Constructors: 9.9 vs 7.3 (-26%)
Assemblers: 9.2 vs 8.2 (-10%)
Manifacturers: same
Iron ore: 100 vs 93 (-7%)
Coal: 114 vs 124 (+9%)
All in all, it seems that combining bolted plates with standard frames does increase the use of steel (thus coal) a bit but noticeably decreases the amount of machines needed.
Note: this was calculated disregarding plastic and rubber usage and the Heavy Flexible Frames recipe (which drastically increases the use of oil while saving a lot more coal and needing a few less machines)
@bleak coral might appreciate the numbers
First impression: using heavy encased huh? almost like heavy flexible don't got nothin' on it huh? π 
Pure iron ingot is an interesting choice, 3 refineries is about the same size as 5 smelters, and it's waaaaay less power
oh I guess this was just for machine count though
Machine count and efficiency both ahah
But no, heavy encased is just too good to make flexible interesting in this scenario unless you really don't care about burning rubber in this ^^
I mean that's kinda the key problem with heavy flexible in any scenario
it is actually better in a lot of ways to the default recipes, it's just encased is betterer
Yeah... Even with how I love to reduce the number of machines, it's just not worth it :/
Sure but with weird splits like 9/13 (done that before) I would need to manifold literally 13 outputs and then manifold 9 of them, seems pretty rediculous
Well in comparison to what I have right now it's not so bad is it
And it would keep them in neat strips and make planning a lot easier π€
Think I should rebuild the whole thing?
how is manifolding 13 machines harder than doing weird balancers?
(not to mention that the calculator doesn't give you perfect balancers either)
@wind spade am i doing it right?
what's that
13/15 and 2/15 split
ok (β―Β°β‘Β°οΌβ―οΈ΅ β»ββ»
scalable design i've been trying to pull off for some time - thoughts/opinions?
I'm not a big fan of busses, I think Satisfactory works better without them
I tried having a main bus once, waaay more effort than it was worth
now i just pull what I need onto the next production bus, then dump the rest into storage
I don't think any bus is worth, direct insertion works way better due to SF not having variable production
I mean I just use them as a way to organize conveyors
they are still basically going in direct to the next production manifolds
if it's just connection between two points, I wouldn't call that a bus
sometimes I split belts into different manifolds
i just call the whole thing a conveyor bus, for lack of a better term
stacked belts π
right
ok i built it out a little more it's pretty neat
i prefer to have the production expandle which seems hard to do with your design
@wind spade Wouldn't a main bus design help prevent clutter?
also i tried the idea of a secondary bus but ended up with alot of spaghetti so i think i prefer 1 big bus
smaller busses also have the issue that its harder to use alt recipes since you dont have all resources on the small bus which is the biggest upside of a bus imo
how would it? each machine/manifold is connected directly to where it needs to go, which is most likely super nearby
it is
i think busses are the most efficent way to build
why would one belt that goes a like one foundation far be spaghetti?
depends what do you mean by efficient. Definitely not by material and effort
greeny could you show me a pic of what your manufacturing process looks like?
if you have enough production buildings a bus is 100% material efficient
also yes i think it is the most time efficient for progressing through the game
the only downside i can see is bad fps
materials = cost to build
if by expandable you mean add other stuff then yes it's hard to do, but in terms of quantity* mine is scalable from Mk1 to Mk5 belts
this is an older design but what i mean is i can just add new machines to the right
so you mean quantity, I build my manifolds vertically
if you look at the diagram, the L arrows are lifts
so I can add more machines just by adding more floors
aaah sorry didnt catch that
I prefer horizontal as I find stacked to be annoying
Expandability of horizontal is easier imo
yea def a preference thing, I don't like having different length production manifolds so I just cube them up
something like this
Yea that makes sense (I mean it)
I would do that for certain things
I mainly use buses for ores (specific materials) etc so I can put machines anywhere I prefer
one factory can produce more than one product, e.g. like this
i think that is fine once you have mk 5 belts mk3 miners and all alt recipes
but before that its just way too hard to adjust
why would you need to adjust this tho
apart from super early game
if you get a better miner you can make twice as much
if you get better belts oyu can make more
if you get an alt recipe thats better you basically have to rebuild your whole factory
with a bus you just add a machine in the manifold
if you get better miner, you can split before your factory and either build the module again or use it for something else
better belts aren't really useful since the factory is built with certain throughput in mind, so doesn't need better belts
most of the recipes you get before building anything, for the remaining ones, you can rebuild if you really need to (but again, there's no need to rebuild, since the factory already produces the amount you wanted in first place)
and then have to recalculate the whole tree backwards to be sure you have enough resources for that machine
i presume all the boxes are manifolds so greeny can always just expand them
yeah, although I'd usually rather build another module over expanding existing one
but adding a machine to a manifold is waaayy easier than building a whole module again
because you dont need to do the logistics again
and imo if you have a plan (or a calculator) you wont have to recalculate
this is the design i started using lately
vertical bus so its more compact
and machines on both sides to make it shorter
also if you build a new factory you have to make logisitics for the parts you already have again
where with a bus you can just add those machines to the manifold and split it of
this probably sucks but I do stuff like this
you're comparing different things. Adding one machine doesn't happen in my build because that's never needed, all machines/modules work at 100%. If I'm adding something, I'm building from ore, which you would have to do in your bus system as well (build all smelters, constructors, assemblers, etc.). The amount of buildings built is the same, just the module is easier to copy, in main bus you have to take care to not have more than one belt can handle
main bus in satisfactory sounds like such a pain
main bus = "I want everything all in one place"
on-demand = "I just gonna build what I need"
ok say for example your making heavy modular frames
youd have to make the whole modular frame production again
but with a bus you can just go those places (mod. frames rips. etc) and add machines to the manifold
factorio is like, I can build literally square miles of belts with a couple clicks, in end-game
satsifactory buses are just too much work
actually that's just my opinion of satisfactory in general lol, on-demand building is also repetitive
example: I want to double my RIP production.
my system: copy the RIP module next to itself
your system: figure out how many is produced at the moment (you don't know because other machines can eat some RIP, or you have to keep track how many is produced), add the same amount of buildings as in my case to the manifolds, check if all manifolds are under 780/whatever your belt is. Depending on your bus length, this may be more walking than building one compact module.
except you gonna have to build and pull belts for every stream whether you're using it or not
if you're fine with doing that, then main bus is good for you, some of us are not
i mean yes the math is harder
but imo once you get into it its very easy to keep track
so to sum up:
- harder math
- same amount of building
- more lag
- a lot of useless belts
don't really see any advantage for main bus to me
way faster build time
it is because the logsitics are way easier
but longer distances to walk
having done both too, main bus is a lot more tedious and more belt management
having done both i guess you just didnt do it right
but for sure it's the most flexible, just really takes more time and effort
lol ok
i think around HMFs and Computers it really shines because you already have alot of the things needed on the bus so making those is alot easier than making a new factory
where do you have the easier?
- you build same amount of buildings (obviously, need same amount of production)
- you build roughly the same amount of splitters/mergers (since both systems use manifolds)
- for manifolds you build the same amount of belts
- for my system I need a few short extra belts to connect manifolds
- for your system you may need to add new belt to the bus due to max belt limitation
- for my system everything is in one place next to each other
- for your system it may also be close, but in worse cases may be on the other end of the bus, meaning more walking time
from what I see, it's pretty much the same build complexity/time. Maybe I'm missing something tho
the benefit is that you don't need to do calculations
i finished my manifold paradise and it's taking forever to level out and actually produce anything
you just look at your bus
for both you need to
wow, the belt with module frames is empty? add more assemblers in that section
I'm assuming you use some of the online tools to compute number of machines
that sounds like a pain. Because you add more modular frames, which means e.g. RIPs start being short and it just traverses like that and you have to check the whole tree
so I'm assuming in both cases you're adding ALL the buildings you need
(and you know how many of what type)
you just overbuild signifigantly
that's waste of items
I'd rather build a factory with 50 assemblers once then build a factory with 25 assemblers twice
well in my case you almost never increase existing production because you build what you need from start
you figure out how much you need and build that much
yeah, so when you want to start constructing a new item

