#math-and-meta

1 messages Β· Page 562 of 1

versed violet
#

Wet concrete, if you have limestone nearby (very popular), and can sink or use the output.

upbeat tide
#

Yea I know how it works. But meh its just annoying

quaint rampart
#

oh word

#

Love your colour palette though

upbeat tide
#

Yup I maddenly color piping

versed violet
#

Recycle has a downside - all breaks down when your primary material supply is uneven, and you didn't ensure the primary machines have priority for whatever resource you use.
[found it the hard way with aluminium plant - not enough bauxite, primary refineries underfed and make no output, secondary can't process because of no water.]

upbeat tide
#

From the back

#

All non-fissle material fun

sand epoch
#

How much you making? O0. I only needed 16 for mine..

versed violet
#

Checking the safety/accessibility of my factory makes me wonder - what are those tilted extensions on the integrated walkway grating? Are these for protection?? Looks more like a trip-bump for me and not likely you catch yourself on them if you fall. Is this real life thing or just flair/decor?? If they are meant as extension of walkway, why not just make the walkways wider?

upbeat tide
versed violet
upbeat tide
#

Yes I am crazy

#

Probably more mascist

frosty owl
#

I see your point and how I misunderstood the meaning behind your first message snuttstach_think
Sorry for taking so long to understand you πŸ™

A sincere FYO that might interest you about the more practical conveniences (I found) of belt mixing: if you don't mind managing a few overflow belts (that can also work to refill your storage), those actually come really handy when dealing with manifacturers and most high end productions, where you can merge lots of machines together before needing to start worrying about throughput. The saving in space can then allow you for more flexible or tighter designs

frosty owl
# upbeat tide From the back

With U5, would you replace (or wish to have done differently) the walkway-around-pipes part?
I'm not implying it looks bad, I like it, just curious if you had different involving U5 about that sort of design

upbeat tide
#

Even tho kinda like the holes as is may just add single side rail pieces, dunno

frosty owl
#

What were you thinking of substituting them with, glass or foundations?

upbeat tide
#

Nah just the catwalk pieces

hallow mesa
#

can 2 nuclear power plants last on one mk2 belt? because despite perfect flow rate, I don't have enough water for both

bleak coral
#

eh theoretically, but it's finicky and depends on your fps. Best to just not combine them and give each a dedicated 300m^3/min pipe

hallow mesa
#

will I run into the same issue though

bleak coral
#

no, especially if you don't run mk1 pipes

#

and you let the pipes and machines fill before you turn them on

#

a full pipe is a happy pipe

marble adder
#

so...

#

are there any other holes ways that i can get the resources out?

wicked tinsel
#

no

next crater
#

ok, why would someone to make 1200 iron ores per minute in only 1 machine, (i donΒ΄t know the name, iΒ΄m spanish)

marble adder
#

Ore Miner*

next crater
#

its a little bit weird maybe? maybe not?

#

hahah,

#

thanks mayhem

deft lichen
#

@marble adder the max clock speed on pure mk3 miners is 162.5%

marble adder
deft lichen
#

yes, that clock speed gives you exactly 780/min

marble adder
#

Thanks

Guess, my 'santa' wish this year - would be a mk.6 conveyor

wicked tinsel
#

a mk3 miner with double output has been requested for years

#

but its always "nuuuu" response

river night
#

They have solving that on their list, but won't be for a while they said

drifting plover
#

and im pretty sure they said that they cant get too much faster with the belts/pipes because it will make it more inaccurate the faster it gets

#

but if you "need" faster belts then theres probably a mod that adds mk6 belts

bleak coral
#

there is, and it does the max of 2000ppm

#

not sure how well it does it mind, never used it myself

fierce ruin
#

Gonna try and build a bauxite train loop, any recommendations and/or tips before I start?

stark bronze
#

just dont do anything that will fuck up in U5

scarlet stag
#

Hey.. so.. I'm new to using the Satisfactory Calculator website's production planning.. how can you change it to use alternate recipes ? (I don't mean for the final step, I mean for example if I were to use stitched iron plates for modular frames.)

scarlet stag
#

The second one

deft lichen
#

it appears you can change alt recipes here

#

and other alt recipes can be picked in the options tab

scarlet stag
#

OH I see

#

Thank you!

scarlet stag
#

I was to use the calculator for Heavy Encased Frames and only overclock the manufacturer to 250% and possibly the miners with a maximum of 200%

fierce ruin
frosty owl
#

That's the first link he got ^^ xD

frosty owl
stark bronze
#

Has anyone calculated if we were to make same amount of every craftable item per minute how many would the map allow?

river night
#

define same amount of everything, not counting as materials going in bigger ones i assume? probably wont be many, as the high-end items are quite limiting

stark bronze
#

yikes
i just hope i wont come to a point where i will never be able to receive low tier items because high tier ones used them up

river night
#

i reckon base materials are more ample then the fancy ones, so you would always have spare iron to make early stuff πŸ˜„

frosty owl
stark bronze
#

i am building up from the basics, the goal is as close to a full mk1 as possible for every non equipment item without clocking

frosty owl
#

Oof. Pasta and TPR are quite hard to get both to 60/min for starters

#

Even just 60 TPRs would not leave enough nitrogen or alu for 60 pressure conversion cubes or even fused frames maybe @stark bronze

stark bronze
#

well again this is just basics, i might find a new threshold for different tiers

ornate shoal
#

i feel like a genius for doing 10 pasta/min and have drained half the desert from copper. hard to see how 60 would be even thinkable

frosty owl
#

30 pasta and 30 TRP would allow much more leisure in getting 60/min of every other thing

stark bronze
#

i might just end up using the most confortable math for everything regardless of item
and end up with one machine per item runs evildoggo

frosty owl
ornate shoal
#

60 heavy frames would be a big project, as well as 60 supercomputers

stark bronze
#

im thinking 30 for anything involving assemblers 20 for manufacturers 10 for blenders

#

even that might be too ambitious

#

i just want a pretty number jace_smile

frosty owl
frosty owl
ornate shoal
#

usually, stuff that divides with 2 or 3 is a pretty number

#

20 is not that pretty

frosty owl
#

Eh, preferences πŸ˜†
I think one can still get however item/min he wants below 30/min of each. Excluding SE parts

#

The clock's precision allows for it within an error one shouldn't be able to notice "visually" (simply by watching the resulting output belts)

ornate shoal
#

no it sometimes matters, i'm making 20 fuel rods. it's the first time in the game i had to build a load balancer to divide them between reactors. same would be with pasta. if you decide to make like 13 pasta, then good luck

#

on a bright side, it got me into all this load balancing stuff, which is pretty interesting

frosty owl
frosty owl
tepid sail
#

If I'm making a 1600m long 2 foundations wide skybridge, I'll need 400 foundations which is 2400 concrete, right ?

ornate shoal
#

just take more with you, it's only 5 stacks

#

but yeah, your numbers should be correct

scarlet stag
sand epoch
#

Yes. U4 toggle upper right corner

frosty pawn
scarlet stag
#

πŸ˜΅β€πŸ’«

frosty pawn
#

it says experimental but that label is just a little old

#

there is no reason to use the U3 version because i don't think U3 is even available to download anywhere

#

also Jace said there will be no recipe or manufacturing building changes in U5

scarlet stag
#

Now I gotta learn how this one works

frosty pawn
#

it's really simple and tbh the best tool that i've seen from this amazing community πŸ˜„

#

the Codex tab in the menu is really useful too

#

i use it more often than the wiki

scarlet stag
#

So how can I overclock one machine in specific on this here flow, if at all

frosty pawn
#

this flow shows how much production you need, so it if it says 1 manufacturer that means 1 machine at 100%

#

you can do 2 machines at 50% each if you want

scarlet stag
#

Ah alright

#

So I should mess with the numbers until it's at or just under 2.50x

frosty pawn
#

sometimes it will say stuff like 12.33 constreuctors, so you gotta figure out for yourself how many actual buildings that is and how much to overclock them

#

you can do 10 at 100% plus one at 233%

scarlet stag
#

I'm hoping to keep this as just one 250% manufacturer for heavy modular frames since I don't really need that many per minute, this is just a quick placement so I have frames to build aluminum stuff with

frosty pawn
#

the best way to do that is do a simple setup with whatever number of output, then go to the codex and see how much output by default for the recipe that the tool chose for you and multiply that number by 2.5 so you can go back to the calculator and use the result for your output target

scarlet stag
#

Yes, 7/m

frosty pawn
#

yep, so go back to your production tab and switch this dropdown menu to "items/min" so you can type a number

scarlet stag
#

I'm slightly worried that I might have to set up very poor aluminum first because these need up to 500 item/second conveyors unless I get weird

frosty pawn
#

if you want it all on 1 conveyor, sure

scarlet stag
#

I don't wanna have to come back to this in five seconds and fix all my spaghetti

#

πŸ˜…

oblique hollow
#

Either one fast conveyor or many slower ones

scarlet stag
#

I've heard about that using the water + ore recipes is better yield but more power - perhaps worth it for this ?

#

Such as wet concrete which I already intended on using

frosty pawn
#

the best thing about this tool is it automatically saves your work so you can always come back to refresh your memory

oblique hollow
#

Or you share it / save it

frosty pawn
#

if you decide you only want to use that recipe for concrete you can go to the recipes tab on the left and untick the one you dont want

oblique hollow
#

Important: The calculator prefers certain alts over base recipe if you have them enabled. So if you want to use base recipes or a certain alt but the calc doesnt show it, disable the other alts.

scarlet stag
#

This was the plan

oblique hollow
#

Seems solid

frosty owl
scarlet stag
#

I was only going to overclock the manufacturer and possibly the miners

frosty pawn
#

manufacturer at 250% is gonna take A LOT of power

oblique hollow
#

Oooor you get 2 manufacturers

scarlet stag
frosty owl
#

The manifacturers are the worse (power-wise) to OC
Best are constructors or assemblers, low power machines

frosty pawn
frosty owl
#

A 200% OCed manifacturer is over 120MW jace_smile

frosty pawn
#

nearly 240MW

frosty owl
#

Bruh jacelul

frosty pawn
#

compared to 55MW normally

scarlet stag
#

I still have 5000 to use that I don't so I might as well

frosty pawn
#

5000 is gonna get used up super fast later on

oblique hollow
#

Yeah but you wont need it all for just one production / manu, will you?

#

Better save it for other production lines too

frosty owl
scarlet stag
#

^

#

I just need to crap out enough heavy frames to deal with aluminum production

frosty owl
#

Makes sense xD
I always end up OCing HMF manifacturers, sometime in the playthrough

scarlet stag
#

It's a line I'll probably have on a breaker and turn it off once I've got like half a container's worth or so, same thing I did with motors

frosty pawn
#

anyway, from your production chart, i dont see any problems. you can build two of these for 14 heavy modular frames/min with 2 overclocked manufacturers and if you need the power back later on you can just add 3 more manufacturers later to reduce the power consumption

scarlet stag
#

I reckon 7/m will be simple enough considering I have a bunch of old outdated factories to go clean up and aluminum to start, it'll gather well enough

oblique hollow
#

Got a good plan for alu already?

#

Or just base recipe

frosty owl
#

~250 MW to save on 3 machines
Worth it jace_smile

scarlet stag
oblique hollow
#

I got a sheet for you

scarlet stag
#

miner --> sloppy --> electrode --> pure ingot

#

Is what I expect to use

frosty owl
frosty pawn
#

5*55=255, 2*238.27=476.54

#

it actually costs you less than double the power to use 250% overclocking

oblique hollow
frosty owl
scarlet stag
#

Sometimes I underclock, sometimes I just awesome sink excess because I'm lazy and want more lights

frosty owl
#

Though, with how cheap power is, I don't see that many use cases for underclocking to save power thinking_helmet

scarlet stag
frosty owl
#

Sinking is life

frosty pawn
#

underclocking biomass to make it actually fit on a belt is a good use case lol

#

😫

frosty owl
#

Oh right, underclocking with biomass burners is a thing too
I can imagine somoene spamming down assemblers at 0.2 clock to get SE parts quickly ahahah

scarlet stag
#

ig a better example would be the 8% coal miner I have for that motor factory

#

That's much better on power

frosty pawn
#

i've saved up some alien parts. i plan to use them for making packaged liquid biofuel for my trucks lol

#

u5 is gonna be fun

scarlet stag
frosty pawn
#

pure copper and copper alloy are great. pure iron is also great

frosty owl
# frosty pawn u5 is gonna be fun

Imagine being like: I give up, trains without a decent UI are too much of a pain to deal with, they eventually take the wrong route anyway so...
sees trains U5 teaser
... Everything's gonna be fine, I guess superexcited

frosty pawn
#

use copper alloy when you have a lot of copper and iron in close proximity but not much water

scarlet stag
#

I presume the trade off is that pure ingots take longer to make but produce more at once for cost efficiency

#

As most refinery recipes are slower

frosty pawn
#

the downside of copper alloy is that it produces so much per machine that you need to be careful with your belts

#

1 pure copper node can output huge amounts of ingots

scarlet stag
#

True

frosty owl
frosty pawn
#

upside is power consumption and floor space

scarlet stag
#

I'm building over water with a lot of power to spare

frosty pawn
#

compared to refineries anyway

#

lots of water and lots of power = refineries πŸ˜„

scarlet stag
#

I believe my most praised pure so far is the pure quartz

frosty pawn
#

good idea is to raise the floor high enough that you can put the refineries directly over the water extractors. you will need pumps, but it's worth it.

#

pure caterium is the only choice for caterium ingots

scarlet stag
frosty pawn
#

you can drag the boxes around to make it easier to read if you want

scarlet stag
#

I did

#

Correct me for being stupid with fluids ; don't mk2 pipes transfer 600/m

frosty pawn
#

they do

scarlet stag
#

Alright great

frosty pawn
#

they try to at least. dont count on them actually reaching 600/min continuously

scarlet stag
#

So I've got this more efficient and all able to work with MK4 logistics

#

life good

frosty pawn
#

see the thing is machines dont pull fluid out of the pipes at a constant rate so the fluid speed would need to fluctuate above and below the desired rate to average out at the desired rate, but they cant go above 600, so if the desired rate is 600, it can only fluctuate below that line

scarlet stag
#

Weird question but I've never really considered it ; how do the mega builders in beyond end game get all the parts for their stuff? I never see a small depo off to the side that makes the basic parts for them
Do they use excess production of other lines to make their construction materials ?

frosty pawn
#

if theyre smart they make basic parts at small production sites all over the map

#

like always make ingots near the mines

scarlet stag
#

No I mean like where do they get the massive amount of say, rotors they will need

deft lichen
#

You need a lot of simple parts, do it's not a small depo, either a large factory or usually a whole outpost

frosty pawn
#

rotors can be considered basic parts depending on your experience

deft lichen
#

I make motors and control rods on the other side of the world and import via train, for example

scarlet stag
#

Fair enough, I've started doing this recently

frosty pawn
#

for example you can take something like 9 resource nodes that are all relatively close together and use all of them just for making motors

scarlet stag
deft lichen
#

Distance stops being a problem in the late game thanks to trains, drones and fast conveyors, so it's only logical to make remote outposts

frosty pawn
#

northern forest also has a lot of quartz and caterium so maybe consider computers too

scarlet stag
#

I'm that alien species that likes rigour motors

#

I would split up my motor and computers, probably

deft lichen
#

Rigour motors are reasonable if you have good alts for oscillators

#

If you manage to mass produce a lot of them, it has benefits for sure

frosty pawn
#

rocky desert is my pick for stuff that requires a lot of iron because the nearby oil can produce plastic and rubber to improve yield of stuff like heavy modular frames

scarlet stag
#

It was more of "I only needed to siphon 7% of the production of my other busy miners in order to run a motor factory at 100% efficiency might as well slap a splitter down and call it good"

frosty pawn
#

you can also take all of the really crappy resource nodes from grass fields, load it up on a train and ship it over to rocky desert to use in refineries on the beach

#

im gonna put a train station there and some truck stations. it's gonna be fun.

#

trucks load up the train, train takes it to rocky desert, all that oil and water added onto that will mean a huge production facility for anything that doesnt need quartz

scarlet stag
#

I haven't messed with trains at all

#

Never even researched the monotrail tech before

frosty pawn
#

could even use the blue crater instead of rocky desert so grass fields and blue crater combine resources... hmmm....

wind spade
tepid sail
#

So, after some quick calculations, starting from 480 crude oil and using the heavy oil residue alt recipe, as well as the diluted packaged fuel alt recipe and turbofuel, I got to a total of 840 sulfur/ min needed. Is it right ?

#

Granted, that's for 237 fuel generators but still

#

That's a lot

frosty pawn
# tepid sail That's a lot

"using all the crude oil from 1 oil extractor makes enough turbofuel for hundreds of generators and that's a lot" sounds about right lol

sullen cloud
#

With all alt recipes, oil is quite imbalanced

frosty pawn
#

with diluted fuel recipe you make 4x as much fuel from the same crude :S

#

if you also use heavy residue alt

bleak coral
#

oil goes hard on the added complexity for extra efficiency

#

it's fine, it's a good tradeoff

frosty pawn
#

yeah and it's beautiful

#

its a lot of work but it feels so good to get it all done

#

i havent decided how much HOR to keep for petroleum coke (alu/steel) and how much to make into fuel for plastic, rubber and turbofuel 😐

#

i dont even know how to decide

karmic peak
fringe pawn
karmic peak
scarlet stag
#

Aluminum is paining me more than I expected

scarlet stag
#

I've narrowed it down to either using Alumina Solution --> E-AS --> Aluminum Ingot, Or Sloppy Alumina --> E-AS --> Pure Aluminum Ingot, but I can't tell which one is the more effective

#

πŸ˜΅β€πŸ’« I can do this with MK4 conveyors and the bauxite of my build region, but this doesn't factor for the fact I would immediately have to tear down and start over with mk5 conveyors and mk3 miners

ornate shoal
#

build it with mk5 conveyors in mind and later replace

scarlet stag
#

Would need too many new machines for optimal functionality

wind spade
#

You can just build it all with mk4. You don't need to rebuild it afterwards

scarlet stag
#

More bauxite moving in

wind spade
#

You'd just have to replace miner and small belt section in front of miner until first splitter to two mk4s

deft lichen
#

Build the setup just like you already have mk3 miners and mk5 belts and then just upgrade the miner(s) and belts in-place

#

The factory will run inefficiently until then but you don't have to do any rebuilding

vapid gorge
# scarlet stag More bauxite moving in

Yeah like the others have said, build the machines and production lines with mk5 belts and mk3 miners set up that way you can just upgrade the sections without tearing it all up.

maiden solar
maiden solar
frosty owl
#

"Some" being... Uranium? thinking_helmet

oblique hollow
#

you already have recycled rubber and recycled plastic

#

so the Heavy Oil and Polymer Resin wastage is unreasonable

#

the calc always seems to break down when you maximize

#

once i switched from "maximize" to "items per min" it immediately optimized it again

#

so, in summary: when you want to ACTUALLY build a production line, switch from maximize to items / min

wind spade
#

hoping for this to be fixed for U5

maiden solar
bleak coral
#

it is 22.4, that's the part maximize always gets, since it only solves for most

#

it's just the production line is just whatever was there when the most was found, so you can end up with undesirable production lines

versed violet
blissful copper
#

guys I am confused with how to approach my math issue. I have a single conveyer transporting 300 ore/min. I need to divide the 300 ores per min to deliver 30 ores/min to 10 smelters. essentially i need to evenly divide 300 by 10, however since splitters only allow you to divde by 2 or 3, im so confused as how to get the correct combination of div 2 splitters and div3 splitters to get to 30 evenly

wind spade
#

manifold is usually the easier option, it looks like this:

--S--S--S--S--S--S
  |  |  |  |  |  |
  X  X  X  X  X  X

S = splitter
X = any building (smelter in your case)

blissful copper
#

but how does that solve the issue? am i confused as to how splitters work

wind spade
#

it works because the first smelter will get more resources than it needs and so it will fill up and the belt to it will also fill up. That means that all remaining resources will overflow to the next smelters and so on. After some time (usually a few minutes) most of the smelters are filled up and all smelters will be running at 100%

#

you can also remove the filling time by just putting a stack of items into each smelter

wind spade
oblique hollow
#

basically: you flood the first machine with items until it cant accept any more. then the belt backs up and the splitter starts moving all items that dont fit on that belt to the next belt

#

then it floods the next machine. then the next. repeat until you are at the last 2 machines

swift robin
#

aka how i learned to stop doing maths and love the manifold

scarlet stag
#

I wasn't really sure what to do with the water byproduct of aluminum production until just a moment ago. What do you suggest about packaging and sinking water from the process?

fringe pawn
#

Maybe a wet concrete factory instead? Instead of feeding packagers plastic to get rid of water, you feed a refinery limestone to get rid of water.

scarlet stag
#

Perhaps, but one issue is that I also have no use for concrete right now

fringe pawn
#

Right, I meant to sink the concrete instead of sinking the packaged water.

scarlet stag
#

Oh true

#

Another issue is that my mega plans for an aluminum factory are far from any other deposit

#

The best I have in proximity is still extremely far away, and the nodes are normal

fringe pawn
#

Any pure ingot recipe will work as well. Basically, find the closest resource node that has a water recipe, and sink everything.

scarlet stag
#

Region where I am producing all of my aluminum (easy source of coke for electrode with building space and water.)

fringe pawn
#

That's actually where I have my aluminum production as well, nice. Though I feed the wastewater back into the process.

brittle terrace
#

can someone go check screenshots and see if the thing im about to set up is good or if i should do any changes

oblique hollow
#

Your setup goals are beyond us and thus we cannot make suggestions

#

If you showed the recipes we could make suggestions on efficiency, else.... Well, just build it

bitter garnet
#

I’m being stupid here. Reinforced plates made at 5/ minute but only require 2/ minute for crafting next item.

#

Will I have 100% efficiency if I just split the 5 into 2 outputs? Is 2.5 close enough lol

oblique hollow
#

At some point it will back up

#

Usually the solution is to unlock overclocking (and also underclocking)

bitter garnet
#

I have unlocked overclocking

#

I’d need to overlock my rotor production too then

oblique hollow
#

Underclock it maybe?

bitter garnet
#

🀯

#

thank you 🀣

#

I forgot I could do that

sullen cloud
#

@wind spade your tools says that a nuke plant produces 5/min of waste, the plant itself says 10/min, the latter seeming plausible after some testing

river night
#

the wiki agrees, its 10 waste per minute, or 50 per rod consumed

#

but make sure the tool wasnt showing you half a plant or such

wind spade
sullen cloud
#

is there any other known outdated information taken from the game?

fierce ruin
wind spade
wicked tinsel
#

pretty sure the waste display in nuclear powerplant was wrong in game too

#

and it was changed like two times iirc

bleak coral
#

I remember the same thing, iirc there was a display bug which was fixed plus a rebalance during experimental of U4, but since EA it's been 10

dreamy mason
#

Sry if this has been asked a million times but what is the designing graphical interface people have been using to make factory layouts?

wind spade
#

if you mean this one, that's mine and it lives at https://u4.satisfactorytools.com/

dreamy mason
#

Oh I will check this out!

cedar mica
#

In terms of lag, 3 conveyor poles/stackables vs 1 conveyor wall. Do we know if there is a difference?

wild radish
#

The least lag would be to build the belt then dismantle the supports

cedar mica
#

It depends on where its built. In some places, you might need to build it more then once

wild radish
#

But that would only affect lag if you are near the object limit

cedar mica
#

Guess I will wait till we have data on U5, as the engine we have tested, is probably not the same one as we get tomorrow

wind spade
cedar mica
#

The less objects per project, the bigger you can build, regardless of PC

wind spade
#

then remove the supports after you're done

bleak coral
#

walls and supports are trivial though, probably barely a dent

cedar mica
#

Biggest dent is probably to shard everything

bleak coral
#

as long as it doesn't increase gens too much, though I guess you can shard those too

#

not sure if there's a net gain there or not, cause 250% means 4x the power, which means 4x the gens, and gens can only be about doubled, so you'd still end up with about twice the gens but divide your production machines by 2.5

#

so probably best balance is whatever overclock is 2x the power, so you keep the same number of gens

cedar mica
#

250% means 2 machines replaces 5. So even if you double the power system, you still save 1 machine

versed violet
#

Need help/opinion for alu plant module.
Using sloppy alumina and electrode, so 6 to 8 refinery ratios. Currently my modules seem to be blocked on water/alumina sol. Am I seeing it correctly that if two rightmost sloppy refineries run all time, they make "infinite" alumina solution, and recycling refineries simply cannot recycle water, because they have nowhere to put alumina solution to? Would removing the red pipe piece solve it, by breaking it into two systems, of which left would empty the right one from water?

cedar mica
#

Dont bother trying to recycle water into the same system. That only works if you do the numbers right and keep it at 100% efficiency. You go down to even 99%, you start getting a backup, which needs dealing with. So send that water into another system, like coal gens or wet concrete

wind spade
#

or have a few refineries dedicated to process "waste" water

cedar mica
#

Still requires you to get the numbers right. With a 2nd system, you can overload the other resource, so 100% of waste water is used, regardless of efficiency of main loop.

#

Limestone is everywhere, so dont take much to get wet concrete going

versed violet
cedar mica
#

There is 1, on the outer reaches

#

But there you can just send it to a few coal gens instead, as you have 8 of those nods in that area

iron prairie
#

I also generally prefer isolating the freshwater from wastewater lines (usually by sending it to wet concrete), as rounding errors, the slightest PEBKAC, or other factors can cause mixed pipes to back up and stall the whole thing out.

versed violet
#

yes, plenty of coal

wind spade
cedar mica
versed violet
#

I think that split setup above "should" work with red pipe removed? the set on left will just run on recycled water so it cannot stall on alumina solution being full?

ashen girder
#

Friendly reminder that you can make one way pipes. πŸ‘€

cedar mica
#

If memory serves, the flow valve, is not 100% accurate

iron prairie
#

For myself, I basically gathered up all the bauxite in the red forest/jungle/generally-evil-place, and belted it all to some waterfalls where there's a reasonable convergence of everything needed (crude oil, copper, limestone, water).

As to @wind spade 's suggestion, I suspect what he means is "have a bit more bauxite consumption than you actually have bauxite production, and set it up so bauxite+recycled water has priority on the bauxite".

versed violet
#

When in doubt, slap valves at random places. Kinda like diodes.
Also, in the case of this system, actual valve value does not matter, if it stalls, it will overfil anyway. But valves enforce direction, so I'll try that

wind spade
#

but yeah burning water in gens is probably easiest

versed violet
#

Nah, that would require extra extractors and coal gens.

iron prairie
#

Personally, after mixed lines stalled out one too many times on me, I decided "send the entire lot of recycled water to a different process, e.g. wet concrete/coal gens" was the path of least resistance, but hopefully it works out for you.

versed violet
#

V2, hopefully this should work? Separated the output of sets

#

Aaaah!
[will report if that works after fixing a pipe...]

cedar mica
versed violet
iron prairie
versed violet
#

Or just chat for 10 minutes while the system balances itself. I'm seeing all my refineries green now, and all outputs are being emptied. πŸ‘

crude coyote
#

I did mine this way for 1680/min Bauxite input

#

sorry it's a bit messy because this factory sits in the void, and there's a foundry level underneath

frosty pawn
#

you can use the scrollbar thing on the right side of the map view to filter out things above and below what you want to see

crude coyote
#

that's what it looks like from the top/corner

thorn bane
# versed violet Need help/opinion for alu plant module. Using sloppy alumina and electrode, so 6...

Oh yoooooo thank you i told you guys feeding the water back into refineries doesnt work now i finally have proof πŸ™‚
just use a VIP for the water
btw this would work if you use a VIP for the alumina solution to prioritize the alumina solution from the recycled water over the fresh water alumina solution
thats why ive been saying that using the waste water in the refineries doesnt solve the problem it just moves it from the water to the alumina solution

crude coyote
#

I don't understand what you're saying.. I'm feeding the water (output from alu scrap) back into my refineries (to make alumina solution) and it works fine

thorn bane
#

some people are also just connecting the recycled water to the input water and it works fine
except sometimes it doesnt

crude coyote
#

I can share my experience

#

I limit the amount of water coming in to a precise amount

#

I didn't before, and it backed up

#

I spent about 100 hours trying to solve this particular factory (that I posted above)

#

so I have a valve at each subfactory controlling a very precise input of water to each triplet of refineries

#

you can see the first 4 subfactories only get 330/min water, this is controlled by a valve because Mk2 pipes can transport more, and the combined Water Extractors make the flow fluctuate

#

there is also another way around this, which is to make a priority input pipe junction

#

let me get the link for you... I only learnt about priority pipe junctions after I finished finetuning this factory

thorn bane
#

thats what i mean with VIP
variable input priority

crude coyote
#

I think that's the VIP thing you're talking about?

#

yeah

#

but I did mine without VIP, and it works

thorn bane
#

ive tested all these layouts for multiple hundreds of hours and the only one that doesnt break is the VIP

crude coyote
#

it hasn't backed up for about 300h now and the aluminium ingot output is more or less perfect

#

I don't use buffers in my setup

#

they cause too much fluctuation

#

I tried that too in my experiments

oblique hollow
#

Ive used a total of 3 different layouts and they all worked

thorn bane
oblique hollow
#

One where the scrap refineries were above the solution refineries and i just limited extractor input with a valve, one where they were all next to each other (an i also valved) and then once with a VIP

crude coyote
#

extractor input valves sorted everything out for me

thorn bane
#

you canh search in questions and help and theres 100+ people that use valves etc. and still have it breakdown

fringe pawn
#

I've been toying around with instant scrap in bigger planetary builds and I really want it to work, but you need that sulfur for classic battery -> supercomputer -> ADS.

oblique hollow
#

Unless you maximize ADS sulfur wont be an issue

crude coyote
#

I'm just saying this is how I did mine and it hasn't backed up for a long time

thorn bane
#

yes and im just saying youre lucky

crude coyote
#

then you don't have to quote everyone else saying they can't...

fringe pawn
#

Right, this is the point at which you're doing some sort of build to make the final SE load in 30~ minutes and are also doing max uranium for power.

crude coyote
#

I know that problem exists

#

I went through it myself

oblique hollow
#

I could manually inspect every personvs factory and possibly find a reason for why things work / dont but i wont because i have better things to do. Using a VIP or burning the water in a coal gen are the 2 safest solutions

#

Technically packaging too but people who package and shred water are lunatics to me

thorn bane
#

you can package and unpacakge
that actually works 100% aswell
its just big and uses alot of power

oblique hollow
#

Package water and send it to diluted fuel production xd

thorn bane
#

btw ive been working on writing this all up but im lazy and suck at english xD
https://docs.google.com/document/d/1nN7lceueOQClan9NDvEnfBso8sHd1DBlG-qDaMXUrY8/edit#

upbeat tide
#

My solution is complicated and not really recommended.

  1. I ise sloppy solution + electrode scrap method
  2. Each set of refineries only uses 600 a min bauxite ore.
  3. Each set needs 600 water. 420 is produced as byproduct.
  4. So, I use a water input from external source. I only pump in 180m3 water from external and loop back the byproduct water.
  5. I use overflow sinks at the aluminum ingot output end to ensure nothing ever clogs up.

So far no issues at all

#

I mean I know there are easier ways like using VIP piping

shy mason
#

Used the same setup, and it worked as long as you had everything running at all times. Had an overflow pipe, aka pipe with higher height as fluid flows to lowest point, sloppy refinery. Overflow water went to a residual rubber that took polymer resin being made as a coke byproduct already to sink.

#

Helped out when trains didn't supply enough bauxite or didn't use all scrap fast enough due to blockage in supply chain after

fringe pawn
#

You already need copper to make aluminum sheets, so pure copper ingot makes some sense for aluminum wastewater. Whatever copper you don't use for aluminum products you could turn into steamed copper sheets and ship it out.

upbeat tide
#

Mine has no overflow piping. Let me use some screens.

  1. This is the water input from exterior. Each mk2 pipe has a full supply and is divided into 3 mk1 pipes. Which are valved to 180

  2. Big project picture. Each zone is zegmented and fully isolated besides shared petro coke input. Each mk1 water pipe feeds only one of these modules

#

This is the front facing piping. Each segment has mk2 piping in front of the refineries and the wastewater comes from the other end of the pipe

#

I know its mk1 in the screen but that got fixed. Limited options on my phone

fringe pawn
#

Hm. That's no small addition. The 6846 wastewater from processing all 9780 bauxite could process 10269 copper ore into 25672.5 ingots. Far more than what you need for aluminum products.

wind spade
#

Update 5 tools! https://www.satisfactorytools.com/

Changelog:

- updated visualisation
    - tooltips when you hover over recipes
    - new colors for byproducts and inputs
    - better display of numbers (more decimals, removing of trailing zeroes, etc.)
- better calculation
    - all (or most) of the bugs regarding maximise + input + items/min should be fixed
    - the tool still doesn't optimise for raw resources when maximising though
    - removed maximise ratio (will be replaced by a better system very soon)

I've also rewritten major part of the code which will allow me to do many more cool features very soon, so stay tuned!

sullen cloud
#

sounds great, many thanks for your great work

quaint rampart
#

@wind spade thank you!

#

are you taking boog reports?

wind spade
#

sure, go for it πŸ™‚ either here or on my tool's discord

quaint rampart
#

Ta. Great work, as always. You're a huge help.

river night
#

aw my stored factories are gone again, well, most importantly the one i had my recipes setup in πŸ˜„

wind spade
#

u4 version still has them πŸ˜‰

#

(and since recipes didn't change, you can keep using the old tool)

#

you just won't have any of the new cool features

#

but I'm planning to eventually add a way to bring U4 stuff to U5 tool

river night
#

its just my unlocked recipe list, i can just tick the boxes again

#

just slightly tedious πŸ˜„

#

the other factories in there are all build..

wind spade
#

ah hm

#

can't help much with that (now)

#

still have 469746487 things to solve xD

river night
#

not really that worth fixing probably

bleak coral
#

Any way to import plans from the U4 site?

wind spade
#

importing is broken on U5 tool, but after I fix it (hopefuly soon), there should be a way

#

worst case it will be replacing u4 with www in the link

#

(but again, it doesn't work yet)

upbeat tide
#

@wind spade good updates! Nice stuff

tiny narwhal
#

how many of y'all are gonna start having your conveyors clip through absolutely everything for maximum space effeciency

upbeat tide
#

Uum...never

versed violet
wind spade
# bleak coral Any way to import plans from the U4 site?

just figured that it's not gonna be that easy. The save data format changed between the two tool versions, so I'll have to write a convertor (which I will at some point, just not today, too tired). So if you're in hurry, it's probably faster to just set up new production lines. Otherwise you'd have to wait till tomorrow.

bleak coral
#

I can wait till tomorrow, was just gonna start a new game anyway, but worst comes to worst I'll just manually recreate them again

vapid gorge
vapid gorge
upbeat tide
wind spade
#

anyone who played with train signals can verify how they work compared to Factorio?
Based on available information, it should be like this:

  • block signals are the same in both games
  • path signals reserve a path through a block only if the train can safely exit the block
  • if reserved path exits through another path signal, then it "chains" (like Factorio's chain signals) and it has to be able to go through the next path safely as well
wicked tinsel
#

yup

#

that is correct

#

you also cant mix path and block signals in same block

wind spade
#

huh?

wicked tinsel
#

πŸ€·β€β™‚οΈ

#

its just like this, it forces all to be path or block

#

or it errors

wind spade
#

oh, it allows you to place the signals, but they don't work, right?

wicked tinsel
#

yeah, they turn into yellow !

wind spade
#

I thought it doesn't allow you to place them and I was a bit confused on how that would work

wicked tinsel
#

there are no limitations on building

#

the key difference with factorio is that trains follow fixed path

#

they only compute path when leaving station and then stick to it as stubbornly as possible

wind spade
#

well they do recalculate

wicked tinsel
#

they dont

#

they only recalculate when you dismantle something

wind spade
#

or when they stop

wicked tinsel
#

no

#

they dont compute path when they stop

wind spade
#

they do if they wait at chain signal for longer amount of time

wicked tinsel
#

they dont tho

wicked tinsel
#

they just get stuck on the signal

#

thats in factorio, they dont in satisfactory

wind spade
#

oh I thought you were talking about factorio

wicked tinsel
#

right

wind spade
wicked tinsel
#

the key difference with factorio is that trains follow fixed path (in satisfactory)

#

i guess it should be "difference from factorio"

wind spade
#

oh yeah, now it makes more sense πŸ™‚

wicked tinsel
#

english is not my first language

wind spade
#

no problem, was just a bit confusing πŸ€·β€β™‚οΈ

wicked tinsel
#

yeah

#

bad wording

wind spade
#

also, in this situation, how much does the path signal reserve? just till A, or till B or till C?

wicked tinsel
#

till A

#

well, with A

#

ie path -> a -> stops at B if necessary

wind spade
#

so it doesn't check if the whole train can exit the path block, but only if it can start exiting it

wicked tinsel
#

yup, so it would seem

wind spade
#

yeah, good to know, thanks πŸ™‚

wicked tinsel
#

you likely need to space A and B far enough that whole train can fit

wind spade
#

(would be helpful when I try to help people with trains πŸ˜„ )

#

yeah, that makes sense, I just remembered that Jace mentioned "Path signal will make sure that the train can exit the block", but it's more like "path signal will make sure the next signal is also green"

wicked tinsel
#

yeah

#

i guess this might need more testing, maybe it does reserve whole path

#

but from my testing, it doesnt seem to

#

its problematic to test due to schedule ignoring stop conditions and train collision boxes being random/bugged

#

so its not even possible to tell if some segments are merged into block or not

#

ie. it somehow collided with train in different block (block had to be different coz it assumed it can go to the sliding and hadnt stopped on the signal)

wind spade
#

unless there's a way for a train to ignore a signal (like e.g. in openttd where you can press a button for a train to ignore next signal)

wicked tinsel
#

it feels like there might be some issue with calculation of boxes on junctions or something

#

no clue honestly

#

there is also a question of how much vertical clearance trains need/use

#

its completely not obvious

wind spade
#

this test may be useful then

#

(run both trains at the same time, so left train enters first block, but then top train enters second block)

#

if the top train does enter second block, then only one block is reserved. Otherwise whole path is reserved

wicked tinsel
#

clearly something is fishy with vertical clearance

wind spade
#

why the next signal doesn't light at all?

wicked tinsel
#

its blinking yellow, just screenshotted at black phase

wind spade
#

ah

wicked tinsel
#

there is no path beyond the screen

#

clunk-ness of track building goes over 9000

fierce ruin
#

@wind spade my understanding of path signals:

#

Draw line from path signal to next block signal.
Reserve that specific rail track as a new "sub block".
Act as a block signal.

They don't care if something is in the path, they don't care if the terminal signal is red or green. They just draw the line then turn into a block signal for that specific line.
After which, if something is in the path or the terminal signal is red, normal block signal logic applies and they will not allow passage until a block signal would.

wind spade
#

so a path signal can reserve a path to next block signal even if the block signal is red? that goes against what Jace said in the video

wicked tinsel
#

hmm

#

i think they wait till exit signal is green and allow trains to cross in meantime?

fierce ruin
#

Jace said they reserve a path, and it allows non-intersecting trains to cross.
You can still reserve a path and have intersecting trains, they just won't both go at the same time.

wind spade
#

I think he said something about allowing the train to safely exit the block

fierce ruin
#

This is why we can't build stackers as we discovered last night.
The path signal doesn't "try to find a way". It uses the existing "what is the fastest route" logic for trains and locks it in. If the route it blocked it just stops the train.
It does not have a "find alternate path if blocked" logic to it.

fierce ruin
#

"Safe to exit" also deals with the scenario of oncoming traffic.
Where if you solely use block signals you could end up with 2 trains facing each other and neither is able to move.
A path signal will check that "safety" and stop the train before it even enters the converging block, allowing the oncoming train to clear, then allowing the pathed train through.

wind spade
#

ah

#

so it reserves a path but doesn't let the train come in until next signal is green

fierce ruin
#

Indeed.

wind spade
#

I can already see how that may (and will) slow down traffic on complex junctions

fierce ruin
#

When the next signal is green that is the true "reservation" moment.

wind spade
#

but the "soft reserved" path is also blocking other path reservations, right?

fierce ruin
#

Soft reservation wouldn't block soft cross-reservation.
Like I said, it just draws the line then acts like a block signal for the subblock it just created.

#

So in the case of crossing path signals, you're looking at a "who goes first?" scenario

wicked tinsel
#

to my understanding, the trains follow fixed path, so it stops until it can exclusively reserve path + exit block

#

other trains can cross if exit block alone is the problem

fierce ruin
wicked tinsel
#

yup

#

if there are multiple ways to cross an intersection and part of it is blocked, it wont attempt to avoid the obstacle

fierce ruin
#

That's why the best practice is usually to block signal an area first, then go back and replace with path signals when you know where you want subdivisions.

fierce ruin
wicked tinsel
#

its extremely unfortunate really

#

it also means that multi-rail tracks are not possible either 😦

fierce ruin
#

They are but that has to be handled at a multi-station level, not a signal one.

wicked tinsel
#

as in multiple parallel rails in same direction

#

yeah, you would need to somehow force stations to feed into particular rail, but it wont auto balance

fierce ruin
#

Yup. The more I think about it though, the more I am fine without stackers.

#

It sort of forces you to consider the other transportation options in some cases instead of doing 100% trains.
Which I think is a good thing.

wicked tinsel
#

not sure honestly

#

the stackers allow solution like making multiple waiting bays before multiple stations

#

which massively decreases footprint

fierce ruin
#

From the beginning I haven't been a fan of trains making trucks completely obsolete.

wicked tinsel
#

they kinda dont tho

fierce ruin
#

They still can tbh, but as you say it takes a much larger footprint now.

wicked tinsel
#

trains are super clunky to build, so you will probably use trucks whenever possible

fierce ruin
wicked tinsel
#

the core advantage of trains is that you can reuse existing infrastructure by expanding it a bit

#

if you already have north/south rail somewhere, its much easier to just add stations on both sides and have free connection ready

#

i use a lot of trucks in my save, but mostly for short-ish distances where putting trains dont really make sense πŸ€”

#

its fine like this imho

#

but this implies that, for example, trains should be long (i use 1+4 mostly) and travel large distances

fierce ruin
#

You and I have similar opinions on truck's place in the world.
They aren't shared by many though from past conversations I've had. Lol

wicked tinsel
#

but in such case, you really want stackers to work, as you cant control how many trains will arrive at once

#

for example i feed two sulfur mines into turbofuel factory in blue crater, there is significant distance between them so i use two trains

#

now i would kinda want a stacker so that if both sulfur trains arrive at once, they wont block other stations in the refinery area

fierce ruin
#

So the "solution" to that is having 2 stations.
Also curious as to why you need 2 trains for it?
My turbo plant used the entirety of 2 overclocked pure sulfur nodes, and I just had 1 train roll it through, never skipped a beat.

wicked tinsel
#

it was just easier to build like this πŸ€”

fierce ruin
#

Indeed. Not saying you are wrong.

#

Also the only thing trucks need now imo is the smart-loading option they added TO TRAINS....

wicked tinsel
#

right now the backbone looks like this

#

two sulfur stations feed sulfur into the refinery on right, then it feeds plastic and turbofuel left

#

and there is new alu factory to the north that also gets some oil from crater

hollow juniper
#

on the calculator is it more efficent to us items/min or maximise
doing max uranium and i wana know which is cheaper and both options have different factory's

still holly
#

I feel like there is so much more unused potential for trucks

fierce ruin
wicked tinsel
#

i was thinking about adding stacker here to handle that complex station, but its not possible right now 😦

still holly
#

I guess, but I think the true potential lies in a major pathing revamp

fierce ruin
#

dual I/O and the queue system are fantastic, so just that 1 measure of control in combination leads to massive possibilities without any other changes.

#

Pathing has been fine for me since their inception.
Imho people just don't like having to drive the initial path.

still holly
#

I wish you could record paths and have them all join in a single road map so to speak

#

Which trucks would then be able to use to get from any place to any other place

fierce ruin
#

That's what trains do though.
As much as I love my trucks, I want them to stay in their niche.

#

Copy/Paste pathing was a Godsend πŸ™

still holly
#

I know it's what trains do, but why not have trucks do it?

fierce ruin
#

Because

As much as I love my trucks, I want them to stay in their niche.

still holly
#

I think the limits of what you can do with a certain technology shouldn't be ceiled off by simple programming

wicked tinsel
#

as it stands right now, trucks are vastly superior to trains, over large distances too

fierce ruin
#

The limits of all technology is based on programming?

wicked tinsel
#

the only demerit is that you need item fuel for them

still holly
#

Making logistics smarter will make things incredibly cool without making it feel cheaty

still holly
fierce ruin
still holly
#

I think they are too btw

wicked tinsel
#

just trains need to be buffed a bit πŸ˜„

still holly
#

Even in their current state

wicked tinsel
#

its more like trains are kinda mediocre for their costs and complexity

#

need better acceleration and top speed at very least imho

#

i still love them but yeah

fierce ruin
#

I disagree tbh.
I think both have their place.

If you're trying to use a truck for train things, train better.
If you're trying to use a train for truck things, truck better.

#

πŸ€·β€β™‚οΈ

wicked tinsel
#

xD

fierce ruin
#

Same way in its place, Drone > All.

#

But don't use drones for truck things or train things.

still holly
#

You can really draw quite some useful conclusions from real life, where trains are incredibly powerful for massive distances and large quantities of resources, and trucks are really good if you need smaller amounts of resources in a more local area. But in satisfactory the map is relatively small, and the bigger struggle is often the wide range of variety in items, rather than the quantities. Using a more dynamic approach with smaller vehicles that you can run more of at the same time and need less infrastructure for is really quite powerful.

fierce ruin
tiny narwhal
#

is it possible to put a splitter directly on a machine therefor being able to output 3x more since you have three conveyors?

bleak coral
#

no

tiny narwhal
#

f

bleak coral
#

would completely defeat the point of belt limits

tiny narwhal
#

it wouldn't really

#

you still have limits

#

you just have creative options around them

river night
#

until the next guy asks if you can put a splitter on a splitter, etc πŸ˜„

tiny narwhal
#

oh

#

well i already knew you couldn't do that

#

i was asking about machines specifically because tbh i've never tried

river night
#

the only actual limit is OC Mk3 miners, and they are thinking about a solution for those

tiny narwhal
#

yea it seems weird that it's impossible to use the miners to their fullest potential

wind spade
tiny narwhal
#

how would that be infinite

#

i was never stating it as a suggestion btw i just wondered if it worked

wind spade
#

Machine - splitter - ISC - splitter - ISC - splitter - ISC - ...

sand epoch
tiny narwhal
#

oh i guess you could use other machines

#

meh, i dont think it would be that game breaking anyway kek

wind spade
#

Also the whole game is balanced around mk5 speed being max, so tripling that wouldn't help

tiny narwhal
#

oh

wind spade
#

Instant transportation of infinite items seems a bit game breaking

tiny narwhal
#

i was just thinking you could big brain and get full use of things before you have max tiers, or actually use maxed out miners

#

instant?

#

i said nothing about instant

bleak coral
#

ISCs and splitters have no travel time

tiny narwhal
#

oh, idk what an ISC is i guess

wind spade
#

Industrial storage container

tiny narwhal
#

ah

bleak coral
#

Industrual storage container, you could do the same thing with normal storage containers, we just don't have a neat acronym that's easy to type for them πŸ˜›

wind spade
#

And yeah the limitation of low lever tiers is exactly why it's there in first place

tiny narwhal
#

ok well anyway

#

this was a "could i", not an "i wish"...

#

and the answer is no

fierce ruin
#

Splitters on splitters attaches to ISCs with more splitters attached to them. 😏

#

Keep chaining until the entire map is just 1 giant storage container.

frosty owl
#

They finally fixed the smart/programmable models and updated UI
I just checked if I could slide below the belts connected to them and didn't even remember to check the UI πŸ€¦β€β™‚οΈ
Is there a copy - paste for their settings yet?

quaint rampart
#

An observation about path signals:

  • Trains do not reserve a path until they enter the block before the path signal.
  • Path signals are red until a path is reserved.
  • Trains approaching a red signal in any future block will slow down in order to be ready to stop at the signal.

This means that train throughput around path signals is affected by how long the block in front of the signal is. I tested this with a short (2-foundation) block, with a block signal and then a path signal, and the appproaching train slowed to around 20 km/h before it passed the block signal, then immediately sped back up when it reserved a path.

--->>slowing>>---green block---red path-------

#

This is going to have some interesting consequences for interchange designs.

fierce ruin
#

Yes.

#

It's also why you don't want block signals immediately before stations.
Having them after is fine, but right before will make them crawl into the station.

quaint rampart
#

All of these behaviours are completely reasonable! I was just surprised to find my trains slowing down before an uncontended intersection, and dug into it a bit

#

I actually moved away from path signals in station manifolds entirely

#

which solves that problem, as all signals in the manifold are green most of the time

#

Trains waiting on "fully unload AND wait" conditions sometimes seem to reserve their exit path even though they won't go anywhere for potentially a very long time

#

so path signals out of the station into the exit manifold ended up blocking all platforms, because one train had the path to the manifold exit reserved

fierce ruin
#

Yeah, you never want paths before a merge.

#

Paths work best before a split.

quaint rampart
#

I do think "docked trains hold path reservations indefinitely" is probably not the ideal behaviour; it'd be reasonable for docked trains to release reservations and re-acquire them after they undock. I agree with you about that specific configuration, though.

#

Hmm, do derailed trains hold their reservations?

fierce ruin
#

Probably just them not expecting path signals after stations.
The logic is working properly, but you'd have to make an exception for the station case due to how it affects the logic.

quaint rampart
#

yeah

fierce ruin
#

So they probably won't "fix" it then tbh.

#

Because the system is working "properly".

quaint rampart
#

Path signals controlling an N:1 junction is meaningless, but for people with bidirectional exit manifolds I can see them getting surprised by this

#

N:2, two nonconflicting trains want to proceed, only one gets to move even though they're "using" path signals

#

I think? Will test.

fierce ruin
#

Which is a case to not use path signals if I'm understanding you.

quaint rampart
#

Oh, agreed. I'm only saying that the behaviour is likely surprising, not that that configuration is the right choice

fierce ruin
#

I believe I just thought of a simpler way to describe signals that may help more people understand them.

#

Trains do all of the pathfinding and routeplanning.
Signals tell them to stop or go.
Signals do not tell them yes or not to the route.
Train has already said "yes" to the route that the Train decided it wanted.

tropic hawk
#

when you come back to a server only to find your other players cheated to unlock everything (Kind of OK), had no discernable organization (kinda not OK) and was trying to automate quartz tier stuff when the ENTIRE POWER GRID was 4 coal generators and, no joke, 45 biomass burners

fierce ruin
#

You need better friends.

tropic hawk
#

I do have them. they just played on a server where the owner was a dick and blocked me from the discord where we passed the save around

#

The thing was i was trying to get them on that world too...

quaint rampart
#

Though I agree, it sounds like the save is the least of NemoAmet's problems here πŸ™‚

fierce ruin
#

πŸ˜‚

vapid gorge
fringe pawn
#

Good power efficiency too, if that matters. Sloppy alumina refineries would be running at 30%, electrode at 40%, and constructors at 100%.

upbeat tide
#

@vapid gorge my setup is actually 13200 ingots. Im using the micro manage mod to get all 1200 out of the pure nodes

#

So its only groups of 600

#

And one 300

vapid gorge
upbeat tide
#

Nice!

sullen hearth
upbeat tide
#

Mine is 100% belt fed. Like this

vapid gorge
# upbeat tide Nice!

I'm trying to keep it as vanilla as possible. I just have Smart, AA and some functional support stuff like the 3 wide belt supports. They make my life so much easier

upbeat tide
#

Very similar πŸ™‚

#

I can never do soft clearance like that. OCD says no

fringe pawn
#

Heh heh, much of the time I'm using lower tier belts, it's because they're skinnier and I can avoid clipping.

clear edge
#

quick question, besides materials that require lots of screws like heavy modular frames and reinforced iron plates and whatnot, is having a lot of screws really necessary? i was building a quick factory for iron plates rods and screws but i thought that if i have to build a factory for heavy mod frames or so for example, id just make the screws onsite instead of making a lot at this factory and bringing it all the way over

#

i was planning to just have like 60/min iron plates, 25/min rods and 20/min screws

bleak coral
#

it's not necessary at all, all recipes have screwless alts

#

most in fact have a preference for screwless alts, as dealing with screws can be a pain

#

that or they use steel screws to avoid transporting them

#

and just transport steel beams instead

clear edge
#

id understand, was trying to set up a factory for reinforced iron rods and the damn amount of constructors i need just to get 300/min screws was painful

bleak coral
#

yup, default recipe sucks

#

I mean it's used in the technically most weighted resource efficient combo (steel rods + default screws), but it's such a pain no one bothers

clear edge
#

ive already gone down too far into the process that it would be more work to replace all the machinery for an alternate recipe

#

and also because my steel factory is like really far away and i dont yet have access to locomotives

bleak coral
#

eh you'll build more anyway

#

or not if you go screwless

#

I don't get caught up in trying to plan ahead for intermediaries personally, I find it a bit fruitless since I haven't planned end products that use them yet so they may or may not be enough, I just build as needed

clear edge
#

i see
i was just concerned that i wont really need screws at the moment and then suddenly late game rolls around then everything is like "pls give me 5000 screws for literally like 1 of this product thanks" and then i have to deal with screw factories

bleak coral
#

nah, I mean you can if you want, but not really

#

alts let you do anything, even torture yourself with screws jacelul

clear edge
#

also
is there a good spot that isnt far from the grassland whatevers thats good for heavy modular frames

#

I was just gonna set up a mini factory near my modular frames with locomotives in the future but im already running out of space because of the gas thing near the factory

bleak coral
#

yeah any of the places in grasslands good for making steel works for HMFs, they only need limestone, coal, and iron

clear edge
#

so like somewhere around here?

bleak coral
#

yup, looks like a good spot

clear edge
#

not sure if i have to automate it right now though

#

im gonna be moving into tier 5 & 6 so i dont know if its something i should have a lot of right now

bleak coral
#

you can setup a little mini-production that's not too much ppm, HMFs are used a lot

#

oh and by used a lot, I mean for building, not like other parts, it doesn't get used as an intermediary for a while

clear edge
#

ok thats great

#

so i wont need to connect a bunch of locomotives tired_jace

#

are there any other materials i should set up factories for before entering tiers 5 and 6 though

frosty pawn
# clear edge so like somewhere around here?

you can make 4 satellite factories, each with truck stations that transport all their stuff to a central train station that connects blue crater to gold coast and rocky desert, then connect blue crater to swamp/rocky desert eventually making a big loop around the map with trains

meager cipher
#

but fun thing is

frosty pawn
#

that pure caterium node on the waterfall can also have a train station for supplying water to the grass fields

meager cipher
#

i am planning to process 6000 iron/min in refinerys

frosty pawn
#

i use that one pure iron node in blue crater for pure iron -> solid steel and then use the steel with plastic and rubber to make other things

meager cipher
frosty pawn
#

atm it's just loading all the steel onto a train because i know im gonna have some extra steel that can be shipped off somewhere else

meager cipher
#

lots of caterium there too

clear edge
meager cipher
clear edge
#

3 and 4

meager cipher
# clear edge 3 and 4

i would recomend just getting to oil as quick as possible, and just afking the space elevator parts

clear edge
#

ive already got my space elevator parts set

#

i just feel like i dont have a good source of a lot of materials to really go to the next tier yet

meager cipher
frosty pawn
#

you can always dismantle parts of factories to upgrade them or transport ingots etc somewhere new

clear edge
#

i dont have an efficient

  • iron plates, rods or screws factory
  • steel pipes, beams or encased industrial beams factory
  • caterium parts factory
  • reinforced iron plates and modular frames factory
#

my "base" is also a mess

#

everything is just spread around and its an eyesore

frosty pawn
#

only thing im missing atm is quartz transport. once i have that i can unlock tier 5

meager cipher
clear edge
#

started in the grassland whatever its name is

meager cipher
clear edge
#

its my first save

meager cipher
frosty pawn
#

trucks are better than a bus tbh. can reroute trucks so much easier than buses

meager cipher
frosty pawn
#

tractors also better than bus

meager cipher
frosty pawn
#

at that early stage can just use coal as fuel

clear edge
#

and htere was an alpha whatever spitter coming after me so i couldnt set up a factory there

meager cipher
clear edge
#

oh my go-

meager cipher
#

i got 323

frosty pawn
#

i restarted so many times lol

meager cipher
#

i mean my alunium setup took like 70 hours and i have to max it out

#

i mean complety redo it and spend 150 hours on nuclear and fuel power

clear edge
#

honestly trucks are kinda annoying for me rn
i always had everything close by and if it wasnt in somewhat walking distance (or zipline distance) then i would just build a hypertube
i just produced stuff onsite and stored it there
i never felt like i really needed to bring the storage to one area

frosty pawn
#

i got this new game from skipped tutorial up to tier 3 in 1 day but that was like more than a month ago and still not unlocked tier 5 because im lazy and space elevator things are annoying lol

meager cipher
clear edge
#

but now it seems like i should probably do that, but trucks are a pain for me to set up, also fuel
so i was just gonna wait until i unlock locomotives to do that

frosty pawn
#

ya but i need to get my quartz from that really far away cliff to automate the space elevator parts

meager cipher
frosty pawn
#

i dont have HMF or computers automated

clear edge
frosty pawn
#

i got the silicon circuitboards alt

clear edge
#

ohh

#

wait you need circuitboards for tier 5??

meager cipher
frosty pawn
#

i wanna use quartz > silica > circuitboards > computers

meager cipher
#

get the alt recipe for the assembler recipe for computers

frosty pawn
#

i would need crystal oscillators for that

#

same difference

meager cipher
#

yeah pretty easy

#

just doesn't require OIL

frosty pawn
#

i like using recipes that require oil because oil is cheap

meager cipher
#

oil is easy just annoying for me rn

frosty pawn
#

with all the alts i can make soooooo much plastic and rubber itrs insane

meager cipher
#

did use those nodes by the northern forest to make 600 rubber and 250 plastic/min

clear edge
#

oil is everywhere except where my base is

meager cipher
#

blender fuel recipe into recycled stupid op

frosty pawn
#

didnt go there yet, im using blue crater for oil, and after that gold coast and then i'll go to northern forest

meager cipher
#

but polymer into recycled into fuel is even better

clear edge
#

like are u serious

meager cipher
#

most oil on the map is up north lmao

frosty pawn
#

HOR into diluted fuel into recycled plastic/rubber loop with some of the byproduct polymer to kickstart it is my favourite

meager cipher
#

something like 3000 and something oil fully overclocked

clear edge
#

i gotta head to sleep but i sure will be coming back tomorrow because i will probably be confused about literally everything in tier 5-

meager cipher
frosty pawn
#

im gonna take all that oil in this order, blue for plastic and rubber, orange for fuel

#

4 probably turbofuel

meager cipher
frosty pawn
#

and 3 maybe petroleum coke for aluminium/steel

meager cipher
meager cipher
frosty pawn
#

but i need power to begin nuclear and i can repurpose that fuel when nuclear is done

meager cipher
frosty pawn
#

all the bauxite nodes are across the equator; you can do aluminium production anywhere on the map. i think i might do it on gold coast

meager cipher
#

imma go nuclear top left area

frosty pawn
#

the left and center bauxite for aluminium, the ones in the swamp for batteries maybe?

meager cipher
frosty pawn
#

thers also that lovely coal lake in northern forest if i wanted to use coal for aluminium

meager cipher
meager cipher
quaint rampart
meager cipher
#

i'm scared

frosty pawn
#

so many plates rofl

meager cipher
#

315900 tf

#

i need more

#

not enough

quaint rampart
#

1.8m ficsit points per minute

meager cipher
meager cipher
#

like how do you even store that

quaint rampart
#

Gotta power it with biomass, coal, or nuclear.

meager cipher
#

max fuel and nuclear can't forgot about max coal and biomass

quaint rampart
#

There’s no max biomass

meager cipher
quaint rampart
#

Other than as limited by your sanity

meager cipher
quaint rampart
#

You can’t use coal either

#

Unless you use biocoal/charcoal

#

Big meme power

fierce ruin
#

Biocoal being more MW efficient than Liquid Biofuel still hurts my soul...

frosty pawn
#

you can automate biomass really well if you have a couple storage containers full of animal parts and make liquid biofuel πŸ˜„

fierce ruin
#

Yes, but LiquidBF is still just... terrible.

frosty pawn
#

im gonna use liquid biofuel for my grass fields trucks until it runs out and then use regular fuel

#

i have so much solid biofuel and animal parts saved up lol

#

leaves and wood nearly full, solid biomass full, 2 personal storage full of solid biomass and one industrial storage in the back full of biomass ready to be turned into solid biomass. just dont have any use for it right now

#

also hub storage is half animal parts :S

deep niche
#

anyone have a relatively compact 3:8 split i can use?

meager cipher
deep niche
#

doing steel, with 360/min of coal and iron

meager cipher
#

alt recipe or normal

deep niche
#

normal

meager cipher
#

yeah don't have one, but i will be on tommorow, so i can help you tommorow if you want

glacial hemlock
#

Using faster belts along with smart splitter with overflow usually solves a lot of problems.

deep niche
#

just had a thought, whats a good ratio for steel pipes and beams for tiers 3-6?

bleak coral
# deep niche anyone have a relatively compact 3:8 split i can use?

N:M splitters aren't needed most of the time, and they're not even fun cause there's no clever solutions to them, just a brute force method where you split the N outputs M times and then merge one from each set into M belts.

Since resources are unlimited you don't need them because throughput will always be the same. So you can just do manifolds or separate 1:M balancers.

fringe pawn
#

Nuclear fuels rods going to power plants are probably the only time you might want to do balancing to skip the loading phase of a manifold.

glacial hemlock
sand epoch
frosty owl
fringe pawn
frosty owl
#

Assuming one would balance to get power sooner (or even just "stable" power sooner), one can get a similar result by having batteries smooth out the warmup time

sand epoch
#

Build 1k storage... or 1 balancer.. lol

frosty owl
#

Though, I guess balancing would end up being easier for over ~12gens

frosty owl
#

Luckily fuel rods have ez ratios

sand epoch
#

Most can be done on a 4x4 grid.. :/

frosty owl
#

Usecase πŸ€·β€β™‚οΈ
I usually balance in bulks, so it's hard for me to guess my average for each

fringe pawn
#

The way I balance fuel rods is just one manufacturer per one nuclear power plant, but I will manifold the feeds to the fuel rod manufacturers and let those prime.

frosty owl
#

That makes for one toasty rods factory xD

#

I'd gladly split directly from the manifacturers, but that gives some weird outputs for waste, imo (for skme reason, I prefer balancing rods than waste)

#

So I split to feed sets of 10, 20, 30 or 60 gens each

thorn bane
# sand epoch Build 1k storage... or 1 balancer.. lol

balancing nukes is cancer because you have the waste/water going everywhere aswell
where you can just spam the power storages
but for me the real reason is that with a balancer the nuclear reactors actually have 0 radiation
i dont really care how long the start up time is as i only have to do that once

topaz hedge
#

manifold everything; build uranium fuel rod factory and npp's and get all that setup, standby your NPP's and turn on the fuel rod factory. By the time you finish your waste processor the NPP's will be full, spicy and ready to go.

marsh gate
#

So I'm going to take my "haven't played the game in months and I see they made a change to Coal Gens" question to here.
I'm hearing they run at max power now, and are no longer focused on fuel conservation?

...Why was that made as a change? Was it because Coal Gens are "too easy"?

cinder cave
#

Tbh i dont know the exact intention but i guess it is because of the batteries that can now catch the overproduction and send it back in in case your consumption is higher than your production

#

(Saved me while building my big nuclear plant, else i had to build another oil plant xD)

marsh gate
#

Before I had two Tier 2 Extractors at standard speed, and they handled my 32 coal gens perfectly. Now only a handful of my coal gens are working.
Haven't automated batteries yet.

cinder cave
#

Which purity?

marsh gate
#

Both Normal.

cinder cave
#

So 240 production, 1 coal plant needs 1 coal every 4 seconds so 15/min.
240/15=16

#

So its should be luck that it worked with 32 before, because it looks like you were under the half of your max produciton so that every coal generator just like "ran on 50%"

#

but as they work on full power now they do not do this anymore, unless you set them manually to a lower percentage

marsh gate
#

Negative. They're all at standard 100%.

cinder cave
#

Yeah but before (U4 i think) they did not do 100% unless needed.

#

So if you just use 30MW with one coal plant, it just produced 30MW

#

And so used less coal

#

Since U3 i always use 1 pure coal MK2 (240) for my beginning setup and this is always 16 Coal Generators, even before the overproduction update

marsh gate
#

Yes. That's what saved me. So, MK4 is the highest belts I got.
How many slugs am I going to need to get things normal again for these two extractors? Currently I have MK3 belts as it was enough at the time.

cinder cave
#

You need 480 Production, so on 2 normal nodes you need both to overclock to 200%, so 2 shards each = 4 shards

#

(ps.: i always recommend to use underclocked water exractors (to exactly 75%), as they than can feed exactly 2 coal plants each)

thorn bane
marsh gate
#

Yeah, I got plenty of water. Just not enough coal.

#

Anyway, so.. 480 / 2 belts = 240. So I can keep my MK3's. Perfect.

cinder cave
marsh gate
#

Thank you very much.

wind spade
north ice
#

does anyone have tips on what i should have on my main factory bus? or at least what are the higher volume items i should have on bus?

river night
#

as a side effect it also makes it easier to verify your setup is actually working properly, before you could have a sub-optimal setup that would fail if your load reached a certain level, which was tedious to debug

wind spade
#

It's imo better to make factories connected directly to nodes with products going to storage

#

Belt throughput is very low in SF and you don't reuse too many intermediates

north ice
#

But then lets say you making computers, you then need to bring all the items to that location to then ship to a main location, does it not make sense to ship to main location sooner?

#

but i do get what you are saying, I am finding trying to calculate how much i need and the choke point of belt speed to be a real pain

wind spade
#

You can pick a location that has all the required nodes

#

Or use trains to move raw materials around

#

Again tho - it's just my suggestion, but I have reasons to think that bus approach isn't ideal in SF

river night
#

if you are building more complex products, a singular spot that has all of the materials is likely not to be found - however transporting one or two materials in is still far easier then transporting everything, especially since those rare materials are often much lower volume, especially if you refine them first (eg. ship caterium ingots instead of ore, etc)

thorn bane
north ice
#

Well i have just gotten trains so am now trying to plan how to expand from here, maybe i will rethink my "main bus main factory" idea snuttstach_think

thorn bane
river night
#

you can, but you dont have to πŸ™‚

thorn bane
river night
#

Luckily the game is rather flexible. Personally I subscribe to the idea of satellite factories that build complex products from raw resources only, and you would ideally place those in a spot that already has most (if not all) of those raw resources

wind spade
#

and the balancing as well, apparently overflow is bugged and eats items

north ice
wind spade
#

(unless they fixed it in U5)

thorn bane
thorn bane
river night
#

balancing belts isnt too bad, as long as you dont have a rather odd number of belts that doesnt fit merger/splitter patterns

wind spade
#

the 9 items in internal buffer apparently never get out

#

somebody told me that back in U4, not sure if it's still valid

river night
#

isnt that just a bit of startup cost, unless you do weirdly mixed belts?

thorn bane
#

oh so it just fills up then its 100% efficient? i mean thats fine by me

wind spade
#

it's a bit problematic if it eats your rare items blobshrug

#

anyway, if you're doing the bus, it's usually better to not balance it

river night
#

anything you produce isnt exactly that rare, but if you use it to sort your personal inventory maybe

thorn bane
# north ice got any examples for me? that i may ~~steal~~ look at

https://satisfactory.fandom.com/wiki/Balancer
has this under Belt compressor

Satisfactory Wiki

Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...

topaz hedge
#

What is this about overflow being eaten?

wind spade
#

Overflow setting on smart splitter causes the internal buffer of 9 items to fill and never be used again

#

At least it worked like that in U4

deft lichen
#

wasn't it 3 items?

wind spade
#

Iirc the buffer has a size of 9, but that may have changed as well xD

topaz hedge
#

Interesting

deft lichen
#

if you block all outputs it fills up to 9, but overflow maintains it at 3

topaz hedge
#

Well, as long as you're not making long smart splitters manifolds I think it's okay

#

Overflow outputs were intended to go to sinks, or at least that's what most people do with them

wind spade
#

Yeah but for e.g. sorting systems this may be problematic

#

It can eat hdds or slugs or something like that

topaz hedge
#

Didn't think of that. We always tell people to scan those on the spot for good reason

#

Slugs and powershards probably have different importance to different people. I cheated several containers full of shards because I use them in everything. So slugs are just decoration to me. I think most other people use them in miners

#

And miners only. Iono. Storages and autosorters arnt my thing lol

thorn bane
#

ye just tested it still goes to 3 and the limit is still 9

#

new ui is fancy though xD

#

ok interesting if you have 2 overflow outputs it actually waits until it has 4 and then outputs those 2 at the same time so the buffer is 2
i always thought it goes left-right-left-right

#

oooooooh @frosty owl i finally understood thats what you meant with prog. splitters for sushi xD

fierce ruin
#

I think everyone initially thought programmable splitters were different from what we actually received.

river night
#

i dont even remember what programmable offers over smart

fierce ruin
#

Smart is 1 item sort per direction.
Prog is up to 3 per direction iirc.

river night
#

wiki says programmable can have 64 rules in total, i suppose that helps with making sorters

deft lichen
#

@fierce ruin do you already have some knowledge about signals? the current wiki page on them is less descriptive that their ingame description

fierce ruin
#

Let me get my reddit link.

#

@deft lichen if you need anything more complicated verified/explained just shoot me a dm.
I tried to keep that post as simple as possible, so it is the basis on which all more complicated things are built, and you can deduce more complicated aspects from those basic rules - but if you need a more complicated rule constructed for easy of wiki understanding I can do that for you.

frosty owl
#

Dunno where the 3 can have come out from thinking_helmet

fierce ruin
#

Which apparently I don't. jacelul
I just remember it being a "more options smart splitter"

#

And with the way I do sorting, I've never needed a prog splitter tbh.
Everything is just chained smart splitters.

frosty owl
#

It is, it's just not straight forward what possibilities the "more options" can give

deft lichen
fierce ruin
#

The biggest one people from Factorio seem to need to keep in mind is that trains do the pathfinding.

frosty owl
fierce ruin
#

@frosty owl I am still trying to figure out a place where I could "optimally" use prog splitters.
Because they accomplish nothing that chained smart splitters don't do.
And unless you're combining resources into a single container, you're going to chain anyway.

frosty owl
fierce ruin
sullen cloud
frosty owl
fierce ruin
frosty owl
#

Eg: one line of the sorter dealt with iron products, so a few prog splitters were set to merge all iron products from the input mixed belts onto the "iron sorting" lane

fierce ruin
frosty owl
#

But outside of sorting, if you ever need to split off materials from a mixed belt to feed manifacturers, it's always: 1 prog splitter Vs (minimum 3 smart splitters)

#

That's just to get the items from the main belt into the manufacturing building

fierce ruin
#

I don't mix my belts outside of storage so that won't ever happen πŸ˜‚

frosty owl
#

You're missing out :P
High tier items rarely are enough to make your belt-usage optimal (they leave belts emptier than fuller) without mixing

fierce ruin
#

Manifolds for me are about shooting items down the line as fast as fucking possible.
Which is why the main line is always a mk5 and I do "appropriate" belts coming off the line to the machine.

#

I want the main line to be as empty as possible tbh.

frosty owl
fierce ruin
#

I mean I use overflow for "fill this thing and then send overflow and everything else forward"

#

Doesn't always sink.
Like for concrete where I have multiple ISC's of it, the splitters behind them are set to Conc ->, Overflow ^

So the containers fill sequentially.

frosty owl
fierce ruin
frosty owl
#

Yeah. Honestly, I find that part of the fun, but I can see why the extra care needed for your systems can turn one away from the idea
But belts have throughput limitations regardless, wether you encounter them by merging the same items or different ones, you just encounter the same issues with a different flavoring

fierce ruin
#

You'd still want to split the input at the machine though, right?
You wouldn't want to be putting coal and ingots through the same hole on a Foundry, for example.

frosty owl
#

Unless you're looking for a doctorate in sushing or really in need to save on belts, I doubt anyone would want that

fierce ruin
#

If we can attach splitters directly to machines.... the possibilities.

#

Machine inputs, not outputs.

ornate shoal
fierce ruin
#

Attaching to outputs would break things.

frosty owl
fierce ruin
frosty owl
fierce ruin
#

Because if there is a simple way to make a 1:1 then there are a host of recipes that can easily be reduced to 1 belt.

frosty owl
# fierce ruin How long does it take to make a 1:1 belt though? It sounds simple in concept but...

In the simplest case it can be a merge from 2 miners with the same clock. Else you first need to balance the lines to make sure the belt always has the same rateo of items on it, which can lead to complicated situations (eg: you rely on coal from trains, those collide and your coal gets cut off, belt jams on iron. You rely on overflow iron but your overflow reduces for whatever reason and the belt jams up on coal...)
There (might) be ways to make systems that only let items through if all the required ingredients come in in full amounts, but that's like SF fluid computers: nice concept, nobody will use it
(Can look for "Crazy Machines" on reddit for more on this)

fierce ruin
#

Same clock part makes sense.
I'm saying unless they are the exact same distance you'd have a degree of "more of this one" for a bit, no?
So you just have to waste the first few cycles of runtime until it becomes 1:1?

frosty owl
#

Unless you made your beltwork taking that into account, you'd kinda need to "prime" the belts leading up to your "sushi merge", yeah

fierce ruin
#

🀯

#

So many ideas for so many different recipes dropping.

#

Simplest ofc is steel production.

ornate shoal
#

i think mixed belts is probably best for high level items, at low level you run into belt throughput issues, unless your scale is very modest

frosty owl
#

But this still leads to some convenient things... Eg with steel: iron is 50m away, coal 500, both going to a merge and a foundry. If you set them all on the same grid and turn on the power, the foundry would fill on iron (duh), but once you get the system running, it'll be impossible for it to fail unless
-The output fills up
-You manually interfere with it
Even cutting out the power balances out (to a certain degree) as items piling up on the longer belts will mean items lacking later when they'll be coming all the way from the miner

fierce ruin
ornate shoal
#

yeah, but i wanna pull that belt out of the miner, so i don't want to split it then

frosty owl
# fierce ruin Simplest ofc is steel production.

Bruh, you can have a modular frame factory where you take in 1 belt of ore, merge output ingots on the feed belt (if they're smelters that's a 1:1 anyway, throughout issues avoided ez), and keep doing the same until you get to modular frames ^^

#

Pardon my bad grammar, a bit in a hurry

fierce ruin
#

I was with you after "bruh" 😏

frosty owl