#math-and-meta
1 messages Β· Page 573 of 1
ahh... I calcualted a diluted fuel blender for 100 Input, not 100 Output
so double the blenders
i was going to say, the turbofuel number of blenders also seem off
okay, I should redo them in the sf-tools
roughly.. but the amount of effort required for 9 refineries and 8 blenders...
but base diluted fuel is definitely simple with blenders
(did them by hand)
this cements the point that turbofuel is not worth the effort anymore :/
you still get twice the power out of it, granted by quadrupling the number of refineries
Has anyone recorded numbers for how fast you travel running on Mk5 belts with blade runners, compared to stuff like tubes?
oh nevermind theres a table on the wiki page dope
this isn't twice the power.
if you burn all the oil and make turbofuel out of it, yes it's a nice chunk of power.
Is there not a more efficient way to convert the oil to fuel closer to 100%? Or is that the most fuel you can get from oil?
you can make that 600 turbofuel by adding coal, but thats certainly eating more resources
but for the average player/effort vs powered gained is so small compared to just burning fuel. that's really the point I'm trying to make.
it's hennings numbers. the ratio of power in fuel vs turbo blend wouldn't change no matter how much oil you throw at it.
so the strategy to get through Tier 6 might be a hunt for Packaged Diluted Fuel and build an additional Fuel-Powerplant (keep the coal)... maybe another one when I get the Blenders in Tier 7... and then look for nuclear setup ^^
I wouldnt recommend packaged diluted fuel, after looking at the absurd number of machines it demands, its silly
I'm looking to hire a player to refuel my nuclear setup with sulfuric acid once a week lol
I just personally built a giant coal power plant back at like, Tier 2, and it has been carrying me all the way to Tier 8
stupid fluid bug.
hmm
i build my computer factory at 300 oil, used some of that oil to make rubber for computers, and the remainder goes into 100-something fuel gens now with diluted setup, that way I could build in stages and catch the power needs of the computer factory at the same time
32 Coal Generators only needs 4x pure coal nodes (effectively, I am using 3 pure and 2 normals)
getting to T7 with coal sounds a bit horrible ^^
32 coal gens would never carry my factory, i like building big π
Nah not really, I am about to hit T8 and I am at just shy of 4k MW
I did it, and did the golden cup unlocks on coal and coke only..
I build pretty big
I needed about 140 coal gens. or whatever 12GW is.
if you dont even consume 4GW, then all your bigness is apparently from foundations, not machines π
it was about 50/50 coal and coke power.
I build my stuff to utilize Mk5 belts, but then underclock to handle the actual belts I currently have
I tried not to build that big in my 2nd playthrough... and I am hitting the 3 GW limit soon with running factories (and I am still working on the T5/6 stuff)
then just fix my clock rates and belts as I unlock Miner Mk2 and Miner Mk3
I only consume 4GW >.>
I underclock all my machines to 1% including extractors. maximum efficiency!
Heres a pic of my Motor Factory as an example. It will eventually consume I believe a total of 1.1GW on its own once I upgrade its belts to Mk5s shortly and tick up its clock speeds to handle the new throughput
All of that combined is just motors
But because of underclocking it consumes substantially less... for now
how did you get glass roof? also very nice
awesome shop
Odd.. I'll look again
It's under the customizer after you unlock the FISCIT roofs and can make windows
which does require researching the quartz branch and unlocking silica
train ride to where the awesome shop and tickets are...
psh. make a new one(s) :P
@topaz hedge What's the fluid bug with Sulfric acid that's giving you grief?
tickets are shared between all the sinks, so you just need to power it up
I lose a little each time i load my save.
I don't have any screws. and I'm not going to craft them lol
just build an additional local Awesome Shop where you are
Oh, that bug. Yeah, i tend to make sure my liquids are overproductive whenever i can
if necessary build an additional local sink to get the current tickets
Just because it's hell otherwise
I will not touch my 16k screw/min factory
that's fine for everything else, but with sulfuric acid on default uranium cell it's a loop. so if you overproduce the system will lockup.
liquid feedback can be a hell of its own
There are ways around that, but they require careful tweaking of inputs/outputs
Which is just urrrrgh.
Personally, i'm just using the recipe that takes raw sulfur, since that's both more productive and... you knwo. No sulfric acid loop
do you remember what tab of shop?
easiest way is to feed a blender with only the waste acid.. then you'll have no problems. I completely forgot about the waste acid until I had turned everything on. so I had to go and make it work and tune it while everything was nice and radioactive.
Yeah, i built a water feedback loop for an aluminumn plant once, and honestly, never again. I'll just use wet concrete sinks
this is a u4 experimental setup. it predates infused uranium cell being fixed lol
@topaz hedge Oof. That bites, you have my sympathy.
it' is what it is. I thought about fixing it a few times. but it works well enough as long as I visit it everyonce in a while. hug the glowing bean, and drop some packaged acid into it
JUst to check, what's the issue with liquids and 600m3 thing? I know it's a problem/can loose liquid, but i'm unsure on the exact issue.
sometimes the pipes just won't handle 600m3/min and changing the shape of it slightly can fix or break it
Gotcha.
it's really finnicky. and they can only handle up to ~575 or so with 100% certainty. after that it may or may not.
i found the roofs.. lol that wasen't there the other day
if it was ig I'm just blind
That's only true for long mk 2s
Short mk 2s can certainly do 600 pretty consistently
it's under customizer -> roofs
4GW is not big
i was at 6GW and i think i build pretty small
my usual recommendation is between 7.5GW and 37.5GW (50-250 gens) depending on how big you build
I once build a "somewhat looped" Aluminium setup... use the waste-stuff of three Aluminum Refineries to fuel a fourth one... that kinda worked
I attempted to loop the extra 120 water /m from the al scrap refinery, however even with the right amount of pumps it's just backing up, so fun times
@vast jungle THat's actually how mine works, somewhat!
I have one Sloppy Alumina factory that's fed by a water extractor. It feeds into four Electrode Scrap refineries. The waste water from them is fed back into three more sloppy alumina factories... that all feed back into the same four electrode scrap refineries.
yeah, extrators and waste in the same loop just do not work
Yikes, ok that's good to know
instead having them ALL in a loop, keep at least fresh-water and recycled-water separate
Casually rebuilds their entire AL setup
even with valves it can be a pain to mix fresh and recycled
yes, but this depends on some implementation details... and I am not sure it would keep working if they start fixing stuff with pipes
Goddamit bot. >.>
oof
For a VIP btw, you want your "recycled" water on the bottom pipe, and your extractor "fresh" water to the top pipe right?
yes
Skye - icant send you links direct, but i can send you a decent screenie of how my aluminum factory is laid out
at least for hte Bauxite -> Scrap setup, which is the hard bit
my current nightmare of a setup
this is like saying youre not using smart splitters because it depends on implementation details
I feel like the setup still wants some way to also emergency offload any additional water, because it seems like there is potential for that setup to eventually just fill up accidently if both ends are filling
Well no, because smart splitters arent relying on just a quirk of the games engine to happen to work
Honestly though, i think in general you should just build a concrete sink system. It's simpler, you always need concrete, and it's easy enough to figure out how much it's producing
atleast with my design i havent had that happen
and ive tested it ALOT
CSS may "fix" the trick to make the pipes work, and suddenly all VIPs are broken
and if you dont need concrete, it's a steady drip of points
but mah π― resource efficiency
The cost is mostly power/bringing in the limestone
smart splitters have defined behavior by CSS... priority-mixing of pipes not...
Limestone is plentiful and you can still intergrate the concrete produced into other production chains!
Yeah, I need to start taking out the dune desert limestone deposits, however I have a tonne of concrete in my storage system back in my starterbase
but "wet concrete" = "more refineries" π
and hypertube cannons make it easy
Theoretically you can do it with any resources @grave tartan and chances are, theres at least one of copper, iron, limestone, or quartz nearby
i think the VIP is exactly the same
Using any of the "pure" recipes
"Great candidates are: Wet Concrete, Any of the Pure recipes (e.g. Pure Iron), Steamed Copper sheets, Diluted Fuel.
Coal Generators are also a great way to do this, since youβre supplying coal/petroleum coke anyway.
"
I would specifically do a loop with a VIP but then attach an overflow of water to a "pure" recipe consumer for emergency case
@patent briar That's actually a great point i didnt think of. I like Limestone because it needs a hefty 100m3 of water a minute, which makes it the best from a pure "eat up as much water as possible" approach
That feeling when you don't have wet concrete
ye ive done that aswell in one of my earlier playthroughs
but havent done it since since it hast just never failed me
@bright nova Damn, you missin' out. It's such a good recipe
Especially if you're like me and demand A S T H E T I C S
Ya, was an idiot and took a diff recipe at the time >.>
Mainly because it was early game and i didn't really have a use
I just got on my first HD hunt when I hit T5 and had the Explorer vehicle... should be easy for you to get 20+ harddisks too...
That said, concrete now = yes
is now on tier 8 and burned through nearly a dozen drives, no wet concrete yet but I be hopeful
best thing I had recently was copper alloy ingots
which honestly wasn't a bad find
Copper Alloy is really nice... not as much output as Pure Copper, but much better efficiency π
yee
I really like Copper Alloy... built a huge "Forge" in my last playthrough that combined 3 pure coal, 3 pure iron and a pure copper for ingots for the rest of my factories in the rocky desert.
Nice, I'm currently maxing out a 780 belt importing copper to my low tier items fab, and I still have excess Iron despite maxing out a 780 belt for Iron Ingots
Copper alloy is decent
especially because of the super high output of the Foundries with it
Technically I can support 56 Iron Smelters, however I only have 26 because frankly this building is already getting super tall
I've run out of steel for steel screws.. I'm wondering if I've got a laggy belt again /:
Damn them laggy belts
Indeed
What's the general opinion here, Compact Steel ingot or Solid Steel Ingots?
solid
Solid
Good to know :p
(plus pure Iron)
Solid Steel Ingot gives you 50% more steel for your iron ore over the base recipe.
I probably need to dedicate another tower to steel production, because this thing is quickly going to get tall automating Rotors and reinforced iron plates
compacts only bonus is that it uses the least coal .. at the expense of added sulfur, but you may need sulfur later, but what you gonna do with the coal?
This is the second time I've managed to break mk4 belts D:
as soon as you switch away from coal power you should have enough coal...
huh? i thought mk4 is reliable
@bright nova Nice building...
How did you break it?
is still looking for a "good looking design" for Refinery parks...
Cheers :P
This fella is dedicated to basically all the low tier items, Modular Frames, Reinforced Plates, Rotors etc
just pulling 480/min on it. I even centerfed the line and it's just 4 machines lol
Currently I have about 6gw of power in total, about 2 coming from coal and 4 coming from fuel, nuclear power is also in the works but that alone is going to be a mega project
that is a nice tower tho
Thanks ^^
solid steel is the best. only use that alt lol
yee, 'tis what I'm gathering
if you have no coal, use oil and make coke steel.
once you hit the map limit of coal you can think about using others (you probably wont though)
Thankfully.. the dune desert has like, a bajillion coal deposits
And worst case I can just overclock all the coal deposits
these are my last two "nice" buildings... the rest is ugly "build on concrete"
#screenshots message
#screenshots message
oo, second one is simple and works nicely with the brutalism style, almost feels wild westerny, second building is quite neat tho
still working on what I can do with all the U5 stuff
#screenshots message this is my primary power station currently
Pretty solid for T5
#screenshots message I'm still working on tweaking the looks of things to bring them up to u5 "standards"
Nice tunnel entrance ^^
thanks xd that tunnel runs all the way to the spire coast for rubbers :3
Noice
I still have yet to automate my train line >.>
#screenshots message my current cross-map railline mega project, finally got it going to my starter base in the northern forest, then to my power station, next on the agenda is getting it up to the nuclear plant
Most of the uranium will ideally be handled by drones as I don't want a Choo-clear disaster happening
I do like the rail supports
Thanks ^^, they were a pain
and i do handle uranium with drones. it works surprisingly well but you do need quite a few batteries/min i needed about 4 drones to move 600 uranium/min
Yeah, that's primarily why I'm relocating to the dune desert, because I can just dedicate an entire tower to batteries production
plus one drone to fly batteries.
it's not too bad though. if you have the classic battery alt, you can make batteries anywhere there's oil, and bauxite close by
oh and sulfur lol
and iron/copper
Bauxite is a pain as I have to ship it from the other side of the map >.>
So I'm planning to use trains for that
there's oil, bauxite, and sulfur in the swamp
south of you. ig that's probably across the map. to me it's close by xd
I'm currently getting bauxite from roughly around here
Yeah the swamp is the lovely nasty area to the east along that river. and you need well pressurizers to get the oil that's there.. and it's only 450/min fully overclocked
I need to do a purge of the swamp so I can access the uranium there
I like it as is. so most of the lovely wildlife is still there. they only spit fireballs if you look at them wrong.
ye who doesnt like fireballs flying at you, poisonous gas everywhere, huge spiders, and a fog that makes it so you cant see shit
lovely spot
reminds me of home β€οΈ
The sound of skittering every 5 meters
That you can't even see
I think I used up a thousand nobelisk to flatten the swamp when I built a TF powerplant there for the first time.
it was also what dropped the framerate so much that I stopped playing this session
Inb4 mod that lets you load drones with nobs so they can do bombing runs and clear out map sections for you. π
not sure I should do this again... difficult to upgrade the GPU at the moment
Fun thought I had the other night that would allow for infinite headlift. At the height you want the headlift to go to, place down a packager that unpackages whatever fluid you want the headlift to apply to. then pull down a pipe of that to the source, then pull it back up to another packager that packages the fluid, and feeds the first machine. if you put a valve on the first pipe down to prevent backflow, technically you have all the headlift from that so long as the pipe system is interconnected.
Yes. Simpler to just do with fluid buffers though. There are articles on this/
and no guarantee that it will continue to work... they might (one day) just update their headlift-balance calculation
The easier method if you've got 2 packagers anyway is just to package and conveyor lift.
Zero headlift issues π
technically true... unless you need to lift a couple thousand units a minute. it might take a little bit more then
maybe a train lift might be the better option in this case π
I'm thinking like "up a cliff" which is too short of a distance for a train to be worth it.
"Need" is a strong word.
yes... at the moment I need a few more good HDs and then a new Powerplant...
Hmm... has any EVER build a "Turbo Heavy Fuel" powerplant?
Its bad on Sulfur, but it looks very easy to build and seems to be more power efficient (in terms of oil) than Turbofuel without Diluted Fuel
Turbo Blend with Diluted is the only method for massive Turbo plants unless you just... hate yourself.
I am T5 working towards T6... the alternative to a Oil based powerplant would be dozens more Coal Powerplants in a remote location (no coal closeby anymore)
Just use DPF?
you mean for a fuel powerplant... yes, I am thinking about it (if I finally get DPF in the harddisks I have collected!)
After the post I did yesterday that's my new power evolution.
Coal > DPF plant > Nuclear
you want to skip TF and Blender based oil powerplants and directly go nuclear?
Not want - will.
21 Refineries + 24 packagers for ~8 GW of power
scale by a factor of X if you want...
to be fair, I have built quite a few DPF loops (for TF powerplants) in U3... so I am quite used to them... and with the new Floor holes they should look even better
Whether I stay with DPF or switch to Turbo, either way it is temporary until nuclear.
So it doesn't matter to me and I'd rather do as few temp setups as possible.
Yeah I kept setting things up as temp
I wanna wipe out my temp setups and setup clean and robust now
which is why I want to build until I have like triple my Max Cons.
Unfortunately I'm running out of materials just for the generators, after having built a lot of refineries and blenders
Which has doubled my Maxed Cons., kinda moved the mountain while I was trying to climb it
Fun fact. You don't actually need any dedicated power plants to get through the end of T8. π
My random ad hoc clusters of coal gens, fuel gens and geothermals worked great through unlocking everything.
even better - you can do all this with just biomass burners and a big enough battery complex.
also you would murder hundreds of innocent creatures as an added bonus
Except burners don't interact with batteries. π
right, I forgot batteries don't create any power demand
Burners seem to activate before batteries start draining
they seem to function as pre-battery batteries
They basically are, yeah.
burners separate the production and consumption lines on the power graph, and they will fill the gap until the lines meet, at that point batteries kick in
Just get all the geothermal nodes hooked up. Gives you a nice baseline of 4.5GW and then you don't even need to bother with fuel generators and can jump to nuclear.
And once you do one, the other 18 or whatever aren't hard.
Bonus if you harvest hard drives while doing it.
4.5 wouldn't power my setup
Before starting this mass turbo setup I had 6k max consumption
Power storages don't care about max consumption π
and I want to go and redo my temp starting setups which would expand them with more power-expensive recipes (the water ingot recipes)
Some of my spaghetti temp setups have stalled
I just like to remind people that the massive overbuilt complexes aren't necessary to unlock things in the game. π
Redoing my base will get them operational and up the power consumption
And I need to start building new things like the fusion frame thing
Just charge enough storages to power your factory long enough for turbofuel to reach the generators 
So I got pure iron ingots, solid steel ingots and the steel based iron plate/rod recipes. The resource efficiencies of those alt recipes seem to stack substantially.
I was trying to run the numbers and it seems like two overclocked pure iron nodes feeding into 32 refineries will be able to support ~four mk5 belts worth of steel ingots.
I was getting ready to make a bunch of iron ore train stations, but I don't think I actually need them to support all of my iron needs.
Can I really run my factory off of just two iron nodes?
Depends what you're trying to produce. My plans for my next factory require like 1700 iron/min.
Early on, sure.
I've got my turbofuel setup done except for the fuel generators
This will output 2080 iron ingots per minute. That turns into 3120 steel ingots.
45 turbo fuel/min from each blender Γ· 4.5 turbo fuel/min per = 10 fuel generators per blender. I have 37 blenders with enough supply for fully 36 of them ... Γ 10 generators ... that's a lot of generators to build :/
I just was surprised that it could do that with just two iron nodes. I thought I was gonna have to cart in a half dozen of them.
I'd like to skip early nuclear until I get the tech to deal with the waste
I'm pretty sure that turbo fuel plant could literally just skip nuclear if you wanted.
Does make me hope that someday we'll get construction abilities that don't require lugging around all materials in inventory
How sinful is it to use instant aluminum scrap? I know it's not the most power or resource efficient, but it's really tempting to get that down to a one step process.
its great
it actually IS one of the most bauxite efficient recipes
its your sandbox, kick over any castle you like. i use it myself
the only recipe combo thats on par with it is sloppy solution + electrode scrap
well for the ingots you still need silica
No byproducts too.
unless you go for pure
water
I was planning to do pure.
hurray... more Refineries π
it produces enough water to supply it's acid refineries
meaning it shouldnt clog......
Inverted u joint and feed excess into a wet concrete refinery.
In my experience it's good to have an overflow outlet for these systems.
Add a bit of water in and then take a bit out.
I don't trust it to stay perfectly balanced.
if anything it will start becoming less due to the loading bug
I'm not looking forward to building the 120 refineries I need for pure copper ingots.
but i can confirm closed pipe loops that are 1 to 1 dont overlfow
unless you somehow undersupply a machine with parts, causing it to stall
then of course it starts backing up
but a simple buffer is enough to compensate any extra flow in an uninterrupted system
I might just add a half filled fluid buffer on the roof then.
It'll make it easier to monitor.
what 1 to 1 system are you talking about?
Instant Acid 
ok dont do that
the fluid load bug completely destroys that one since it cant recover from a fluid loss
unless you have too little copper, go for Copper Alloy... keep your sanity π
alot of people try that with sulfuric acid and non-fissile uranium
it just doenst work
dont do it
It's gonna be three pure copper nodes.
I'm hesitant to try myself, but perhaps with mk1 pipes and a fluid buffer it might work out.
The point is eventually you'll run low enough that you can't keep it going.
Buffer's just gonna make it take longer to do that.
the issue is not mk2 pipes
the issue is that everytime you load the game you remove 5mΒ³ fluid from machines
so if you reload some times it will just be completly empty with no way of recovering
Yeah, that's not great.
heres the q&a thread
https://questions.satisfactorygame.com/post/607b4f0faa0ba107e32590d9
Guess I'll add in some extra fluid and plan for overflow.
Could probably just add a single water extractor and a VIP and be fine. π€·ββοΈ
if you combine the water for sulfuric and the isntant scrap its fine since its not 1 to 1
And so the hunt begins
Hi, i need some math nerd to help me calculate something (as my brain melted already)
I have 3 Water extractor (full overclock) 300m3 = 900
what i want is to make 5 pipe branch with each at least 160 m3
is that possible?
thank you
you'd just divide 900 by 160 and with that you'd get roughly 5.625, you'd have some extra but yes it'd be possible
Well, in theory, each pipeline can handle 300 if you're using a mk1
you can always valve them off to limit the flow
yes its possible by calculating, but how to construct it ?
because water cannot be distribute using manifold style (as far as i know)
actually i have new question, i still don't know how valve work actually
read at wiki, still not understand, my english is bad
Ah, valves are funky yah. it might be easiest to have it all going into two Mk2 pipes first then split it off from there, however you might be better off half overclocking 4 water extractors instead of fully oc'ing 3
valve only work correct if pipe full
if pipe not full, valve outputs less than the number you set
Either way you aren't going to have all 5 mk1 pipes at full flow
it can
people make manifolds for pipes all the time because pipe balancers dont exist
this is the issue you experience i guess
^^
tier 4 is such a joke, its hard
not 5?
on transition to tier 5
i reconstruct whole factory right now
I'm working on Phase 3 of the space elevator in a factory that's a total mess
Now that is counterintuitive.
is it tho
I'm kind of building a new factory while this one churns through parts
Wait until until you get to tier 8, I'm relocating my entire base
if pressure is low, throughput is low
Yes. π It doesn't match the intuition of real world valves that don't restrict flow until their limit.
thats...... not generally the case?
this is like a constant resistance ball valve
That KIND OF makes sense I guess? Because the flow limit is proportional
the valves act, by math, like electrical conductors
That being said i'd rather it just let through the amount it had set
so you can take the reciprocal of their value and basically do math like with resistor networks
Pretty graphic!!!!
when you're exploring and not really paying attention and nearly fall off the map
So if I set a constant resistance ball valve, so that it lets half of the full pressure of a pipe through, are you saying that if the pipe is flowing at half that pressure, it'll only flow at a quarter of the total pressure?
pressure/throughput..
if you set a valve to half of the pipe throughput, and you have only a half full pipe, yes, you only get a quarter of the throughput while the rest fills the pipe
Yeah. That's still not intuitive to me. π Why?
resistance. also half empty pipes dont build up pressure
good luck shoving something through a resisting path with no force behind it
Huh. I guess that makes sense. Definitely feels counterintuitive to me.
I think the valve UI should reflect that, thuogh.
Do you know if it does?
again, real world valves only work the way you expect them to because we dont usually have 2 m diameter pipes that are half empty
you expect full hoses and pipes and therefore full pressure from pumps or whatnot
(minus some friction losses)
i just check my 8 coal generator cannot fully operate with 4 100% water generator
pipeline is manifold style
did you use just one pipe where all extractors are connected to
because pipes have a limit
yes its a single pipe mk1
please check how much one extractor produces
and then check the flow limit of a pipe
ah you cannot instant manifold all things, i get it
thanks @oblique hollow
heat rises... I guess?
and cold sinks eh?
hm, what would ya'll go for?
Silicon circuit board is probably the best recipe in the game if you need coupons to get build pieces unlocked.
Option 1 is also decent.
Doesn't "balancing" the pipes by making the splits and segments perfectly symmetrical work? iirc it did provide some results
meh
I'm curious, how do y'all feel about putting pumps right after outputs just so you can get the headlift readings?
i do it quite often
not in normal refinery setups, but when i do some water piping
doesn't the headlift provided by a building just show up in its control panel?
i could've sworn i've seen that reading before
The description tells you how much it gives. But it doesn't give you the actual head lift like pumps do.
man im having a mandela effect moment
I mean, I'll happily be shown the error of my ways. π
I want that to exist. If it does and I just overlooked it, heck yeah.
you know what we really need? fluid drains
just an awesome sink but worse
a normal sink
I mean, packager is basically that already. π
fluid drains would make fluids too easy to work with
well i mean not really
you'd have to deal with something just sapping your fluid throughput constantly
not like there's overflow valves
it would remove the need for getting rid of byproducts
There literally are overflow valves though.
oh?
g r a v i t y
oh
The highest pipe gets filled last. Once it's full, it overflows.
why have a way to process it or package+sink it when you can slap a drain on the pipe
you make a point
Then route that to a packager and sink it. π
yo someone should make a greedy cup in-game that would be funny
when there's enough fluid in the system, it somehow turns on a pump that forces the rest of it into a sink
Me, over here never using that recipe once...
It's definitely not the only way, the chop suey I used for all my initial purchases probably had motors as the single largest contributor
But I also was a newb and didn't even have my first sink or many other parts of my factory on foundation. 
is there any record of what objects you've sunk saved? i'd love to know how much of what gave me all my tickets so far
would be interesting to see if there are optimization paths i can take for my next start
no but it'd be cool, make sure to suggest that on the qa site
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @deft lichen
"Track items sunk into the AWESOME Shop"
The number of fuel generators on 100% a MK2 pipe can support is 50, right? Just doublechecking for sure.
with normal fuel, yes. 50 times 12 is 600
In theory yes
It gets problematic with long mk 2 pipes though
Be sure to loop the pipe network for extra safety
I'm asking because I'm doing rows of 44 and I'm testing it and it's having trouble with the last 4 or 6.
44 would be safer and avoid these pipe glitches, in any case
The second to last pair seems to be trying to stabilize.
The last ones seem to be trying to stabilize, it's juts taking a really damn long time.
My Schematic for my new Reinforced Iron Plates Production line. It will be able to produce 20 per minute. To get the 60 iron plates and screws per minute, I will wait around 5-8 minutes for each container to fill up. Then once they are filled adequality, I will connect the belts thus making over 100 screws and plates out of a belt that does 60 per minute. I need 60 screws per minute and 30 iron plates per minute because each assembler needs that much to manufacture one plate.
Green = Iron Plates
Red = Screws
Black = Reinforced Iron Plates
Any suggestions?
if those numbers are right, then the containers are eventually just going to be empty and you produce at half capacity
My idea was to put MK2 belts in the back because below I have a whole separate production line that makes the parts
So I bring in more than I put out
Plus I am always making more materials to make more plates
I tested it out before on a smaller scale and it works
All I can tell you is that the diagram as written is going to run at rather low efficiency due to lack of input material. If you manually mess with the input, then thats not documented, and why make a diagram π
The input is sorted
Suggestion: automate the supply so you don't need to input into the system, but you can if you want to jumpstart the system
I don't, I have manufacturing lines below that make all the materials
then use item elevators to get them up there
then why do you need the manual supply?
Yes. Switch to Stitched Plates.
Define manual supply
I think he means why do you have storage containers in the production line.
"I will wait 5-10 minutes for each container to fill up". That would be manual work, as you turn on and off the system manually
It would only to jumpstart the system
lets clear things up: Once lines are saturated and running, would you need to do anything to make the machines run at 100% efficiency?
nope
as long as the production line below keeps producing the materials then it should be fine
then it should be good
Plus, I am gonna have MK2 belts brining in the recourses into the containers and Mk1's taking them out. This means I should never run out of things in the container
wtf
what was this in response to?
The guy said the N word
He was just trying to get banned. Nothing to see here.
I was gonna report him but he deleted his message
Mods did.
Yeah, Baine swooped in cleaned house. Dude was in #satisfactory-experimental and #old-questions-and-help too.
so i have 120 fuel produced/minute that go into 10 fuel generators, two keep shutting down due to lack of fuel
any ideas?
fuel generator fuel use is 12/m
something feels off here
how long have you waited for the pipe system to fill up?
also, you're absolutely sure you're outputting 120/m to gens?
Never do fuel plants in exact amounts.
Actually, a good solution might be to use some plumbing tricks to enforce full pipes
For example, making 8 or 9 of your fuel generators be supplied like normal, but then have the last one(s) have an overflow junction stopping the fuel from reaching them until the pipe feeding the rest is completely full
@woven burrow
did you let your fuel gens and pipes fill up before turning them on?
if in=out the system will never fill and work correctly unless you temporarily reduce the out (standby generators) to let the system fill.
There any sort of rule of thumb for how many power storages to build? I saw the bit about having enough to cover the excess from geysers but Iβm a fair way away from them.
Just about to build a 48-gen coal power facility at the crater lakes tonight after work and Iβm not sure whether to put the power storage in the same building as the generators or set up an extra outbuilding for the storage.
(Well I say βoutbuildingβ, itβs gonna be a multi-storey skyscraper of nothing but power storage if I go that way. π )
Figure out how long you want to be able to run without fuel, divide by 100MWh. π
if you want something reasonable, match your MW with your power storages.
so if you have 2000mw, build 2000mwh of storage.
Thought someone mightβve come up with a quick and simple starter idea when youβre first getting power storage set up - like βtwo storage to one coal genβ or something.
I set up 4 when I first built them. π
Then eventually built another bank of 16. And I've been pretty comfortable with the 2 GWh bank.
But my grid only produces like.. 5-8GW based on the geothermals.
so if you were looking for a rule of thumb. 1000mw = 1000mwh of storage.
Definitely can't go wrong with that.
Iβll see if I can fit them neatly into the factory when I come to working out the layout of the plant. I assume hard clearance means I canβt fit them in just above the main body of the generator behind the smoke stack, right?
That seemed to work pretty well on my other playthrough. it'll usually give you a decent amount of time overcapacity to build another coal plant
I think you should be able to put them there?
Definitely worth trying. π
stators arn't exactly something i have easy access too, otherwise I'd try real quick.
I know belts and foundations can go in there, just not sure about actual functional structures.
Stupid Stators. π
Considering Snutt keeps asking people for stacked coal generators, I'm pretty sure anything can go there now. π
if you had a nuclear question. I can build those rn lol
Yeah, just automated stators last night, the time I spend getting up to the lakes and planning out the factory layout should let more than enough of them build up in storage.
or anything really but power storages lol
Just to make sure Iβm remembering right - coal gens take up about two-and-bit by one-and-a-bit foundations, right?
should work tho
Okay, good to know. Iβll do my own test tonight to double-check but I think that should be a use for all that empty space.
I'm going to need a rubber room.... I am setting up an isolated train network for bauxite collection and aluminum processing. Just to test the rail network and my spiral, I set up 9 biomass burners, all over clocked to 250%. Just the plain bio logs in them. Power grid says I am making 3642.3 MW. 9 times 60.3 (weird floating point math....) is nowhere near that.
I think you mean padded room?
lol.... I even put another 9 biomass burners down, all again at 250%, and linked them with the other 9. Same production numbers, makes no sense
And now it says I have batteries on this grid. The only place on my save with 1500 mwh of stored power is in the desert, and it has no connections to the aluminum line.
The trains are batteries?
No. They don't store energy. I do have 15 power storage units in the desert. That site has no cables or track connections to anything else...
I was joking obviously.
something to do with experimental...
How much battery storage is there, or so it claims to exist on the isolated grid? Just wondering.
I linked my small power plant in the southern pond deep where you can get 2550 oil, which also has all 18 geothermal plants linked as well. That circuit has 0 power storage units. Yet, my window shows 1500 MWh stored...
I am using drones, but haven't set up the final part of the battery plant...very odd
I just splatted down a power pole not connected to anything to be sure and it doesn't show battery.
so, a mk1 miner on a pure node can put out 120p/m
a smelter at 100% can handle 30, so each node can handle 4 smelters, except i'm still only at mk1 belts
are mk2 belts 120? mk1 is 60
Yes
So I've got my coal plants setup with 1 extractor per 2 coal plants. The extractors are clocked at 75% so in theory they should supply them with exactly the amount of water they need. However the extractors are very very slowly losing the amount of water in them. I'm not sure what I'm missing?
you are sure that the headlift is okay? you can test by switching off the 2 coal plants, flush the whole water network and see if it comes back to 100%...
that can limit the flowrate. even tho they says the snapping is fine it sometimes isnt
like I said, just switch off a group of 2 coal powerplants (or even better, disconnect the coal), flush the pipes and then see if both of them will be filled up again
ok will do thanks
btw, anyone know the foundation dimensions of the space elevator?
there might also be hidden problems at T-junctions (sometimes pipes have problems to connect well) and its really difficult to see whats going on while you have consumers in the network.
I think the idea to simplify the network (1 extractors connected to 2 powerplants) and keep these parts separated is already a great help, both for keep the water flowing and for debugging
like, precisely?
what do you mean be "precisely" ?
8x8 foundation blocks etc?
https://satisfactory.fandom.com/wiki/Space_Elevator
Wiki says 54m x 54m, which would be 7x7 foundation blocks... and in practice it has an infinite height
I think they added soft clearance for it
SCIM doesn't havea machine layout mapping tool from memory, but there is another one, does anyone know it? i'm about to build my ironworks and i want to map out the maximum current capacity
16 smelters + various crafters etc
@crystal charm satisfactory-tools maybe?
can the default first transport vehicle move enough coal to power some plants?
i thought there was an issue with doing that?
it should work, I haven't tried it myself
SaLT
i usually recommend 8-32 coal gens and 50-250 fuel gens
so in my opinion youre overbuilding and should just get to fuel gens
actually how many coal gens do yall build
should i increase 32?
i personally have never build more than 32
I still have an old coal station with 96 generators.
I have 3.2 GW of coal power and beginning to build my first (diluted) fuel powerplant
ever since appearance of power storage, you can live off with very little energy production all the way till nuclear
if you store enough and spend it wisely
ye i did it with 8 coal and 50 gens which is imo the lowest i would reccommend
how many generators is that?
I'd say just 1200MW (8 coal) and enough batteries will be enough to get to nuclear and actually build it up. Although you'd have to turn stuff off quite often, and of course, no wanton sinking
My 96 gens got 7.2gw,
wait you mean no fuel generators at all?
theres no way youd get HMFs and Computers fast enough
"fast enough" for what exactly? To build the chain for 1-2 nukes? That doesn't need much.
a nuclear plant needs 25 HMFs and 5 supoercomputers
the milestone is 50 supercomputers and 200 HMFs
100 nukes are proving unpleasant to build for π΅βπ«
at that point youre just handcrfting everything
exactly. 25 HMFs is very little even if you're doing 1/m
but you need to unlock the milestone(s)
supercomputers are a slightly bigger issue, but you can loot quite a bit off the map for unlocks
theres 45 on the map
200 HMF= 200 minutes max, little more than 3 hours, one can cun HDD in that time~
i mean you could do that but at that poitn im pretty sure setting up 10 fuel generators would be faster
Debatable
is 8 coal gens even enough for 1HMF/min?
am i missing something or is 8 * 75MW = 600MW?
For 1/min, I'm pretty sure they suffice... For more production (and other items) though... π€
your math is sound.
according to greeny its 219MW
and thats JUST HMF
no computers
no anything
Sounds reasonable
yeah, 16, not 8
idk maybe im wrong but imo theres no way you get to nuclear with 8 coal gens
8 coal gens was my very first setup in the grasslands, operated off one of them piddly little pools of water.
*Downclock them?
Well, only one saves power xD
ok its ~123 with heavy encased
theres no way its time efficient to have this low amount of machines
123 MJ per HMF?
123MW
123 MW to sustain a 1/min production of HMF
Oof... multiply that by 135 π¬
Why?
for reference i had 6GW before nuclear
not 600MW
Shameless plug π€¦ββοΈ 
600MW should be possible too without much wait times, but here's it's where you'd have to cut all the corners probably (e.g. manufacture nearly everything by manually moving inputs between separate small blocks)
the third space elevator alone would take ages
not if you start it immediately after phase 2
I still haven't heard of anyone tackling the 3 buildings any% challenge (no handcrafting)
You could go and make a sane amount of power for the build
@frosty owl you want to know the REAL challenge?
that would require starting at a later phase than normal
684MW
thats 6hours
Play Satisfactory on a dvorak without changing any keybinds. π
No, why?
last I checked... wait, im an idiot
well, look at it this way: low-power builds are not going to fly without getting most alts, so you'd spend quite some time travelling - that's the time needed to slowly produce all the stuff without much power drain, and as a bonus you'll end up with all the HDD research
i thought mining was hand crafting...
or you could build lots of power plants, not have to worry about power, and make stuff fast
ok i was assuming no harddrives (and no downtime)
is there a math on much a truck can transport p'm based on distance?
you know how the drones give you that info?
not having something like EIP would ruin your day
or iron wire, or stiched iron plate, or...
Honestly, the only reason it's 2 buildings instead of 3 is due to nitrogen extraction that needs 2 buildings+power source minimum
i usually dont get any hdds until jetpack and rifle
so i build HMFs and Computers without any alt recipes
what?
hm i wonder if you could calculate the energy (in joule) of all the items you need until nuclear
and then compare it to the energy you get from 600MW of machines
there's about 70% of HDDs that can be just picked up with no big hassle
and 30% others that require lots of jumping/ramping, avoiding poison, travelling to godforsaken places or having weird ingredients to open pods
just remember that 1 MW = 1 MJ/s
but machines give you more resource energy than the MW input
@tropic hawk Eg: you can process iron or by having 1 power source and 1 miner, put the ore on belt, delete the miner, make a smelter, power it and feed the ore... And so on for any extraction or production process
But for nitrogen you must use the resource wells, which require 3 buildings to function (power, pressurizer and output well)
SF blind run when?!
it would be nice to have a mod that randomizes nodes and pods
perhaps in an especially evil way, to boot
Probably wind up with nodes in the sky or buried inside mountains.
Mods π€’
I mean, flip all the resource types between already established locations
You spawn in the "Speed runner spot"
The clustered pure iron nodes all became uranium ones and you die immediatly 
at least it'll be fast 
Turns speed runner spot into all impure nodes π
Or add a super impure node, 15/30/60 to really troll with.

I think we should keep it to more... Human kind of evils shudders
Oh. Keep the infinite resources per node, but for people wanting a finite challenge have it so you can tap only so many of each kind.
Imagine how rough it would be completing all the space elevator milestones if all the resource nodes could deplete.
I refuse to given infinite nodes is core to how the game works.
I actually talked with modding people about that a while ago, but as they told me, the main problem is that logical node (the thing that you can plop a miner on) and it's visual representation (the model, the resource spire on top of it, etc) are not really linked together, and so moving those nicely together would be pretty painful to do
me who gave up on trying to build compupers
and the concept with finite nodes could fly only if the process of discovering new ones & setting up mining outpots would be somehow interesting (it isn't in Satisfactory, it isn't in Factorio, and so on)
otherwise finite nodes would only add pain and not pleasure
And thereβs one or two that require a lot of power, which may or may not be much of a hassle.
Also finite nodes in a finite world means you can only exploit so much. Near the end it would all turn into a game of "gotta make sure to not waste anything at all" and to transport everything everywhere alla Main Train Bus line
Or implement something like Vein Utilization in DSP.
Soon
plans out a big plastic factory. Does the math, builds the infrastructure, plans out the floors and all the belt lines. Plug it in, Insta-murder my power system.
^ how you know you forgot a step during planning.
i need help with layouts, i am gonna make a factory of 5 floors, however, what i want is that if iron is getting backed up in 1 floor it needs to get distributed into other floors, how do i do this?
Smorts with overflow setting.
thing is, my best part is mk2 belts
And?
smart splitters isnt something i can make fast
You can have smart splitters before you even hit coal.
Up to you really.
there's no reason to deconstruct it really, unless you need FPS or object limit
oh you said deconstruct, not repurpose π
The object limit is pretty huge though, and you won't hit it for quite some time.
if you don't care about points and have everything unlocked, then it's all just you and your goals. So do whatever you want and whatever will help you to get closer to your goals
Eiher way, it's up to you.
if your goal includes "more computers", then go for it π€·ββοΈ
also it can't be a waste if you don't care about points π
You need them for phase 4.
you always need the previous part in the next tier
@oblique hollow Funfact: I made a pipe manifold (every output with the same lenght/shape) fed centrally that goes into refineries via floor pipe holes. It fills the machines up from the sides towards the center (the central refineries get ~10/50 m of fluid and stop there until all other machines are full)
Seems consistent, I had 3 such manifolds, they all filled up sides first
i need help, brain not functioning, i need to split 160 screws into 100 and 60, with reasonably limited space
oh wait, lol, i just figured it out
it's funny how sometimes writing out what you want to solve helps your brain solve it
god i miss my jetpack
hey what do people prefer, load balance or overflow methods?
Personally, I prefer Manifold/Overflow as it helps with compactness
Same. I only load balance if I'm feeling really OCD
so like what are the benefits of each
Load balancing lets you split all your resources evenly from the get-go
At the cost of lower start up
They take the same amount of time to fill
The end result on a saturated line is the same
If you're taking 120 in and using 120 "out", the line will eventually become fully saturated regardless of the method, meaning that manifold will save you on space
but it won't be instant
^
it will take time to saturate
Load Balancing has a faster start-up than Manifold
At the cost of more initial space needing to be taken
Faster initial start up. They take the same amount of time to reach 100% efficiency.
I actually think greeny said the math had manifolds hitting 100% slightly faster in most cases.
Do keep in mind that load balancing becomes increasingly harder as the number get weirder
Figuring it out might take longer than waiting for the overflow
a biofuel gen with 200 solid biofuel should burn for ~50 minutes right?
hey question for the big nerds ill put it in math and meta too, is there a way to have a system which you can call whatever resources you want only when you want them
Um.... It would probably require Power Switches connected to a closed transportation network system.
Off the top of my head, you could set up a drone delivery system where you (at a hub area), flip a power switch that directly connects to 1 drone port, powering it to deliver the supplies to the hub's delivery zone drone port
This does require you to have a drone port output from whatever auxiliary factories you have but it should be feasible
The only reason I would suggest drones over trains is the smaller footprint
So I was debating setting up a battery backup for my nuclear stuff, the MW usage shown for a machine is per minute right?
i think so
Just trying to figure out how many batteries I would need to jumpstart it long enough to spit out fuel rods. But the whole MW/Hr thing really hurts my brain and I did electrical work for years π Might have to consult my dad.
I think the big thing I need to know is how much time does it need to spit out a fuel rod. π Then I can calculate battery to power usage... I think...
Ok so my brain thinks, let's just say my fuel rod production is 30,000 MW if I didn't mess up my math I can set up 1500 batteries and run it for 5 minutes, Wich theoretically should be long enough to get nukes back online...
A single storage can only be charged with 100 MW max. That means to fully load their 100 MWh, it takes 1 hour.
100 MWh / Power needed = Time until they are empty
So 100 MWh / 5000 MW = 0.02 hours, aka 1.2 minutes
1500 Batteries = 150000 MWh. Fully charged those would last 5 HOURS for 30000MW
So batteries would be cheaper and easier than gravity fed turbofuel generators?
I have become error
Probably
Especially because they can produce a varying amount of power
Fuel Generators only ever do 150 MW
And a storage can produce anywhere from 1 MW to 1 000 000 MW
Or even more
Wiki says overclocked fuel generators cam get up to 303.5MW, so you'd need just shy of 100 to meet the 30GW mark. However, the turbofuel generators could be made self sustaining if I cover the cost of the miners, water extractors, fuel pumps, pipe pumps, and production machines... Too much math for me at 2:40 AM... I'll have to tweak my spreadsheet tomorrow. Hopefully I didn't just waste the last week building this thing...
just overclock to 100 * 2^1.3 so they produce 2x the power and consume 2x the input
makes the math alot easier
Not per minute. In Watts time is already included in the unit
early trucks run on coal power yeah?
so, i'm overdoing the water pumpage for my 8 coal gens right
you only need 360 and i'm doing 480, but oddly, the last few aren't getting enough water, does it not chain well? Should i split the supply to hit both ends at once?
You can add pipe to the pump at the end
go to #old-questions-and-help and scroll up a bit, just posted a few layouts from the wiki a few mins ago
yeah so you'd need a seperate pipe system for that last 60 m^3
yeah it's weird game mechanics based on the fluid cycles it seems, i thought they'd fixed that in exp, apparently not, i just added this
You can also add some pipe in the middle
it was piping in at one end with enough math to fill the lot, but it wasn't filling, so i spit the initial pipe and redirected it to the other end, within seconds the whole problem was resolved
yep, if you had all 3 we connected at one end you're trying to push 360mΒ³ in a 300mΒ³ pipe, so it couldn't work correctly
actually i was trying to push 480 into a 300 pipe, you're right, that was the fail
i forgot i started fresh and wasn't using mk2 pipes
yeah the mk1 pipes are always the earliest bottleneck
ok, those little voiceovers when you're near an alien artifact are getting creepy
"hello, this is maternal figure, i have fallen ill and doctors say the only remedy is alien artifacts" "harvest it..."
Harvest!
so, derp brain me, realised i was still doing the math wrong for my coal factories, still trying to use a 300 pipe to supply 360
so now i've split the water extractors output so there's 240 coming in from each end, which, in theory, means the whole lot should be fine
I usually recommend repeating this layout π
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
yeah that would've been smarter, i'll probably do that for the next lot i build
ugh, gonna have to do spaceship phase 2 soon, i'm not ready for that yet, my base is still too messy
you know what i mean, and i'm pretty sure you've corrected it on me like three times over the past few weeks
what's a good foundation width for a good looking road, 4 wide?
lets you put a barrier up the middle, have arrows pointing directions for vehicles etc?
I think they added some asphalt thing in latest update
Propably in shop like most new things
I think this was the first time tho?
I dont remember you talking about spaceships or other things
I thought it was paternal figure?
Also, that kind of thing makes utterly no sense whatsoever.
My favorite is when it simply says "C O M P L Y"
The fact I can run 16 Assemblers for Fused QW on a single belt still makes it baffling to me to that people recommend not mixing...
If you personally don't like doing it that's one thing, and I respect it.
But flat-out telling people that mixed belts are bad??
Not bad per se, just problematic if you don't set things up correctly I guess.
It's not even a setup thing given you just line them up and chain smorts behind them.
π€·ββοΈ
π¦
also the reason people (me including) dont recommend mixed belts is that you can get the same result with 2 belts but 10x less chance of having a mistake
I mean... not sure where the "10x less" is coming from?
You have to do the math either way, if you skip the step of "divide by 780" to see how many belts you need. That's on you? Wouldn't really give that step a factor of 10 in probability of skipping though.
its just the extra step of having an overflow sink or getting the ratio right
compared to just drawing a belt
Getting the ratio right?
So in your example it says 680 copper, 170 caterium. Are you saying you'd look at that and send like 700/200 down the line??
no the issue is that its hard to make exactly 680 (if you dont use an overflow sink)
Oh. Ok. Yeah ever since I discovered the magic of 45 I have eliminated that issue almost entirely.
I have redone all of my outposts in terms of 45 so now that I've started building them it is so, so simple.
for something as basic as wire that doesnt work unless your producing more than you need
?
the amount of wire you need is dependent on all the other stuff youre building
youre not choosing to make 45 wire/min it completely depends on the other production
unless youre making more than you need
im not making 1982 wire because i think its a nice value
Why would you choose your wire per min when it is just part of production?
The magic of 45 is based on the final product.
ye im not gonna make 45 assembly director systems dude
If what you are ultimately making is in terms of 45, everything prior except rubber/plastic automatically falls into clean decimals.
also no?
Oh, you're automating Project Assembly parts. Enjoy.
Also yes?
Guessing that line has Caterium Circuit Boards?
nah silicon
Link it to me?
the numbers of basic components will always get weirder the more production steps you have
if its wire -> a -> b -> 45 its probably fine
if its wire -> a -> b -> 10 other things -> 45 its not gonna be nice numbers
mostly as soon as you need wire for 2 different things it gets weird
You're forcing very specific alts in this line too.
If you go 45 and work back you can make it clean 100% of the time barring rubber/plastic.
It's a matter of what you use though.
Certain alts dislike going into certain other alts.
yes the most efficient ones im willing to use
i mean sure you can just overproduce something or use non-efficeint recipes
Like if you remove Cheap Silica it cleans up like 4 different parts of the line because that's one of the 2 exception to 45 (Cheap and Cat CB)
And with the exception of like 1.2 Rubber/Plastic per minute occasionally, none of my lines overproduce.
anyway you see what i mean with 10x harder? xD
Not really. Slightly harder given 1 more step to track.
10x is a bit much imo.
ok what ever point is its harder for not much benefit
its bad for future expandability, if you arent building to max out the line right now, you may build more lines to do so in the future
How?
If I can run 16 on a belt, but I need 4 right now... that's perfectly expandable.
If I need 40 later, still expandable...
The feeling when you need to drain 7.2km of mixed belt because you didn't include 5km worth of the decorative loop and the only solution is to wait for it to drain and then trace the connections
F
Time for a Hub0 restart.
what formula? π€
fasle is great tho
does the `%' need to be there? if no, just use MAX
if you are set on this, just use nested statements and make it like a tournament sheet
excel?
How long should a vehicle stop at a station to be loaded up with items?
I can set the pause node... Just wondering how long to set it for.
if its too short, you will notice some items being left in the truck or the station
soooo its kinda trial and error for each route
Oh, so it isn't like it dumps it all in at the same time... There is sort of an invisible high speed belt that fills the vehicle over a short period. Ok. Thanks
yea theres a certain transfer rate if i remember correctly
found it
so its the speed of a mk 2 belt, but for entire stacks
sooo that makes 2 stacks per second
I read that but it didn't register. Much appreciated.
just count how many stacks you have in the truck station or truck and divide by 2, that should give you a good start for the waiting time
So a tractor with 25 slots... Means a max of 12.5 second wait
in that sense, yes
Setting everything to 15 seconds... Nice round number and easy to work with
will pumps max out a pipes flow rate at the 22m (snap point) or do you have to be in the 20m recommended level?
the snap point is fine
would be a pretty dumb feature if it would be at a point beyond its working range π
thats what i thought I just found it odd that it gives the warning that its exceeding
That's probably referring to headlift
in which case, you'll either need to lessen your height difference, move your pumps up a little high, or add another pump. You can't exceed head lift by that much, or nothing will flow.
right I get that anything after 22 meters is too high. I just didn't understand why there would be a warning when you place a pump at the snap point that its exceeding the recommended level
because for some reason they moved the snap point from 20 to 22
20 is the point where a horizontal pipe would fill completely, 22 is the point where there's still any flow
when you're pumping something, it doesn't matter as long as the flow reaches next pump (as it'll prevent any backflow anyway)
awesome thank you π
Best option?
all of it
all of it is important
wich 1 is best
none they are all equal
depends on what you want to do really
probably foundations buuut for you id guess logistics
hard to say for us
that way you can have at least SOMETHING running.
but thats only one take on it
id probably have picked base building
Okay
i had a miniature version of that on my tier 2 rebuild yesterday, i had 5 crates of mixed resources and needed to relocate them, so i set up a chain belt to a new location where i could sort them easier and just had to wait for my mk1 belt to get them there
definitely go with Foundations first, otherwise you'll be tempted to go with a spaghetti mess of organisation. Build buildings, build lots of them, don't worry about future scaling just yet, go nuts with potential buildings and interlink them with roads
obstacle clearing first 100%
chainsaw is too good
does one of those calculator websites have a backward math function, i.e i know that i have 60 input to spread across 5 machines which would normally required 150 input, and i want each machine to run constantly, i'll need to set their clocks at a certain %, but i dunno what
is it as simple as 60/150?
turns out it is
I don't know for others, but for greenies calculator, if it's over 2.5 (though you can still go ahead and do it below 2.5), divide by the number of machines or whatever you want and if the number is say 1.2345567, that comes out as 123.4556%
Unless you mean a different proccess.
i had 60 iron ingots coming into 5 constructors for iron plates
each constructor has a default of 30 input p/m for 100% efficiency
so, instead of making any machines lag, i just set them all to 40%
when i increase the iron output later (which i soon will now that i've got mk2 miners) i can increase that 40%
you could also just place 2 and then once you get mk2 miners you can place 2 more in a manifold
just leave space for it
i started in the northern forest this time, so, lots of mountains, not alot of horizontal space, i'm designing buildings to have vertical expansion potential, once i've buffed all those miners and added more smelters etc, i'll just add another floor to the processing building
but honestly, my need for iron plates will dwindle over time
it's screws atm that concern me, i know how much of a pain they are for above tier 4
so i'm going to have a floor dedicated to the bastards
i just wish i'd found that alt recipe of ingots into screws
easier once you get the jetpack xD
both the alt recipes for screws are godsends compared to the default. a lot of alt recipes have tradeoffs, but the screw ones are just pure upside
i will always enjoy being able to just feed in a couple of beams and get an endless firehose of screws in return
the screw alts are not resource efficient compared to steelrod -> screw
ofc the upside is just too good not to use xD
Cast screw is actually just as efficient as default, just removes a step
cast screws use the same amount of iron using less than half the constructors
But uh, I guess efficiency depends on what metric you're looking at.
sure i actually use steel screws even though im using pure iron/copper/quartz/caterium
Yea, in terms of pure output, it's no contest.
steel rod screws and iron wire are the 2 recipes i dont use because the downsides (more buildings -> less fps) are just too bad in my opinion
i really hate recipes that have building amount as a downside
with how bad fps scaling is in this game that should never be the case for the most resource efficient recipe imo
FPS isn't that bad yet, though I haven;t built super huge or anything yet.
its just the fact that you can always build bigger so fps will eventually drop
True
for example i have constant 20 fps in my U5 playthrough now π¦
Your computer must either be worse or you have a far bigger factories than I do.
(gonna go with far bigger factories)
there should be more recipes like steel screw that churn out just absurd amounts of an item. not too many, of course, for balance's sake, but steel screws feel good and i want more where that came from
all the manufacturer recipes are so slow, they should have just one that uses 4 different items to make like.... 500 rods/min. what will i do with those rods? beats me
Yea, I needed like 4 manufacturers to make the amount of crystal oscillators I needed.
Not overclocked btw.
i7-6700k
GTX 1070
so both xD
That is definetly WAY bigger factories.
Why are you still using biomass burners though? Or just never removed?
Apparently even the two on the back of the HUB are counted.
oh i actually also still have my wood->biomass->solid biomass constructors xD
Somehow I still have more storage containers than you do?
Although I do have two stacks of industrial storage containers being ladders, so, that adds to the count somewhat.
Otherwise, it's mostly one per item type.
It's not a huge lot more though, 116 compared to yours. The two ladder-stacks probably account for like 20.
Hello! I made a tool, and I was directed to this channel to share it
I was kinda unhappy with existing calculators because something always felt off, or it was dependent on precise production percentages so I made this google sheet
https://docs.google.com/spreadsheets/d/15ST6nDH9iHB13tGAY3CGjPzjeKqcaIlEz6wVrA3QFlQ/edit?usp=sharing
Da Math
Ingredients
Item Produced,Thermal Propulsion Rocket,Turbo Motor,Cooling System,Modular Engine,Nuclear Pasta,Pressure Conversion Cube,Fused Modular Frame,Radio Control Unit,Motor,Assembly Director System,Supercomputer,Rifle Cartridge,Plutonium Fuel Rod,Encased Plutonium Cell,Heat Sink,Plu...
I originally made it for a youtube series I was starting, but I don't know if that's happening anymore
if anyone wants to, they can make a copy to their drive and mess with it, and ideally ping me if they find issues or questions :P
updating the blue fields automatically updates all other fields appropriately
Hi, just out of curiosity (I made satisfactorytools.com), what did you found missing from existing calculators? Any feedback is valuable to me π
actually, a lot of the recipes have more upsides than cast screw
cast screw just saves a bit of power, compared to e.g. stitched plates, which saves power and resources
@wind spade fyi, u5 version does really... strange charts with "maximize": https://www.satisfactorytools.com/production?share=0PHLx0G0oHwUjY6VWEuy
what's so strange about this?
did they change the damage for guns?
i remember someone telling me the rebar gun hit for way more damage than the rifle
it does. But it has less DPS
and it might, but it still took 3 hits to take down a standard fire shooty mob
which is long reload times, compared to the rifle which takes about 5-6 hits to drop one, and reloads super fast
that's definitely not maximum coke produced, if it goes for only 80 and shows the rest as byproduct heavy oil residue
it's maximum coke produced because it has to be the same as plastic and rubber
multiple maximisations mean that all the items have to be produced at the same rate
ah, I see
that's definitely not what I'd expect, but given that, the chart makes sense
it's not how I want it to be in the future, but it is how it works now
given that the list of outputs is prioritized, my first idea of how "maximize" would work was "try maximizing the first item, then the second, etc"
I see
in the future I want it to maximise in a way that you'd probably expect more - first try to maximise all products to same value, then repeat it with all products that still can be produced
so in your case it would make 80 for each and then check again and see that it still can do more coke
@fierce ruin it did find this one
If possible, I think it'd be nice if they were prioritized π
won't help if it produces the same of each π€·ββοΈ
Dunno about that, but I would appreciate if it explicitly prioritized a certain maximization over another one or stuff like that
How do i get the ore?

you can still hand mine or use portable miners
or just... walk to another node, the one to the north of you isn't obstructed
Ah okay
Is there a simple (in terms of buildings) way to produce Packaged Fuel? I experimented both with the default Plastic/Fuel production as with DPF and a recycling loop, but everything seems to be horrible complicated just for Jetpack fuel...
nope. Once you introduce packagers, things get messy
for the jetpack i just do residual fuel -> packager together with default canisters (from plastic)
the problem is not just the packagers... its also the production of the plastic containers... the numbers are all over the place, regardless what you get as a by-product, its not enough to produce the second stuff you need ^^
the easiest Chain I found is using HOR, Residual Plastic and Residual Fuel... but then you have Fuel leftover, which you cannot sink
which is the best place to make batteries?
you can burn it though
hmm... just using a Fuel Generator as a sink...
its what I do.
oh wtf
this could allow the whole thing run with only three Refineries... hmm
could be worse. you could have a self feeding system or two in there
I thought about doing it with 4 Refineries...
HOR => DPF => Recycled Plastic/Rubber... but for just Jetpack fuel π
for jetpack fuel: Most efficient source is to go from HOR->DF->Packager
and use water to make extra plastic, or whatever
I am in my current session Tier 6... so I would have to use DPF ^^
at least in my experience
ah. Sorry, I am used to having blenders
i think i would do this
but i usually just use my exisiting plastic factory and use the HOR for fuel and plastic for canisters
why not activate the Residual Plastic recipe so you can use the P. Resin
dont want to deal with water
efficeincy is kinda what ever imo since its just a consumable anyway
fair.
i actually like the idea of recycled plubber though
super overengineered but i like it xD
same here
I just built 12 DPF loops for a Fuel powerplant... maybe I should just give up and use another one for the Jetpack... sigh
I mean, you can...
just build 1 fuel generator less and use an overflow splitter to container
or underclock one
its not that easy without introducing a plastic source... a DPF-loop doesn't create or destroy containers
oooh youre right
so if you take out packaged fuel, you need a source of plastic to make containers
60 empty canisters and 60 fuel using 4 refineries, a blender, and a constructor. no excess byproduct
if you do diluted packaged fuel, the buildings change a bit but the ratios don't
Plastic source: Poly Resin from the HOR you're converting everything to.
he doesn't have blenders
then substitute the diluted packaged fuel recipe, which is the same thing, just in a refinery
oh youre using HOR and polymer resing interesting
Poly Resin is a fun recipe if you make residual rubber / plastic
picture of that setup
i kinda like it
well except the water
yeah you can tune the ratio of the byproduct-only recipes to get exactly the amount of each that you need. in this case, 7:10 is the perfect ratio for getting matching amounts of fuel/canisters
I will have to think about the idea with Polymer Resin... (but need to get the HD first)
thank you for the input
? Are you not already just changing the oil into HOR prior to the DPF loop.
Yes, but with only HOR you don't get enough resin for plastic
??????????????????????????????
How small is this setup?
You specifically need only enough plastic to where if you take out 1 generator or underclock it you have the extra containers for packaging it to be stored.
All other containers in the loop still get recycled through it.
So you do not need that much extra plastic per minute for what you're asking?
gonna move this here
so if i have 1 train station loading at speed x
then it takes 6400/x time to load a train (200 stacksize)
so i want to check if that minus the docking pause is enough to fill the time
so i compare it to 6400/(2 * 780)
so in total (6400/x-(28/60)) * 1560=6400
plugging this into wolframalpha gives me 1400.7/min if i assume 28s docking time
so you can transport up to 1400/min from 1 station
so im exactly at the point with 1400 steelpipes/min?
did i make any math errors?
Don't train stations load/unload in constant time?
yes if i have 2x780 belts they load at 1560/min
And pretty sure it's 25 seconds.
https://satisfactory.fandom.com/wiki/Electric_Locomotive#Train_throughput
Update the wiki then.
@deft lichen
This looks right to me. I know you can't ever hit 1560 and you'll get closer to it the longer the route is.
with 100 stack size i get 1270/min
Unless you're filling the cart to the absolute limit I'm not sure stack size comes into play?
I wouldn't ever completely fill them though.
Stack size matters a lot of doing large hauls?
It's.. the most important matter probably.
but thats optimal for least traffic
Unless you have it timed to begin the loading animation like the picosecond the final item is in the last stack.
ZyRaNex can you please take the exact time between the Honks of the two stations?