#math-and-meta
1 messages Β· Page 565 of 1
no, I just simplified everything and built it faster than just googling how to balance
There, then a 5 way splitter and done
lost efficiency π€·ββοΈ
3.5% missing
You cant underclock to exactly 83.5% can you? It rounds to the %
it rounds to 4 decimal places
Oh. Can you type it in or something?
yes
Okay then underclock them to the actual number, 96.7%
you still had to pop out calculator and do the math π€·ββοΈ
No, I did that in my head
with these simple numbers, sure
I already have half of the build by the time you calculate yours
and time is the rarest resource we have
Somehow I doubt in like, 2 seconds, you have built half your factory lol
you can't build 5 machines in 2 seconds?
(not to mention that with harder numbers it will definitely take longer than two seconds)
5 machines, the foundation, the wiring, the belts, and the splitters take a lot more than 2 seconds....
calculating clock speed, setting it and also coming up with a balancer isn't instant either
I still stand by my position that manifolds are inefficient and have a bunch of issues and basically are the "I dont wanna do grade 4 math" solution to builds. You can do it, you arent a bad person for doing it, but it doesnt change the fact it has several flaws
it has way more advantages tho π€·ββοΈ
and they have the same efficiency as balancers, 100%. They don't lose any items and they can work at the same speed
The only advantage is it uses slightly less resources and are slightly faster to make. They take up almost the same amount of space. If you simply plan ahead and keep extensibility in mind proper balancers arent much harder to make, nor do they take up much more room
No, they have wasted (n-1)xStackSize items for their "pools" to work
Which may or may not be a big deal depending on what your items are you had to waste
I consider it as a buffer. When balancer stops, manifold can still process those
which is super useful for things like power where buffers can be a difference between blackout and last-minute save
If your balancer has stopped then you are now very inefficient. The factory must grow
or you accidentally dismantled something or forgot to place a power pole or made a mistake because you're a human
you also can't easily work with different input amounts with balancers (e.g. different recipes or different clock speeds)
Also you still should be using buffers, but properly, for balancers, for all types of items, to add that redundancy
the "buffers" in manifolds are more than enough
Except instead of relying on a logarithmic buffer that exponentially loses efficiency each second that goes by as it burns, a balancer would consume your buffer at a static linear rate
which doesn't alert you about the issue until the buffer is empty, while lower production is noticeable and leads to investigation
Its not a very good buffer if it doesnt do its job then. You are using your "buffer" now instead as a "thrown exception" which isnt the same at all
I'm not building manifolds for buffers though
You are using the manifold as the buffer, specifically n-1 of the consumers as buffers
n-2
Im not sure why you think its n-2? As far as I can tell its n-1
last splitter splits 50/50 to two machines consuming at full speed
if one would be filling, so would be the other one
Ah right thats true
(assuming both have the same speed)
I'm building them for simplicity, extendability and ability to work with different clock speeds. Those three already outweight ALL the advantages you've mentioned for balancers (for me).
Sure. I dont find any of those three to be lacking on balancers however so I dont see them as advantages one possesses over the other at all
and the cost of losing 30% efficiency for first 10 minutes (while I'm building other stuff anyway so I don't need it to produce at full efficiency before I finish) is super low and very much acceptable
if you have 3 different recipes, each running in several machines, balancing may get super tricky
with manifold you just run a belt and you're done
Usually not. The majority of the game operates in base 2 and often works out quite nicely on the large scale
laughs in 5.625/min stitched plates, pretty much third item you automate from start of the game
Which converts to 45/min every 8 stitched plates assemblers. Or 90/min for 16, which is an even nicer number to deal with
Funny... I never noticed how the 1:2 ratio between plates and wire to make stitched plates make them very easy to sushi 
Steel screws ftw 
okay steel screws are actually pretty good but that's an exception
Maybe a good max screw challenge would be most screws used in finished products?
I think the manifold-balancing preferences can be boiled down to just preference in building/how one likes his systems to work. Wether one wants a system that processes inputs asap, or that is easy to set up/expand, or that it's fool proof, or that it can be easily turned on/off, or that it reaches max efficiency asap... How "efficient" a system is (from one's viewpoint), is often biased by such preferences, so it's hard to compare the two methods (manif. or bal.) even in the same scenario, as the whole production chain/logistics behind the example would be quite different if one were to follow one method over the other
Eg: Where one can "just manifold without giving a second thought" after making sure "production >= inputs", another can "just split without giving a second thought" after he decided for a nice setup and related ratios. Both approaches can end up with a very similar volume of beltwork, but rely on very different approaches from the get-go
Imagine if such a thing was part of a HMF Sushi Challenge 
||The 2 assemblers next to the manifacturer||
2180 mk5 belts just to sink that many screws

Just for like... 3 minutes. To get the video clip.
See, now I am just envisioning that with the old splitter/merger models.
And the old manufacturer.
Boomer 
how?
i have 3 water extractors all @ 100%, 8 Coal Generators.
each pipe is only using 6.7 of 20m of head lift so i've got plenty there
none of the 3 pipes exceed 150m^3/min
I don't understand your question.
A water extractor puts out 120..
ah fk forgot to even look at those.... thx lol
Alright. So I want to make a Computer factory similar to TotalXclipse's video (5 Computers/min), but mine would have additional Circuit Boards on the side and the Heavy Oil Residue converted to Coke for recycling.
Made the plan in satisfactorytools, but well I have two questions.
1: What alt recipes would be best for this setup?
2: Just how do I set up this ingame (if it's possible to do it similar to the video)?
https://u4.satisfactorytools.com/production?share=IKqMtRBhNamy56bugkAt
Just enable all the alts and it will use the most economical ones
Then you disable the ones you don't have...
Or just don't want to use... I hate refineries for non oil/bauxite
Yeah I kind of wish it didn't require oil too, but I apparently need Plastic.
I have a basic setup for Fuel/Plastic/Rubber though that helped me to progress.
Both of them are rather painful. Especially the one that requires Crystal Oscillators. I haven't automated those yet because pain.
Pain is short lived. Ppm is long-term
https://u4.satisfactorytools.com/production?share=kQa700cAjJsWBEd7aLOz These are generally considered the better computer alts.
That's actually a lot more doable. And it has the lowest strain on power.
Thank you.
you're welcome. you can throw in more alts to make it more efficient caterium and oil wise, at the expense of more power.
But what about turning the Heavy Oil Residue into something useful?
But I was going for the cheapest simplest way. heavy oil is up to you to deal with xd
lets see the build then
One day.
well i got the shits and just built a 500screws pm, with room to expand
mk3 mining on a pure node feeds these, i can add 5 more i think without doing any power nodes
they then feed these 10 machines, with overflow, so i have a steady rate of 500pm on top of all my other screw factory spots which are spread around, i've linked them all together with a spaghetti mess of belts, and now i should never be short of screws
well, at least until i start expanding some other factories, but that's why i built this with room to expand if need be
i also had to rebuild the design flow of my uranium waste disposal system, it was clogging up and stopping the reactors, it should hopefully not be doing that at all now, i had to layer it back on itself a few times cause you use the direct waste in two spots but in very different values
holy shit, one of my plants ran out of concrete
Again, waste disposal is pretty simple, as long as you split it all into 4 correctly (3 go to the blenders, 1 to the accel)
Assuming you're doing Non-fissile - > Plutonium Pellets, they take 3/4 and 1/4 of the waste respectively, not any more, not any less
Is there a guide to roughly how much of each resource I should be putting into what, or is that just determined by what we want our factories doing? Playing on our dedi with a few friends, and I'm out in the Dune Desert about to setup some major Steel Production. Just was curious roughly how much I should be making without screwing oursevles on resources later
So considering the total waste you have, one just needs to split it in 4 and send the most to the blenders
It entirely depends on what you plan to make
Doing the Alternate Recipe of Solid Steel to help on resource cost, power, and make the Math dummy proof
We plan on late game ticket farm. We are just a bunch of ticket hobos
I say a good production objective can be any number of space elevator parts per minute. Those require you ti make every other item in that tier and below, so if you can make (eg) 30 smart plates/min, it means your tier 1/2 production is plenty solid
That makes sense, thanks!
So just go however big you want to get convenient numbers ^^
Well I'm just looking at the map, and there are so many coal / iron nodes out here in the Desert. Do I just turn it all to Steel? haha
you give me paypal pls
Jokes on you, I owe them money!
Eg: most recipes have very convenient ratios when dealt with in sets of X machines
Eg: stitched plates output 5.smth/min, very bad number. Make it 8 machines and that's a much nicer 45/min
Same on the input side
Right. Yeah, I've been teaching the guys playing with me, that are all new, how to try to future-proof their builds. I love watching what they come up with. Could sit for hours and just watch them build / troubleshoot. It's hilarious how much our guy that started last night's base, looks identical to my first base. I took them to that super OP starting spot in the Northern Forest, and left them alone. They already setup basic oil last night.......
But I'm out here in the Desert, about to lay down a monster of a facility to run some major steel production out of, I just didn't know how much of this coal I should be burning for power, compared to used to make Steel, or something else?
That still depends on a few factors: what kind of coal you're burning, how much power you need, how many power storages you have...
You should guess how much power you can need until the next tier and work with that. If you ever lack coal, you could still just nerf the steel production for more power or find alternative sources of "coal" (which there are)
Well I have completed all tiers myself. I however have never actually setup a Nuclear setup or received the Golden Nut trophy. So I told the guys going in, my goal for this server and playthrough, was for them to learn, me to help when they want it, and I was going for my two goals of the trophy and a Nuclear Setup. So I figure we just sink everything we overproduce, and just keep upscaling. Greatly appreciate the help all. Thank you!
I think I'm going to math out and plan out a setup using those two pure coals and two of the pure irons to start. Math it out, and see what it produces, compare it to what we need / have, and go from there.
Who wants to do one question of my math homework
dibs
I am fairly decent at math. Satisfactory is also secretly a math game.
Secretly?
Its not something that comes to mind the first time you see it.
Any factory game is more or less math if you want to get anything decent without waiting 200 million years.
Right, if you want to optimize your setup. Of course the beauty of Satisfactory is you don't have to if you don't wan to.
If you see machines linked to other machines outputting putting products and you don't instantly think there is math behind that....
You are blessed with an ignorance I lost a long, long time ago.
i only have 1 blender making non-fissile atm
I started with Factorio. Of course you can see it, but its rather simple math at the start. But I kind of got more into the math after I got heavy into Satisfactory which then helped me with Factorio
All of the math is simple?
i like factorio, but the third dimension access in satisfactory wins me over big time, being able to build a vertical plant that pumps out all the screws i'll ever need is very nice
well there's no calculus, so, yeah, simple math
You barely even get to algebraic levels.
Well, Factorio power. 1 boiler runs 2 steam engines
Just QUANTITY of math increases.
Sure, you could run 1 pump per Coal Power Plant in satisfactory and it will run just fine as well
when i got to coal, i first built 3 plants, then upgraded to i think 6?
i only ever built 3 pumps and that was enough (might've overclocked them tho)
I think i figure 2 plants per pump. Most I think I did was 12 plants running from a pure coal mode running a Mark 2 miner. Math got me to that point.
Anyway, its great to finally be able to talk to people about this game. I do have a friend I play with but he isn't a fan of automation games.
Well, he is great at FPS games
Y A W N
if i'm gonna make a racetrack, reckon 2 foundations wide is good?
Survival games to. Conan Exiles. He actually has his own server. We also did that with RUST and Minecraft
oh hell yeah
What makes us a good match thou, I like to build, he likes to collect stuff.
Satisfactory, I got machines doing my collecting and I can build stuff from there. I will admit thou, some people do amazing builds in this game.
Would be cool if Satisfactory did a Halloween theme thing, even if it was something like zombies. Maybe have a lizard dogo howl at the moon, turn that big sting ray into a large bat.
I kill all lizard doggos on-sight so that wouldn't affect me much.
let me guess, you use them to take care of your nuclear waste?
I beat them to death with my basher.
What part of "on-sight" makes you think I take the time to give them items? π
the beginnings of the race track, i'm gonna loop it onto the normal terrain, have some guided paths, put lights along the whole thing, and i'll seal the top of the pipe too
Nice start
@crystal charm fake photo. No beans in it.
this thing will be hilarious to race ficsit cars in
bit of a twist here using windows so you can see other drivers
mac?
Windows pun...
oh, very bad one
As is the case with gaming on Mac.
So I would say it's spot-on for a pun π
my tired brain doesn't want to math
then use the ingame calc
if i have 480 coming in, i split it, that's 240 each, i then add a splitter on one of those and divvy it out on all 3, that's 80 per belt, if i send 2 of those back to the main line, that means the main line has 400 and the offshoot has 80?
240 + 80 + 80 = 400 yes
like this? where the main line is the one going into the building
and leaves 80 over
which, when joined with 2 belts from impure nodes with mk2 miners leaves me with a total of 200 ore coming into 4 foundrys which require a total of 180, thus leaving me excess
embrace the spaghetti huh.
My disappointment is immeasurable and my day is ruined
Why are HMFs so freaking complicated
HMFs are only the nice introduction to full madness in the following tiers
Just wait. FMFs. π
There is a great song by Avril Lavigne that explains this.
PCC's.
PCC?
I believe in you.
Give it another minute of thought.
The answer will come.
Hint: Frames > HMFs > FMFs > PCCs
Ah. Forgot the name of those things.
Pressure Conversion Cubes π
Yeah. Those don't really count IMO. Not until we can do stuff with them.
Turbo motors and plutonium fuel rods say hello.
They aren't used in any buildings though.
I'm trying to sleep but my mind is obsessed with plans for nuclear pasta
Write out the plan. Then you can sleep.
Always helps me.
pressure cubes already can be used as an input
Yes, but every other frame mentioned is required for buildings.
Yes but Tug is correct in there being no reason to store them.
I bet SAM stuff will require them.
Possible Quantums need them.
Ehhh. Maybe. Seems weird to skip FMFs with comptooters.
SPECULTATING OKE??
i WANT the pressure conversion cube to be used in a packager recipe xd
Packager?
I could see it. Turn SAM into some weird antimatter fluid.
Fluid + PCC = ?
It puts the pasta in the box and stirs it all up.
they are officially classified as containers
π Says it right on the tin there man.
same category as the normal gas bottles
As we've proven with people and signals -- who reads?
and canisters
People with Emoji?
300 flow rate limit? whats thaaaaat
PCC used for mk3 pipes with 9,000,000 flowrate π
Specifically because people want higher flowrate. So give them RIDICULOUSLY higher flow rate, so they can understand how fluid would barely move if pipes had that capacity π
you just need to multiply everything by 1000 and remove the fluid decimals
because thats how the fluid stuff is actually mathed
in liters
Does that actually fix fluid problems in the game?
no but large number go brr and make people calm
lol
gallons π
but we just get the "rounded" cubic meters
play pirate xd
lmao
gal / min
Tablespoons / hour
and also fathoms
watermelons / spaceship
^
8 m foundation?
NAH WE DO: DECK, 8 FATHOMS
I did watch a video where Neil D. Tyson said we need a new measurement beyond horsepower.
Because measuring rockets in hundreds of thousands of horses is just stupidity.
has Neil never heard of Watts
1 N * 1 m / 1 s = 1 W or something
thats why you use kilowatts
thats the range of power for normal AC motors, for example
1 HP is 0.745 KW..
aka 1 MW = 1341 HP
now you can do satis math in HP xd
btw pirate doesnt use HP because HP is too modern
we be usin the proper measures fer power: MP!
I prefer to measure energy in terms of hamster wheels.
MW = MegahamsterWheel
MightyWhoopers
HW's
@white lion
Yeah i see what you're saying but how do you do an X cross off a roundabout segment?
true, just not compact
lemme see if i can replicate something ingame.....
gotta get my kid off the bus so afk for a few but this is what I"m trying to do
Curious: Is there a compelling reason to keep the roundabout? I've had much better luck keeping my network limited to three-way junctions (two-tracks each).
That is the most compact roundabout regarding minimum bending of tracks #satisfactory-experimental message
Definitely agreeing that sexiness is the reason.
Hmm, that's not very sexy BUT if it works....
I'm still curious how the hell total was able to do this... unless his save was u4 but even still he was signals on it all working...
Timestamp 6:05: https://youtu.be/SNyjS6Nw4Tw?t=365
Train Signal Guide EVERYTHING Need To Know | Satisfactory Update 5
How not to crash using train signals in Satisfactory Update 5
--- Read More Below ---
Update 5 is here and it's time to wrestle with our train networks and add signals. If you feel a little overwhelmed about how and when to use path signals and block signals, do not worry! ...
Itβs sexier from a closer distance than looking down from the radar tower
Much sexier than a 4 way clip crossing for sure!!!
I mean, what I see at 06:05 is not a circle
Yeah same.
14:58 shows it off and it has the dual crossings
My guess is an u4 save running u5
Odd it works for him
this for example are two different tracks clipping through each other
ah so clipping magic
That's my read of it as well. The one at 6:05 is NOT a roundabout section.
oh no me train got yeeted off the map xd
Try to set up a roundabout: the earlier screenshot you posted appears as if you're attempting to do a roundabout with a sharper turn.
quick question - assuming all alternate recipies unlocked, what's the best heavy oil -> power generation model?
Really? I haven't done a roundabout in a minute, but I thought it was 3 foundations.
no, 2.5
The one in the TotalXClipse uses four.
I guess I'd try a wider foundation setup and see if it work.
In U5 wider roundabouts are better tbh.
turbo fuel with diluted fuel in blender
The train clipping is fixed internally at least!
I stand by my statement.
I was merely augmenting, not attempting to correct.
Heavy Oil -> Nuclear.
π
Best power... π€¦ββοΈ nevermind.
btw, for trains, i can now confirm: 3 connections on a jucntion is the max
15:01 shows the best pic I'm interested in. I didn't notice he's using 4 block turns, I've always done 3...
It's a real shame to lose this functionality as it's clean AF; max sexiness IMO
Wait. Didn't you mention something about 2.5?
I'm going to start a test world for this later but for now... sigh, just oging to do a clipping 4 way.
I appreciate all the help thou!
If three-foundation roundabouts are now obsolete, that seems like a major shift.
You can still do the 3's, in 1/8th sections
Right, ok.
roundabouts don't have good throughput, build normal junction
throughput != sexy thou π
pretty certain that he faked that roundabout. The signal is is in the wrong position while the train drives through the randabout
the left of the two signals on the right should point to the left side
Heβs doing a left hand drive model, no?
normal junctions are sexier than roundabouts
lol, too each their own i guess π
What are normal junctions?
e.g.
Compare with the switch on the opposite side, itβs switching
Oh, you have resumed playing the game?
no, it's a build from AmelieOfTheSea
but it's a great example on how an intersection with high throughput and cool looks can be like
play Satisfactory like Cities: Skylines
in terms of distance to travel through, yes
aw man
I loved my 10 junction merger...
as well as junction throughput
those X intersections work fine if you fix them in map editor
its just that game builder is deficient and cant build them properly
and it seem they got half assed in U5 like a lot of things, and instead of fixing them properly, they now cant be build π€·ββοΈ
I cannot remember being able to build X junctions ingame before update 5
they could be built in u4
they just wouldnt work completely fine
internally, each section has list of sections it connects to
when you build track junction, it makes the link between new section and one you target at
What's the best option?
but it never attempted to make links with other sections that connect to it by virtue of being in same spot
there's no best, depends on what you need and what you want to build
Well, thereβs also bending and distance between tracks involved, I guess
if you want to do lots of windows.. silica. π
woooo patchnotes
Nothing earth shattering, but theyβre plugging holes
Thatβs a good summary
So far only noticing ghosting item on belts π€
Spank me daddy.
any advantage to doing this one instead of the classic junction?
this one
even more throughput and non-crossing tracks
hmmm....
What is the size taken up in comparison?
24x24 for the normal, and what is the standard size for the classic?
We are talking about sexiness, so size does matter.
Which means the larger configuration has priority.
π
π€
normal junction is the same as roundabout and is just better
the turbine interchange is bigger but has no crossings
Noted. The only cost would be the additional labor to set it up
Any thoughts on why this train is stuck here?
Tracks are in/out style, right side forward. The two tracks following the hill south is a loop w/ a train stop w/ a block sig before/after the train stop.
Scratching my head on this one... especially since the next block sig is green, makes me think something is wrong w/ that southern loop... right?
I think the two tracks there where the signal is are too close together and it is confused at the block thinking the train itself is blocking it's own path
Oww the two right tracks? Yeah that rings a bell from Total's sig video talking about how if they are too close they kinda break... GG hoss
That is my guess I don't have much trains experience but I watched the same vid and remember the track too close for signals warning
makes sense. I removed that sig alltogether, i don't really think it's needed.
I"m still struggling to understand exactly where these sig's should be. I get the logic behind them, just in practice, how long of a section of track should be before making a new block, etc, etc
I'm just going to delete my entire write-up on how signals work...
Where's it at?
I see no pin π
Pinned in the Community Resources on reddit and shared dozens of times in here...
Thanks man, I'm hardly ever here. Usually over on the modded server since "I Love Mods" π
Well if just one train on the line nothing needed. 2 trains no turn offs in a lop should be good before and after stations with enough room for the trains. Complex set ups before a junction and enough space after the junction for the biggest train onthe line to fit.
This network is growing fast, still don't have drones so I've gone from 1 train to 7 already. Was 7 individual tracks but I"m working on merging them and cleaning it all up and man... what a mess, lol (but fun at least)
At first I kept huge sections of very long track as a signle block but that'd cause other trains to wait, so now working on the balancing act of breaking things into smaller blocks
Appreciate the help!
^_^
@fierce ruin you got my upvote, although, not exactly what I'm looking for.
If you could add more about how to segment existing tracks, best practices and common 'gotchas' to look out for, 10 outta 10
If you could add more about how to segment existing tracks
Putting signal creates blocks, which segment tracks. Not sure what you mean by "how to" beyond that.
best practices
Following the stated rules?
common 'gotchas' to look out for
99.99% of all gotchas are people not following the stated rules.
π€
16 Coal Gens running at 100%
8 Water Pumps running at 75% (each feeding 2 Gens)
By My calculations should be 1200MW but only generating 900MW any ideas why?
Answer - I am an idiot and 4 of my Gens aren't connected to the main line lol.
Donβt worry, happened to all of us
I thought I was going crazy with my math
Now to connect my next 8 gens and 4 pumps for a grand total of 1800MW early game power.
Hello all! Long time player (and lurker) but with the new signals my brain isn't able to find a solution π In the photo you can see my train track, and the red indicates where two trains (of different loops) use the same piece of track. Where and what type of signals should I use?
Have you watched total xclipses video about signals? that helped me get the gist of it
Train Signal Guide EVERYTHING Need To Know | Satisfactory Update 5
How not to crash using train signals in Satisfactory Update 5
--- Read More Below ---
Update 5 is here and it's time to wrestle with our train networks and add signals. If you feel a little overwhelmed about how and when to use path signals and block signals, do not worry! ...
Can you get me one that doesn't have the red line? This is simple to fix.
he outlines the fundementals of what they are and how they work w/ various examples.
I feel you thou, I'm doing the same thing as well
I see, I'll definitely watch it either way.
Sure! Here you go.
People linking other things is the other reason I will probably just delete my work. π
Is this one facing south or north?
North
sec
No problem
I'm not sure what this whole "i'm gunna delete my work" thing is man but I'll pass on playing that game.
You're write up is fine, for a 200 word doc, but a 20 min video speaks volumes.
I'm a visual learner as well. Plus, having options is never a bad thing (unless your asking your girl what she wants for dinner :rolf: )
For this specific spot, you make a bypass by having the station being a one-way lane going north, and the bypass being a one-way going south.
Trains travelling in opposite directions will always avoid each other because the pathfinding does respect track direction.
Red = Block
Purple = Path
@north sleet
Aha
For clarity's sake I did disable quite some layers though because this is how it looks like in-game π€£
Guess I'll go ahead and watch that video
Or is it just not possible to use signals in my case without adding a track?
you can also do it without a bypass
You have to have the bypass or it will always end in trains facing eachother stopping the system.
I'm seeing conflicted answers π
Unless you have your trains perfectly timed so they never arrive on that track at the same time.
Or if you're fine with them waiting very, very long times elsewhere.
Unless you want to path/block signal this entire block which will mean only 1 train in the area at any one time then the bypass is best -
Yup that
Parallel lines would be your best option there.
Fair enough π
If you're fine with that whole section being one block then you can make the holding areas.
Otherwise - bypass.
At the Fork one facing south one facing north.
All the way up where your "holding areas" are.
Exactly
Gotcha
Well... a block, but yes.
Only way to ensure there is no two trains in that area at the same time.
Sorry if I'm asking too much, but I placed two signals on the junction but that doesn't seem to work. I guess I have to put them past it? I'll get the hang out of it soon haha
You got one facing north one south?
If you placed only 2 signals... you have just begun.
Yeah
If you put anymore past it will count it as further blocks.
If you make the bottom section into 1 block, you still have to signal everything ABOVE that section.
Also they should both 100% be block signals.
^^ THIS
Yep, both are block signals.
cool. So now you just have to signal everything north of there.
That train isn't going into next area because there is a train there too
So that is everything south sorted but now as Sevrahn said you need to break the north up into blocks now.
Indeed, on the left track (this train is going on the right track).
I see
Mind if you guys quickly help me with that as well?
Already 01:30 am here and brain going slowly π
So I'm trying to plan out HMF to work with my current 10 MF/min factory. Currently, they all go into central storage. I want to split the Modular Frames in half, where half would go into storage and the other half would go into making Heavy frames.
I realize it won't be an even 50/50 split, but I'm trying to not have to do a major redesign of my Modular Frame factory.
https://u4.satisfactorytools.com/production?share=i6ZdY3NPDBvGTt63J6Pl
The reason why I posted the link here is I could help with any alt recipes that might help with this.
I set it up like that but the last remaining problem is this, the train drives up to the signal and then basically blocks the whole train track.
Oh wait, you did put your markers further down the track.
Put the signals either side of the split instead of on the signals.
Yeah
**Singles
If you donβt want to change your MF production just produce HMF with alt recipes
Which ones?
I have no clue how to split 5 so that I have 2 belts of 2p/m and 1 belt of 1p/m π΅βπ«
I would turn all alts for the HMF and look at the result. I would never build wet concrete or this rubber production but use existing production lines for those. However, you should go for the heavy encased recipe for the HMF
https://u4.satisfactorytools.com/production?share=8lo2eQbhSj6vzeaBMaHC I simplified and reduced resource usage and machinecount for you.
1 steel screw constructer per assembler though. just adjust the clockspeed to match the bolted recipe and you don't have to deal with "513.33" screws a miunte
so you'll really have 5 constructors making steel screws.
Thank you for this. π
how does fluid priority work? if I have a building with excess water feeding back into another building thats also connected to a water extractor, will it use the building water before extracting more or does it depend on pressure?
whoever wins wins
if the pipe is full they both will stop, and if the extractor wins the building wont continue outputting water and you are doomed
Fluid priority works by abusing funky junction logic that nobody understands. All i know is if you put 2 junctions into vertical alignment and connect the top of one to the bottom of the other one above it, you get a priority system
Where the pipe connected to the bottom junction has priority
dont place a signal after a junction but in front of it. trains will block the junction forever
Yeah, thatβs how I did it in the end. Thereβs now 2 signals on each track just before the junction.
how do I signal this, can someone point me out where and what signals I must use. The stripes are trainstations with a 2 way locomotive
Or should I just not be lazy and add a way out of the trainstation through the other way?
I wouldnβt place a signal thatβs facing away from a junction. But that also depends from the distance
the arrows are what way the rails are heading
I would do block signals both sides of the track at each of these lines.
But only on one direction, would do path signals going into the junction, and block signals going out of the junction. Stops a train from blocking the middle bit
So path signals on the right (going in) and block signals on the left (going out)
So this is correct signaling?
I just only want a train to enter if the station it is heading for is completely clear
Top right can be block. The block signal on top left track (the bottom one) has to be path
like this?
Yes. You can even replace the other path signal on top right track with block signal
aight okay, thanks. signaling is very confusing to me, cuz it seems simple in my head but I just cant wrap my head around it
it's very simple. Just follow a few rules:
- place block signals on any one-way track
- place block signals on each exit track from a junction
- place path signals on each entry track to a junction
Thereβs a great video on video on YouTube on that https://youtu.be/SNyjS6Nw4Tw
Train Signal Guide EVERYTHING Need To Know | Satisfactory Update 5
How not to crash using train signals in Satisfactory Update 5
--- Read More Below ---
Update 5 is here and it's time to wrestle with our train networks and add signals. If you feel a little overwhelmed about how and when to use path signals and block signals, do not worry! ...
Regarding your last point, I was also able to do it with block signals.
you can also do it with block signals, but path signals usually provide more throughput
I see
oh, also one more point:
- don't put any signals in the middle of a junction
Iβm still learning very much, was quite confused last night.
Yup, thatβs what I did yesterday π
but if you follow those rules, it's super simple and shouldn't bring any issues. You can ofc signal the track in other way, this is just one example how to get correct signalling simply
@north sleet did my post about signal logic help at all? (just woke up)
Has anyone calculated the math for maximum nuclear power attainable using a mix of Uranium and Plutonium?
Yes. And I am pretty sure there are screenshots of the "Max Nuke" build somewhere.
Didnt find a screenshot. But 50.4 Uranium Cells popped up a few times. I can probably mathulate the rest from there. Thank ya!
<@&387163995947270144> spam above
Depends if you are sinking your plutonium rods, or using them to generate power.
If you are sinking them, it is 50.4 Uranium rods/minute, or 252 100% Reactors, 630,000 MW. If you are burning them, that is 22.4 Plutonium rods/minute, or 224 Plants. 560,000 MW, or 1,190,000 MW. It might be higher if you use the Fertile Uranium recipie, but you would have to lower production of uranium fuel rods due to the uranium needed for the Fertile Uranium
Yep fertile uranium gives the max amount of plutonium rods, but not the max amount of power (you sacrifice more uranium power than plutonium power gained)
good to know
It did yes!
Still gonna watch the video as well.
I have a logistics question. Say I produce a lot of plastic at one factory. Is there a way to distribute the plastic based on needs to multiple factories via train, without having to use multiple stations?
Eg. I produce 360/min plastic at factory A. I want roughly 60/min at factory B, 120/min at factory C, and the rest into central storage/overflow. Can I accomplish that without having to build separate train stations at factory A and balance each of their loads by belt for each of the three destinations? It's ok if the numbers aren't super exact and it's not 100% efficient, just want to know if it's possible. Thanks!
The train unloads until the storage is full at a station. So after having a full storage once at station B and C, only the surplus of 60 will go to storage. No need for blancers or more stations.
Ohh right awesome, thanks!
To expand on your example
You load 360 in A and want to unload 60 at B and the rest at C. A single train goes from A to B to C. If you balance B so that it outputs 60/min, the station will fill up and send overflow to C asap. Else the station will have to fill all the machines connected before overflowing
That the only difference adding a balancer would make here imo ^^
Got it, thank you!!
keep in mind that the whole station will need to fill up for it to overflow
i once had my nuclear waste build up because i was shipping control rods to uranium and plutonium rods production
but the uranium production buffer wasnt full so my plutonium production didnt get any control rods resulting in huge amounts of waste and radioactivity
Just in case you didnβt figure out how to set up the splitters/mergers. You have to give it a minute to balance the load, but then you should be good.
pretty sure 5 way splitters dont need time to balance they just work
Isn't that 1.94, not 2?
I gave up and just manifolded it last night, but I appreciate you taking your time to draw this out for me π
Itβs 1.94 the first output, but the line that feeds back to the first merger gets slightly bigger each time it feeds back on itself until it balances at 1/2/2
So this is one of those fun 1.9999999999999999 things that we just say is 2? π
no it just works
A simple 1/5th splitter array
This tutorial is an essay from a personal perspective that serves as a guide to the creation of "prime splitter arrays"; collections of splitters and mergers that split resources by precise prime fractions. This is not possible for prime fractions above three using standard methods, but the application of some...
I read that in stoner voice. "No it just works bro"
π
the 1.94 etc is a mathematical way of proving that its 2 but thats not what happens
yes 1.99999999 is 2 and you cant prove it otherwise because game rounds to 2 decimals 
its only 1.999 in the way youre proving that the system is 2
in reality its just 2
@thorn bane I am not serious. π Apologies if you got a brief headache from that.
nah its fine it just hear that so often that it converges to 2
where thats wrong. the mathematical system that youre describing it with has an equation that converges to 2
the actualy physical system is always correct from the start
Honestly Iβve never actually counted what comes out of that split when I first set it up. Interesting that it immediately jumps to correct.
Indeed. Because physical systems can use exact fractions.
Where base 10 math is... limited π
so, there i am, watching tv at 3:30am cause my sleeping pattern is screwed, and my brain starts thinking, hmm, my aluminium production is slowing things up a little, why don't i build a new factory, and i'm like "brain, no, we need sleep", but my brain is already plotting it out and connecting pipelines and conveyor belts and thinking how best to get the silica over to where it's needed
stupid brain
how do yall plan for a factory that will build all final tier space elevator parts and extra
of all of producible parts without losing track of whats being produced and keeping organized
Using an own spreadsheet
I never automate space elevator parts.
So the "design" is "storage containers with exact amounts running into machines"
i plan on automating and then sinking them and getting the fancy statues at awesome shop
personally for me, i'm doing it one part at a time, i set aside the basic 1000 cubes needed to make the PCC, and i have a diverted belt slowly making those, once they are done, i'll dismantle that and connect it to the copper dust in production and then let that slowly finish.
Because i counted out the 1000 cubes needed and put that in a storage container, it'll never overproduce
#meta just got to T7/8 in 32h
whats your guys time π
What is the best way with going about setting up production lines? I've found that using the calculator and tool sites come up with production lines that don't translate well into the actual game, especially when it comes to how everything is distributed through splitters.
to beginning the unlock of t8? probably somewhere over 100 hours
ever play with lego as a kid?
Rarely
!wikisearch manifold
well, experiment, try, if it fails, make it better
together with
if you want to go perfect, there are builds out there, if you want to sort your own out like i do, just build, wait for it to fail, find the point of failure and improve, continue until perfect
My main issues come from using a 100% clocked miner and splitting it off into one line that requires a certain amount of something that can't be split off easily
Using this motor production line as an example, I don't see any easy way to split 157.5 off 240 so I could use the left over amount of iron for passive production into another part such as something basic like iron plates. https://www.satisfactorytools.com/production?share=TBwKGcwH0nNZv0zCYa80
don't bother dealing with numbers that aren't whole
and think in terms of 2s and 3s for math
just manifold it (hence why i linked the wiki site for manifold)
as in you have 1 splitter of the 157.5 iron that goest to both the steel and iron smetler
once the iron smelter is full it will uverflow the other 45 iron to the steel foundry
so, you split the 240 into 2 lines, you get 120 on each, you then split one of those into 3, divert one of those splits into the first and you end up with 160 on one line, and merge the rest into the main line
or split it into 3, then merge two of those splits, same math, less splitters/belts
Alright, I'll try both of your ideas. Thanks
lol, so i noticed my silica production seemed off, and i went to check the whole line, and realised the source miners on the quartz nodes were never upgraded from mk1
here's a very basic example of splitting production from a mining source, it's not efficient atm cause of my aforementioned miner fail, but you can see that the main line is split into 3, one of those 3 is for pure silica production, another is directed to the radio control build
So is the main idea basically to not worry about 100% efficiency for more complex production?
ah, no, for certain complex production you definitely need 100% efficiency in most areas or it will fail, that there is very basic silica production
you get 100% efficiency once all the machines are full
i'm fixing that because my alumina production is not running efficiently and one of the reasons is silica input
see how i'm taking radiation damage from that far away? cause it wasn't 100% efficient and plutonium rods started stacking up, causing a massive issue, i've since fixed it, but it's a slow process and will take several more hours to burn through the stockpile there
with 2 miner upgrades i just quadrupled my silica output
if i find some more slugs, i can overclock them and max out the belt
oh, i found one right nearby, so now i've got 600pm on a belt that can handle 750
sorry, 780
I mean when it comes to having all production buildings running at 100% all the time
i mean, there's a lot of complex production in this game, my supercomputers for example, the final product is only running at maybe 10% efficiency cause of my crappy input of circuit boards, but the rest of the system is at 100%
my nuclear power though, everything must run at 100% or it fails
or rather, be capable of running at 100%, the waste disposal will ideally only run at about 50% efficiency by the time the stockpile is sorted, but all input must be 100% or better, or the plants fail
i personally only go for 100% input to output ratio even if that means that theres some buildings that are underfed
but its personal preference
I'll just mess around with whatever ideas pop into my head that sound like they might work
if you're talking a perfect input and output system, you can do that if you want, but once you get to tier 8 levels you'll go fucking insane managing that
certain things you probably want to set up a fire and forget system. like screws for example, i got sick of fixing my inputs here and there, so i have overbuilt the shit out of that, and now produce about 5x more than i need
for example 60 limestone into 2 concrete constructors at 0.666% each into 20 concrete is efficient in my opinion me since 60 * 1/3 = 20
i also went nuts on my concrete and set up a mk3 miner feeding 3 overclocked constructors with about 500,000 storage units
i pretty much never have to worry about supplies of that, like ever
from what ive gathered sitting in this discord for lots of hours people usually stop caring for 100% machine efficiency the further they play
yaeh, there's certain ones that matter, like fuel plants or nuclear plants, or parts related to them, but beyond that, you will literally go insane trying to make that perfect
at some point you might even stop caring about efficiency at times just to build pretty stuff
hides his U5 buildings that have literally no machines >>_
also some people might call this blasphemy but in my opinion not using the best alt. recipe is not 100% efficient even when the machine says so
but thats just me π
i love my concrete factory building, it's pretty to me
but then, i also started building a racetrack
45 limestone into 15 concrete is only 66% efficient since you could get 30 with wet conrete π
Well, since update 4 several recipes are more a tradeoff than being a clearly better option.
i recently used polymer resin alt and residual rubber for a factory. HIGHLY interesting because you need SOOOO much water
that's my pretty concrete manufacturing facility
and i had barely any water available nearby
Right now my plans are building temporary factories to produce whatever I need to progress through the tiers, then once all that is finished, create permanent layouts and interesting building shapes/designs, even if it isn't producing as efficiently as a barebones, basic factory would.
and my "WTF is that monstrosity" aluminium plant
sure in some cases
it also always depends on the goal (points vs space elevator etc.) but still theres some recipes that are just not resource efficient
btw i think its fine to use them just dont say that such a system is 100% efficient
i built that plant out of necessity, and my plan is to build a brand new one somewhere else, make it pretty, and switch this one off
I've tried making permanent factories with where I am now but I keep realizing that it's way more difficult to future-proof a build than it is to just rebuild once I get something that I'm looking to get
? I still care about it. π
you can future proof by adding empty vertical layers
im just saying if you do a survey of t1/2 players vs people with the golden cup more people will abandon 100% efficiency
Recipe efficiency maybe not as much.
But MACHINE eff better still be at 100%
If I see a single yellow light on my line I am about to go find some lizards to murder.
imo a manifold of 20 machines where the last is underclcoked is exactly the same as just 20 machines
since you only save power not resources
That's easy in a barebones, basic factory but I've been trying to build aesthetically pleasing factories with lots of detail while also trying to focus on future-proofing for things such as trains
I donβt consider just adding up total input items/min needed and choose a minimum like greenys calculator does in first place as a measurement of efficiency
I do empty horizontal layers to, just disconnect the main manifold line where it needs to stop.
well, the best way to do that is overpredict, so lets say you're in early tiers and you need to make iron plates. You're going to need them forever, so instead of planning to make enough for now, go like 10x over what you currently need, and you'll eventually use up the excess as you progress
and if you plan on going the train route, then hot damn you'd best step up your steel production into overdrive
@thorn bane am I misinterpreting what you mean by people giving up on eff?
Like are you saying people are fine with yellow lights?
ofc everyone has their own definition of efficiency
some only care for time effeciency and are fine with super underfed/oveffed machines
yes
EWWWWWWW
Reasons I wouldn't play multiplayer even if it wasn't more broken than my trust in lizard doggos...
im sorry but if you need 326.3854 iron for a space elevator part your just gonna have some yellow lights xD
Why would I ever automate space elevator parts? π
Generally thatβs right. But water or oil m3/min isnβt equal to items/min for example
well do you have the golden cup?
Which time?
?
i mean have you send the 4th space elevator
since i said people that have done that care less for 100% machine efficiency
I'm saying I've done that multiple times.
I still will never automate project assembly parts.
so you handfed 10000 space elevator parts? damn
?
Storage containers > Machines > Elevator doesn't count as automating them to most people.
what
ye sorry thats what i meant you handfed the machines for 10000 space elevator parts
Because I have no "production line" for the parts that can be traced to a miner.
I just fill containers with the exact resources needed for the parts and let them run.
i've done the same with the nuclear pasta
but anyway
so youre saying in those playthroughs you didnt have a single yellow light?
everything but the fused cubes is automated
Oh if I find a yellow light I will immediately correct it.
They bother the shit out of me.
lol, come and join my world, i want to see if you have an aneurysm
No. π
oh speaking of efficiency
imo its also 0% efficiency when a production line is full as its just wasting the input
and 5% efficiency is better than 0%
(same with if its being sunk)
Like I said, I will use less efficient recipes sometimes, but I will never tolerate yellow lights.
you know how when you upgrade an existing miner, it doesn't use all 3 auto miners in your inventory?, does that mean if you don't have 3 you can perform the upgrade?
Here's the funny part:
so if i scaled my computer factory down to like 10% so it stayed green, you'd be happy?
In my experience, it won't let you upgrade without having 3, but it takes only the amount needed to upgrade.
sigh
Yes.
wait hoooold on
are all your miners green? xD
Also yes.
oh damn
He's built different.
I will down-clock them when necessary.
I say "down-clock" because to me their default is 2.5x overclocked π
but, think of the chain reaction of that? i scale it down so it stays green, the biggest hurdle is the circuit boards, which isn't green cause of not enough plastic input, lets say i slow that down too so it's green, i could probably manage that, but what about the cable input, the screw input, i can't scale those down because they are directed in other places and intentionally overproduced atm to cover future builds
I thought you'd say I have strange hobbies.
Weird*
i'd have to go back and forth every time i built something new to change efficiency levels
thats why you do math π
You do, but that one's not weird. π
I LIKE GREEN LIGHTS AND I CANNOT LIE.
i'd need to do meth not math to sort that out
You other pioneers can't deny..?
Is it just me I can not find Quarts anywhere.
thats why there are websites that do math for you π
pretty sure you can order meth from websites too
I want to rythimically change that to "You other 'neers can't deny" but if you say that too fast it is REALLY dangerous....
there's 2 quartz nodes, up the mountain from grass start area 1
Yup.
i was like, why? then i did it, i get it
find a quartz deposit
scan for it
YUP.
Yeti I know where there was lots of Quarts Started in Rocky Deserts I have trekd to 4 ping sites and there isn't a node there.
Cave underground has them.
Is.. is it under a rock?
Sorry should be clear I am scanning but not finding.
They're definitely there. I promise.
ah sorry
that ones in a cave
Rocky Desert has the best crystal cave.
You fit like 20 refineries in it and can get like 10k crystal per minute.
BIG cave.
That's a lot of crystal.
if youre bored you can use SCIM to show the cave entrances
that ones super hard to find as its big af
Has 2 outlets too so it's really easy to run a train through.
Nice.
take this for example, all yellow because i currently have no mycella, this is my gas mask and iodine filter production, i'm gonna wall it off later and make it pretty, but for now i just wanted it set up, i have a deposit box back in the central base area with a power switch nearby, so i can turn it on and off, it's obviously on now, but i don't like red lights
If you need the entrance, just scan coal.
we talking about your mum?
What do you need mycelia for?
sorry, so sorry
First entrance is by the coal by the river.
fabric
What she does in her free time is her business.
Plastic. π€
MAX FABRIC BUILD
It's also not actually plastic, sorry. Polymer resin. π
fabric needed there, and unless there's an alt recipe, the only one i have is biomass + mycella
Polyester: Polymer Resin and water.
It's the automatable alt for fabric.
well fuck me, i want that so hard right now, i've got both the 6-12 rubber/plastic recycle recipes so i can use my resin for that
well fuck me, i want that so hard right now
TWSS
i wasn't kidding about the racetrack either, i've plotted out the path further into natural terrain, and it goes near cliff edges, so it's like, death race worthy
btw, i'm on tier 8, and i'm only now upgrading my sulfur input, it has mk1 belts that i'm replacing
I'm also on T8.. and keep meaning to build a miner on a sulfur node somewhere.
hmm, my silica is still a bit slow, not sure if it's production or transportation
all I can see now is quarter pipes needing someone busting a 900 on it
i'm going to make them full pipes with lighting
and now realizing Satisfactory would be the greatest THPS level editor
i also discovered whilst testing out that you can't drive the explorer straight at the quarter pipe
omg, i have rails in there and everything, ungh i want a skateboard now
exactly, it's a perfect fit!
forget golf, need skateboarding
Isn't that just factory carting?
i've also taken the factory cart in there, and chaos is the beginning of the description
also, i just mathed out, i can build 20 more silica producers, YELLOW LIGHTS EVERYWHERE
I don't know, that image just made me go straight to THPS lol
i have about half the track planned out, it involves a lot of natural terrain, including through some gas, so if you don't go fast enough through there you die
and you can fall off a cliff into the void
Excellent. Thank you!
all 9 of those need to be full of copper dust (well just shy of full) to produce the nuclear pasta required, this has been running for about 30 hours now and 1.5 containers are full, i might need to dedicate some resources to this if i ever want it done this year
i don't mind yellow, but i messed up here
Ok, dumb question, how can I split 10 to 8 and 2. All Iβve got is mergers and splitters at this point.
You put 5 splitters in a line, and connect them together?
Ok, how does that work, or where can I look to understand how that works. π
10 into 8 and 2 is a bit annoying to build, but easy to math out
wait, atually, it's easy
Generally I just split things off the line, so put a splitter in front of each machine's input, then run one line into the first splitter, output to the next splitter and down the line.
no, wait, crap
Iβm just starting. Havenβt learned the math yet. π
You don't really need balancers in this game, unless you want them.
The lines will fill up eventually.
I want them because itβs kinda fun to play that way for me.
i mean, you can basically split it endlessly until you have 10 lines of 1, and then merge 8 and 2
but honestly, 10 into 8 and 2 is a bit tricky, this game works on split multiples of 2 and 3
The trick is you can back-feed one line to get odd numbers.
So split 6 ways, feed one line back to the beginning to get a 5-way split.
π
That's how all of them work. You just have to make sure your belts can run at n+1/n% speed.
So if you want 5 outputs, your line needs to be able to support 120% of the speed of each output.
lol, i'm listening to songs on youtube, and eminem - stan long version came on, they silence the bad language for some reason so segments of the song are just music-silence-music-silence-halfmumbledword-silence
Iβm not sure I follow. I really want to but itβs not clicking. π
if you split a line into 2
and then split one of those further into 2, and back feed it into the main line before the original split
So you can split a line either into 2 or 3. If you split one line into 2, then each subsequent into 3, you'll have 6 total outputs. If you want to balance it 5 ways, you need to merge the 6th output back to the original input.
something like this poorly drawn effort
The caveat is that if you need, say, 12 at each output, you need a line that can handle (1.2 * 12 * 5 = ) 72 total. It won't balance correctly on a 60/min line.
it's often easier to allow for a small % of overflow
but, some people like things perfect
It's not that it's easier. It's literally mandatory if you actually want balanced outputs.
Yeah, but really, don't balance things. π It's not worth the effort.
you don't mess with nuclear power without perfection
and i mean perfection in like 2-3 elements, others can just go nuts
Here's my diagram from forever ago. π
what in nuclear has to be balanced?
i love the math behind nuclear power tbh, like, i had a failure earlier, and troubleshooting that took me about 30 minutes, turns out i had a sulfur supply issue, which was causing a chain on effect which was preventing magnetic rods to get to the plants
Square's a splitter, diamond's a merger.
That'll let you balance without the extra overhead.
power in must be perfect, water and rods, if that slows, production halts, you lose power
waste out must be managed perfectly, if waste builds up, production halts, you lose power
not to mention waste build up creates an ever expanding zone of radiation
well, if you recycle the waste for plutonium you need that as the total input. But that input does not need to be balanced.
that sulfur flow issue? it was to my battery factory, which is linked to my aluminium production, which is linked to creating heat sinks, which is linked to creating plutonium fuel rods, which go into the awesome sink
sulfur slowed down, shut down aluminium produciton, shut down heat sink, shut down plut fuel rod factory, caused back flow of waste
yeah, but that's not balancing. That's having a working supply chain π
well, the input balance can have issues with sulfuric acid, if it doesn't continue processing at a steady rate, the acid will backflow and stop the plants
that's 1 chain of like 12
I love knowing that that somehow comes out to 2 but donβt know how that math works right off the top of my head.
This set up works, but "C" + 10 can't go above the line speed between the first merger and splitter.
i just wish that we could put splitters directly onto miners, my 1200pm coal miner can only do 780 cause of the belt
And it works because it's basically artificially increasing the input.
I mean, the line speed is 60 minimum so I think itβs fine.
In theory there should eventually be a Mk6 belt for that.
It gets more important as you get closer.
yeah lots of different theories thrown around about the mk6 belt, i doubt it will go up to 1200 though
But from the 3 splitters perspective, the first splitter's actually getting 12 and splitting it 6 ways.
When it existed before it only went to 900. π€·ββοΈ I've heard engine limitations too.
I mean, yeah, I know that. But I would love to do the sum and then see if itβs like a geometric sum or something something calculus I havenβt done in 4 years
Well, godspeed. π
i had to do a bit of that math last night, i had 480 iron ore coming in to my screw plant, and i needed to divert some of it into my steel factory, so i had to math out a split of 80
most of the math is limit based stuff
I will say though, the idea of "just.. stick 10% and put it back in the beginning to make it seem like more" feels kind of insane to me. π
It feels like cheating.. but it actually works. π€·ββοΈ
i still think this game requires more meth than math
I don't recall if it's immediately balancing or not though. I feel like it might not be.
yeah, the liquid production with byproducts is quite tricky with all the flaws in the game
hmm, i need to build two more steel frame constructors, i have coal in excess since i have a maxed out mk5 belt, but iron...
steel beam i mean
what's the best way to increase my steel bar by 105pm
overclock existing foundries or build new ones?
six power cells and i'm set
time for a good old fashioned bug hunt
nice, 9 power cells worth of slugs in like 5 minutes
i freaking love that object scanner
@ashen girder have you got a rough layout of your inventory dump/sorter? i have one set up for biomass generation atm, but not for the rest, i'm thinking of making a building like a proper home
i just sort of circle around the ficsit base atm and i'm outgrowing that
It's right now just a line that runs through like 20 smart splitters. π
yeah i'm thinking a few programmable, a few smart
I'm planning to rearrange it so it's split out by tier so I can use programmables to break it off earlier.
I had to use a programmable to get all the high velocity crap off the line since it was filling up with quickwire.
So now it just directly sinks some portion of the fuel and quickwire that comes through. π
like, i'd program the biomass stuff off straight away, and then have a sort of storeroom of regular stuff i carry like concrete, belt mats, wire mats etc
i can't wait for signs in ea5, that's gonna be probably one of the best things for me
Come to the dark side. π They've fixed the worst of the bugs.
is there an in game note pad?
Just the shopping list far as I'm aware.
oh damn it, the calculator does not follow order of operations
that might be fun to make as a mod, if there's not already one
i was using it for number notes for incoming iron ore, i had 90+90+90+45-60-60 written in there as i'm going around doing the math, and it's telling me that = 315
which, it does not
huh, if i put the +s in brackets and the -s in brackets it works
kinda silly
what calculator? :hmm:
you know another tool that would be absolute mint, something you could point at a conveyor, and it tells you the current items p/m
in game calculator, default key is n
YO WHAT π³
yeah i only learned about it the other day
I gotta try that when I get off of work today π
What..what did it say it was?
it's like it's doing a double negative on the 60-60 instead of straight order of operations
Oh, I guess I meant what was the actual answer. π
oh, ah, 195?
what the hell?
π I have no idea but I love it.
are you on exp?
must be a known bug that's fixed
Before U5 you had to use brackets even if it's just plain additions
yeah if i did it with brackets it worked
but mine also says 195
I'm gonna stick to your computer's dumb and can't math right. π
my ficsit equipment is faulty? but FICSIT is perfect
I don't think they've ever claimed that. Just that they, you know, don't waste.
if i set a miner above 780, it will still just put out at 780 right? like it won't cycle on/off and mess up that flow?
uh
..both?
if it can't put out stuff fast enough (belt speed, blockage) then yeah it'll cycle
It'll output whatever you set it to until it's full.
it will cycle, but it has an internal buffer
And it'll send out your belt speed per minute as long as there's something to send..
so, it's all good, i just sat watching it for a minute
time to do some splitter/merger math
well fuck me, that was hilariously perfect
i already had a splitter+merger set up on that iron ore line, which feeds my massive production of screws (600/pm currently)
i just did the math on the existing split there and it works out to exactly the extra i need to maintain 100% steel production
exactly 195
it will fill it's buffer and then stop, starting again when buffer is not full. Machines have like 2 seconds pause when starting after being stopped, so it'll do on/off cycles
(Psst. That's 15 more than the line can handle. π )
oh it would've been, but i've been upgrading every freaking belt line to mk5 after finding a handful of trouble spots
795 > 780..
that's a one not a seven
600+195
the 600 is the screw output, not the iron input
Fair. π Just making sure.
i'm about to go nuts on iron plates too
make another mini factory that just outputs like 780pm
they are slowing up the chain for HMFs
a couple of nifty QoL things would be nice in this game, like setting a building to manufacture until x
especially with the spaceship requirements
Why? Just sink the overflow.
i know, but like, that just feels wasteful
They pay you for it tho..
with what, statues?
Also, you can just set up a once-off manufacturer with just enough inputs to make the number you want. That's what I usually do.
i've unlocked everythign else
Well, I mean, coupons. Not just for statues. The PA parts are pretty valuable in terms of points.
sure i can buy parts, but i kinda went and set up factories to make those parts
so i'm using those parts to make coupons to buy those parts
PA parts = Project Assembly parts.
They're worth a buttload of points if you sink them.
yeah i get that
one factory making smart plating using the vanilla recipe produces 1040 points per minute, when everything else in its tier produces around a tenth of that
but what am i gonna use the coupons on? there's nothing in there that i can't manufacture
Anyway, if you've completed the space elevator, you've literally beaten the game as it stands right now. π Hopefully the story will give you things to do farther.
unlocks, statues, liquid biofuel, making the ticket count go brr
plutonium rods make ticket count go brrrrrrrrrrr
make a giant coffee mug collection
It, uh, scales.
like 150k points
yeah
points per ticket grows exponentially, which effectively soft-caps the tickets you can get at each stage of the game
my main save is into the millions of points per ticket at this stage
fun fact: after a very large number of tickets, the points per tickets overflows and resets
hahahaahaha, it actually has square wheels
i just built it
oh and it's so horribly bad with fuel efficiency
i think i'm gonna make a garage of them
wow, it's going to take a long, long, long time to make 4000 of this thing
do you know the number?
if i have a factory where Iron Rods are going to several different stops, can I just tune the stops to receive that amount and rely on a manifold to distribute everything?
yes
and then the remainder will go to my mall storage, in this example 15/min once the manifold has loaded up fully?
if you mean what i think you mean that is, like if x recipe uses 15 rods, and you only want 10 there, so you scale down so it only uses 10
nods
yeah, pretty basic to do
and yes if you want a backup, you can hook in a container along the line so you'll create an overflow
or you could tweak the spare output recipie so you produce 14 extra, which should balance everything
How the hell do you get rid of the ad that pops up occasionally on SCIM? It wasn't there before, in February.
Generally speaking, by the end of the game, FICSIT coupons are kind of a vanity/"look how A.W.E.S.O.M.E. my factory is" thing. It does reasonably align with player effort: more complicated items produce more tickets, so later-game factories not only have more raw resources to play with, they also are able to sink more valuable items.
To be specific, the vast majority of the time, the sink value of an item is twice the sink value of its default-recipe components. For example, with smart plating, the rotor is worth 140 points, the reinforced plate 120, so the smart plating is 2*(140+120) = 2*260 = 520 points.
What a lot of players will do is have the following setup:
Production->Smart Splitter->Storage->Other Assembly Lines
|
\
AWESOME sink```
Smart splitters are in the caterium tree, and for this use case, you set the branch leading to storage as "Any", and the branch leading to the sink as "Overflow". As such, once any dependent assembly lines plus your storage saturate, excess items go to the AWESOME sink without intervention.
Thanks doc.
I'd replace "other assembly lines" with "storage"
whats even better is you put a smart splitter after the initial one, and it primarily go to the Other assembly lines, and the overflow go to storage. That way you only sink when your storage is full and your lines are saturated
how early into end game are people building these massive power facilities? all these sink overflows cost a lot of power so im thinking it should happen pretty early? im mid t6 right now
most people build them shortly after they get automated power, or even on biomass to start collecting coupons.
Wouldn't storage fill up with overflow after other assembly lines are saturated with just one smart splitter going into sink?
i laid the footprint down the the pretty standard big coal setup but got distracted haha
Got it done. It's dumb, pointless, and completely unnecessary. But I've balanced the production from a single iron node into both rotors and reinforced iron plates. Probably can do it more simply but meh.
It looks good
thanks
I made a setup that manufactures 120 iron plates per minute. However, when I timed the production of 120 pieces, I measured 48.6 seconds. What's up with that?
That is superfluous. By connecting them in series like that, any production that goes into storage will immediately proceed to construction. Storage only starts filling once other assembly lines finish backfilling.
It could be something like your constructors being synchronized, combined with starting your timing almost immediately prior to a whole batch being produced (or more likely reaching your storage).
I start the time when I see the first plate come into the storage.
... so you have synchronized constructors.
How do I synch constructors? That shouldn't matter though. I have a Mk 2 belt taking plates from the last merger into storage. Its full as it should be. That was my goal: 120 items per minute to saturate an Mk 2 belt. Just FYI
Let's take an example of uranium fuel rods, which take 150 seconds to be built.
You start 10 manufacturers (assuming they're pre-loaded with ingredients) at T=0.
The first minute, 0 fuel rods.
The second minute, 0 fuel rods.
The third minute, 10 fuel rods.
Minute 4: 0 fuel rods
Minute 5: 1 fuel rod, at the very end of the minute.
Minute 6: 9 fuel rods, at the start of the minute.
If there's a T2 belt involved, that's stranger, but assuming you're not belt-limited, 120 items/min means 120 items in an average minute, not 120 items in a specific minute.
If you are merging everything onto a T2 belt, I can only assume there is a deeper bug somewhere, but by starting from receipt of the first item, you're skewing the statistics for any non-belt-limited production line.
I let the stopwatch go for 3 minutes to see if the average was the issue/solution. I accumulated 445 iron plates in that time. That gives an average of 148.3 iron plates per minute. I never encountered this in Factorio, which was a much more polished game. I checked my math against some of the design sites for this game. Everything checks out. The time is off for some reason. I'm going to check Iron Rods next.
I do appreciate your help. Thank you.
@iron prairie
I would check for errors like "it was actually a T3 belt", that your timer/stopwatch is correct, etc.
can you post a screenshot of the factory?
Were items/min incorrect in general, a lot of peoples' factories would break in very obvious ways, which is why we're more inclined to believe the test setup is incorrect.
Another thing to check is if your installation is sound: for Steam, you would verify local game files.
Why would you be timing belts instead of just looking at the buildings to ensure ther are working at full and not starved...?
To prove they're broken, duh.
They arent.
I know.
In theory, one might catch a bug that way.
I still suspect the experimental setup is the problem, not the game.
Anywho, I'm wondering: who can find the production pathway which maximizes the following ratio: Types of raw resource used by this pathway / types of raw resource used by the default pathway.
Right now, I'm up to 4:1 (5:1 if you count water). Cable's default pathway is just copper ore, but if you use QW cable, fused quickwire, pure caterium, and copper alloy ingot, you can get cable made out of crude oil, iron ore, copper ore and caterium ore.
Hm. Stitched iron plate + fused wire + steel coated plate gets you to 5:1 (iron ore + copper ore + caterium ore + coal + crude oil), but I'm not sure it's possible to exceed that. Nothing other than iron and copper have long, single-ore default production chains where it's possible to plug in alts with diverse resource requirements.
You've yet to see truly balanced nuclear production, young Padawan

I'm guessing HMFs or Fused frames might yeald a better ratio (since they just include the stitched plates part too)
HMFs bring in limestone, though, so the denominator becomes 2.
Oh, I see
maybe modular frames
you can do stitched plates + steel screw which can add coal
nvm, i'm just stupid
fun trivia thats why you can make so many assembly dircetor systems and why they are the best item for maximum awesome points
Since the limiting factor of how many you can make of them is cables you can just use iron wire AND fused wire AND quickwire cable for insane amounts of ADSs
also interesting to note that fused quickwire -> quickwire cable seems to be better than fused wire -> insulated cable
insulated cable is terrible, best cable recipe is coated + a bit of insulated (from the resin)
peak cabling
huh? insulated uses less iron and less oil
cant be right, last time i checked insulated, the efficiency was terrible even with recycled
coated barely beat it
greeny calc sorta agrees even for maximizing
enable all recipes and all resrouces?
coated is just straight up worse than insulated
why is there a polymer byproduct. you KNOW thats unfair to waste that
well 11.11 resin is 5.55 rubber which is 1.852 oil
so its still more oil
New run in U5, finished designing Outpost 1: HMFs - https://u4.satisfactorytools.com/production?share=hvCSFX63WTY1ZTDp6OeQ
@wind spade your calc still has some slight issues it seems? shouldnt the resin get used? i didnt do maximize
also it did.... that
again are you sure you have all recipes selected?
caterium wire too or what
can you send a link of the planner?
the bottleneck is somehow iron now
well thats fun
ok if you set the resources "Set from map limits" its works now for me
also apparently iron only to cable is PEAK efficiency
also the bottleneck is iron AND oil it seems
oh maybe thats why insulated was worse than coated for you since insulated uses 4x as much water and you had water limited
you cant use that much iron possibly
well all iron copper oil and quickwire are bottlenecks
if you mazimize i uses 100% iron 100% copper 100% caterium and 100% oil
its a straight 50 50 split between normal iron wire and QW cable
leaving you with 0 for ADS
so thats nonesense to begin with
yes the actual planner uses less quickwire cable and more normal cable
if you maximize for oil, the insulated recipes are your friend.
and for the nieche of ore efficiency: iron wire
i personally prefer insulated cable and fused wire since they reduce building count by alot
Donβt forget: #math-and-meta message
Oil efficiency: QW Cable.
Cu / Ct efficiency: Insulated
Middle ground: Coated
coated isnt one to carry things alone. thats for sure
Iron Cable though π
