#math-and-meta
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i know how but they are bit complex was wondering if there was any easy know workaround?
manifold and i use 270/min
The easy workaround is to go drive hunting and unlock Solid Steel as that takes in 40/40 and outputs 60 per min.
thanks i will do that, never did that!
this could be you but you dont like balancing ๐ฆ (40 reactors)
Guys i got a question
this is my Reinforced plate farm
But i got another iron thing left
Idk what to do with it
Can anyone give me advice
You don't need to use it yet if you'r enot ready to! you can expand as you like
or, make more plates, rods etc if you want to ramp it up, takes more precious biofuel of course!
great, expansion to build parts more quickly is always good ๐
Btw
you don't need to store up the ingots though if you want to save space

There is alot of things here thats gonna fuck up my shit so what should i do?
Build a lift?
challenges! you can build foundations to get above them or build through them
il build a Platform on here
most people build their factories on foundations once they unlock them
Yeah, it's usually just the very first machines that are built on ground.
Although that's an interesting idea. What would an end game factory look like if it was all on the ground.
So they put the miners on ground and then they build lifts to put it on Foundations?
you can put miners on foundations too, but they have to be fairly low to the ground
but yeah, basically
seems fine - you can do it however suits you and make it pretty as you unlock the extras ๐
yeah have fun with it! the start of the game is fun learning
also don't worry about rebuilding stuff - it's free (resource wise) and easy to do early on
nice!
Yessir
also, its worth exploring a little bit and seeing if you find anything useful...
hah that's a little far
there is plenty of iron near you to start with anyways.
Yes
hey greeny, idk if you're around, but ping me back if you see this. I'm curious about how you do the graph display on satisfactory-tools.com, specifically the graphical output and how it auto organizes the nodes visually
@short hollyIm making another 1 For copper
yeah, and? it's exactly what the graph is showing you
It sais 1 smelter
U need 2 dont u
no?
smelter doesn't do x2
figure out how much of the wire you wanna turn into cables, too! gotta have cables
from60/m split 30 30, 30 / m towards cable
Everything is going so well
Okay so i make 120 Wire a min
So il split it
60 to Cable 60 to Storage
Done thanks guys @warm sphinx @magic island
Can i have drones go to multiple ports? for example can i have it picking up in one place, dropping off in another and then fueling at a third port before going back to the pick up?
no, drones go between two ports only
damn
A port can have multiple drones coming TO it though.
Alright, making 600 quickwire with 10 constructors, into 6 AI limiters assemblers. What's the best way to merge those to make sure the mergers don't back up?
Merge.. whats?
what mk belts?
Best way is to use a manifold, and as Zyranex asked, which MK belts?
MK5
then just merge the 600 quickwire and manifold to the 6 AI limiters like this
Ok, I had issues with mergers backing up before but I guess that was when trying to manifold 2 sides so each merger was splitting the output speed by 3
Manifolds only back up if their input is greater than their output.
So if you're sending in 600 quickwire but only consuming 550/min, it'll eventually back up.
I'll keep that in mind, though I'm talking about utilizing the train buffers for everything from ore up to heavy modular frames and motors and computers
#screenshots message
yes been there done that
a drone can only go back and forth between its home port and a target port. but you can do a many-to-one setup where various drones all visit one hub port that provides or receives a certain item
a natural use-case is a battery factory where other drones can pick em up to power the rest of the network
Running each step of my nuclear build into its own storage as I go and then out to the next step shouldn't cause any unforeseen issues with the belting should it?
Just radiation. 
i think there's always unforseen issues with nuclear haha
generally, you can never have too many of the non-radioactive parts, and you can very much have too many of the radioactive parts
Right, I kind of wish I had set up materials for extra non-radioactive parts because I'm terrified of something not being efficient and me winding up running out of parts and losing power. Playing on a consistent world makes that a worry it'll happen while we're not there
one thing to maybe do is overtune the waste processing leg of the factory? you have to mind the fluids to make sure the recycled water doesn't back up, but if something goes wrong and you have a surplus of waste, it might make cleanup easier
Dont store the radioactive parts so they dont built up
my recommendation is wet concrete for encased plutonium cells
moist concrete
imagine walking by concrete that was made with radioactive water 
what i do is make half of each acid from direct water and half from the recycled water
I used to do a closed loop converting back and forth between nitric & water, but it would dry up because Fluids are Like That Sometimes
d i l u t e d concrete.
soggy concrete
I never got wet concrete unfortunately
KFC Chicken factory
better
turbofuel right?
yes but what kind
the biomass kind xd
Kfc turbofuel
this is:
Turbo Heavy Biocoal Fuel
why is there no liquid turbo biofuel
dont ask me, blame Mark :(
idgi
I think I love you, McGalleon.
Wait till i start my next project: Instant Biocoal Aluminum Scrap
You'll need to change your tag to Lumberjack ๐
Heh, just make sure you don't accidentally extinct your supply then ๐
ah ez pz just wait for the spooders to respawn at night
I don't tend to stray too far from civilisation, not much hunting for me. Actually that's what Scim is missing: mob respawn overlay.
Can i directly Connect a splitter to a lift?
Yes
you can definitely attach a lift to a splitter
I couldn't build a lift between a building I/O and a splitter since update 5, though, it required a short belt for one connection
what about a splitter to a splitter
A short belt is needed between splitters
its always been kind of sketchy whether your lifts will auto connect to the input/output of a building, in my experience
alt scroll, you switched to hotbar 9
it was working pretty reliably for me in singleplayer but I did run into bugs in mp
and why are you pinging me?
Because im excited
that doesn't answer my question... I just got a pointless ping from you
This is my whole thing now
Because if i dont u wont see it
I don't want to see it though
why
because I just got a ping
I'm fine with being pinged if the message contains question or something that I have to answer
this is a channel for math and meta
both which you obviously dont use
I'm not fine with being pinged with "check out my factory"
fyi @lunar pivot your messages would fit more in #old-questions-and-help or #satisfactory , this channel is mostly about discussing math and ratios and optimisation, not random talking about your factories
uh... I'm the one getting pinged here ๐คทโโ๏ธ
I HATE YOu
FRAUD
๐
then stop pinging me with random screenshots, thanks.
Sorry
hmm, my 'plan' apparently doesn't use all of the nitrogen - what should I do with the excess?
oh, that probably qualifies the same as the above comment, since it's not about ratios or anything
Don't be scared of greeny. ๐
but it is about efficiency and math!
I also have extra limestone, and water of course
nah this is meta its fine ๐
Thermal Propulsion rockets eat up most of nitrogen so i guess those
you can also use it for Turbo motors using the Turbo Pressure Motor
I'm only planning to be building ~19.17 TPR/minute, since that lets me also build ~273.75 Assembly Director Systems/min, which according to my math, gets me the most points/min in the sink ๐
~166.3M points/min, if you're curious
sounds like you should build more TPRs
more TPR means less ADS, which means less points overall
by cutting of 3 ADS/min you gain 20 TPR/min
https://u4.satisfactorytools.com/production?share=zXTn7OR1DFE2sOzSKnId
relevant math here:https://www.reddit.com/r/satisfactory/comments/ph878m/i_have_calculated_theoretical_maximum_of_coupon/
yep, I did something similar, but fully invested into nuclear power, which consumes a portion of the resources that would otherwise be used by TPR/ADS
I realize I'm not fully maxed out
yes those are the 50.4 UFR and 12.6 PFR in the planner
I ended up with 22.4 PFR, possibly from using different recycling recipes
needs more Pressure Conversion Cubes, for example
the resource consumption of TPR and ADSs looks like this
so aslong as you have extra bauxite/nitrogen you build more TPRs
ah ye 12.6 is if you sink the rods 22.4 is if you use them
let's see, my pattern is: 2100 uranium -> 1680 EUC -> 50.4 UFR -> 2520 UWaste -> 3360 NFU -> 448 EPC -> 22.4 EFR [sink]
maybe that last step is more resource-consuming than it needs to be if I'm just going to be sinking them anyways
think I originally planned to use all of it, then realized that I didn't need to
if you plan to sink the rods you want to use the most uranium waste innefficient recipe
so you use default plutonium rods default encased encased plutonium cells default plutonium pellets and feault non-fissile uranium
this results in the least amount of other resources used to sink the rods
ofcrouse if you want to use them its fine to use other resources to boost the production
its 2520->2520 NFU -> 756 PP -> 378 EPC -> 12.6 PFT (sink)
I haven't done all the math on power usage, but I figure that 50.4 UFRs will power anything I need
according to the reddit post "All uranium is mined and is not enough to produce power (We can't use plutonium because of waste) and LP system thinks that turbofuel is not worth it (resources spent making it could be spent for more points) so the rest of the power is done using fuel (it is less than 10%)"
And anyone interested, here is how i deal with high throughput items like Quickwire for stuff like Ai limiters using the magic of belt compressors.
I wrote this in the last hours so expect some misspelled words and stuff
also obligatory @wind spade @frosty owl @fierce ruin ping
https://docs.google.com/document/d/1_rXrJ8CWyjNExcayArby3HjRpDUXV5sd8QvFrdNZxBc/edit#
High throughput belting using Belt Compressor Units or as i like to say manifolds of manifolds (insert real introduction here that wasn't written in 5min) 1 What is a Belt Compressing Unit A Belt Compressing Unit (BCU) is made up of multiple Belt Compressors. (see also https://satisfactory.fandom...
u5's satisfactorytools/production doesn't calculate power anymore
and double-click also doesn't work to 'hide' nodes
(not saying it's bad or anything) but I'd just use what's on the belt and won't bother with belt compressors
both are known "issues" or rather not finished features
I figured I wasn't the first to notice ๐
Now, you might yell at me for always going down the same lane ๐
But this got me thinking about how would a programmable version work and what could it be useful for (I'm guessing close to nothing
)
I'm a bit confused with a bit of effeciency. I've got a mark one miner on a pure node (120), and it is being split into two constructors with an input of 45/min. How could I make this as efficient as possible?
concrete?
mhm.
how I hanle it right at the start of the game is by underclocking 3 constructors at 88.88889%, and splitting the 120 limestone between those (they now take 40 each)
ah.
you have 4 options
underclock:
like you said or 100%+100%+66.66% (what most people go for)
dont care:
build 3 at 100% as long as its consuming all the limestone its efficient in my opinion
downclock the miner:
just set the miner to only output 90 limestone/min
find a ratio that fits:
find a second normal node so you have 180 in total that you can split into 4 constructors
I just add a third and let it starve. ๐
5th option: build 3 machines at 88.8889% ๐
thats the "like you said" option
ah nvm I'm blind and it was suggested already
5th option: build 3 machines at 88.8888 and sink the overflow 
6th option: build a sink and no machines
Both 5 and 6 would have all machines running at 100% forever
7th option use wet concrete for 120 limestone ->80 concrete at 100%
8th option: sink the raw limestone and buy the concrete in the Awesome shop.
I wonder how staggering the amount of ores needed would be if one wanted to finish the game that way (after unlocking the sink) 
It might actually be unfeasible due to how fast the points needed per coupon increase
It'd be insane, that's for sure. I doubt adding foliage and organs would speed things up much either.
You could make it "easier", but I imagine a situation like: you sink (numbers just for example) 1000 iron ore to buy 100 iron ingots, then you sink the ingots to buy 50 iron plates and 500 screws. Sink those and you can buy... How many om would it be, a couple RIPs? 
If one were to just sink the ores to buy ingots/concrete for processing though...
That'd be feasible
Not sure I'd say "I don't like balancing" it's just not something i do very often
very nice setup tho
I just thought of a new alt recipe for empty fluid tanks
1 pressure conversione cube -> 420 empty fluid tanks
i know its an amazing idea
i mean it converts gravity
they HAVE to do something with it...
Probably a better question for here. I want to balance my radioactive materials rather than manifolding, the build calls for 12 blenders into 15 manufacturers. Should I build 16, underclock and split into 16s, or would it be better to build 12 and OC them and just straight feed?
Nono, I just mean normal fluid tanks. They just don't have an alt atm ๐
what is purpose of this? x:
Straight feed would probably be the most convenient, belt-wise
overclockem
a packager but for everything so youre not limited by 780 so much (for example 5000 quickwire)
12 and overclock it is
Are you using the pressure conversion plutonium recipe, @gloomy gyro ?
what exact process is this? seems unfamiliar
creating 6 uranium fuel rods per min
for 30 reactors
oooh you dont have infused cells?
ohboy.. i thought so
no...
ok gotcha
Ahahah, hearing blenders into manifacturers I immediatly thought of plutonium
ye thats why i was confused
Should I not do this until I have infused cells?
Poor standard nuclear recipes, they get so little love 
How are you going to handle waste sulfuric acid?
nah its fine i just didnt recognize the ratio
re-feed
D:
VIP go brr
I have output of sulfuric going back into the same blender
is that not going to work?
i unno
but ye anyway 12->15 seems pretty hard
honestly the uranium stuff is kinda w/e since its not very radioactive
the plutonium stuff is where it gets spicey
also spoiler but if you use the 2 alt recipes for Urods and cells its 1:1 xD
no its fine
just like aluminum
Depends on how you set it up. If you don't even know what a VIP is, I fear your produced acid will clog your byproduct acid ^^
doing this
I'm not producing enough for it to clog
I'm producing enough so that the recycled sulfuric is included in the required
If you underfeed it you'll be piling up uranium though ^^
it should be okay
guess we'll see how it works. Worst case I wasted 2 days and we just leave this section of the map to die...
To clarify: if you feed it (amount needed) - (byproduct), the machine will take a while to reach 100% efficiency, meaning the uranium will pile up
If it's already full when it starts, it should go straight to 100% shouldn't it?
if it doesn't work. I will personally visit your world and fix it xd
hahaha
If it also has enough fluid in the pipes to kot starve again before the byproduct reaches the input, ofc
right
this how i ended up doing mine.. I built the whole thing and turned it on and forgot it even produced waste acid
so I had to puff inhalers and throw this together really quick xd
xd
How does that work exactly?
no idea.. mcgallon made it lol
@gloomy gyro Generally speaking, though, I would suggest manifolding both the input acid and the byproduct acid, merging the byproduct to the input via a VIP junction. Its a pretty simple solution and that way one wouldn't need to care about the acid EVER backing up NOR would have the factory start piling up uranium after a few loads of the savefile (fluid load loss means any pipe system that isn't overfed will starve eventually, leading to a piling up of uranium and lack of cells in your system)
you connect the bottom pipe to the output sulfuric acid
and the top pipe to the fresh sulfuric acid
the junction will prioritize the output so it never backs up
my solution to the fluid loss is a buffer... and a fill port that I add acid to every month or so x:
also you can just chain all of them together and use 1 VIP
also am i stupid?
how do you balance 12 to 15?
I opted for a bit more cumbersome but more "efficient" (in my eyes) approach of overproducing everything and Havigg overflow pipes from every single fluid manifold (excluding water)
That's where I rely on our lord and savior, Overclock-Sama
So I probably need to undo the pipe runs I have to make that VIP I suppose.
what are you even talking about, you use infused cells..
If you care about not piling up radioactive stuff... XD
The issues I can forsee with the current setup are: pile-up of uranium, lack of cells. The system would still run ^^
I'm talking about all fluid processing in the game excluding water
Pretty much a few "global overflow pipes" collecting the overflow from each and every manifold in the world, so no factory starves due to lack of fluid nor gets backed up with fluid
Then I'll either process or package-sink the overflow
or.. you can do something like this
Would doing a double loop like this be overkill? I'm asking because the plan I'm doing https://www.satisfactorytools.com/production?share=dA12ns8xjgAyasOeIi4M has aluminium scraps wastewater partially go to the residual rubber for some reason, so, I'm including that in the loop. The setup isn't fully running yet atm.
Funnily enough, said overflow should cut out everytime I load the game, due to the overflow trying to full up all the losses the fluid load bug caused ^^
That'd be fun to see
So I'll want an extra couple refineries of Sulfuric just in case
although, this game doesn't ever shut off except when there's an update that needs installed, or the daily restart
ok had a brainfart for a sec i guess
but ye this is how you balance it
what I posted works because the pipe above the bender will act as a buffer, and the headlift on the input side isn't enough to reach the top and fill those pipes... so there's always empty space in those pipes for waste.
wait
dude
i cant math for shit
To me, it'd make more sense for the residual rubber to have it's own water line, but for some reason the wastewater is getting included in there.
I tested it with aluminum water.. it can turn on and off and cycle for days and not have any issues.
there
build that 3 times
I guess the non-answer means 'try it out and see how it goes'.
If you're referring to the measures against the fluid loss, I just produce 1/min of extra for each machine needing that fluid (the loss is ~5m per machine, so I encur in a "real" loss only if I quit the game before 5 minutes after loading)
if input acid is fed in from the top.. it's gonna fluid lock :/
Since the loop stuff and wastewater is on topic, what about my question? heh.
huh? sorry was busy drawing splitters and mergers
@thorn bane
nah using waste water in other stuff is great
Would make more sense for the recycled rubber to have it's own water line, so, I don't know what satisfactorytools is doing.
You could just manifold all the byproduct water, then add however more you need via a VIP junction and feed that to all the water inputs
just make sure you sink the rubber so it doesnt back up
and other way around the alu scrap
Satisfactory tools just uses all resources, it doesn't take belting-piping conveniences into account, that's for you to figure out ๐
Is what I did a manifold? and I'm not sure if I literally need to do a loop or a straight tributary would be fine.
using the recycled water for other productions is always better than refeeding it
its just that alot of the times you have no production nerby
if you do? great!
Alternatively, I could sink the polymer resin.
if i'm thinking of doing a full build with all nuclear waste sunk into plutonium rods for the sink, what kind of ratios of uranium inputs to plutonium rod outputs should I be expecting while still maximizing power gain? I'm seeing that you can get 14.4 uranium fuel rods off one mk3 normal ur node, which would produce 720 waste/min if i overclock the nuclear reactors. what's a good strat for figuring out the plutonium needs?
So if I built a VIP, connected all the recycled sulfuric into the bottom pipe, one input line into the top pipe, and connected the end to the input of the blenders that works?
uranium rods = 0.25 plutonium rods
(if you sink)
yes
the build I'm looking at without alts is 30 reactors, creates 300 waste per min which means 3 plutonium rods per min
isnt it 200?
More like 100:0.5 iirc
Actually, no, wait, probably sinking the rubber would be better due to how the rubber is linked up. Or just disconnect the water.
satis-tools is telling me i can get 7.5 pl rods/min off 720 waste with full alts and no aditional ur use
50.4 urods is 2520 waste = 12.6 Prods
if you want to sink the Prods you want to use the LEAST efficient recipe for nuclear waste so you save as many other resources
so no alts for plutonium
interesting....
i'll think on this a bit and get back to y'all, got life things to take care of
That sounds counterintuitive.
200:1 sounds right
200 waste to 1 PFR is the "worse" waste-to-rods ratio you can get afaik
i know
i lvoe it xD
but now you match nuclear waste/min
so the Unit has way higher WP
all the alts = I hope you're burning that plutonium...
Use more sinks?
Actually, instant cells is the fastest 
also quote from the wiki:
"Although the Instant Plutonium Cell recipe use more raw resources, it is necessary to max out Uranium-Plutonium production, as it costs less Nuclear Waste per Cell.
If the purpose to produce Plutonium Fuel Rod is to get rid of Uranium Waste, then it is advised to choose the default recipe."
it's wasting resourses.. and power.. and you have a net reduction in points because pressurecubes are worth 257k vs 153k for a plutonium fuel rod..
Which is fine, but you're consuming much more resources to consume the same amount of waste
While that makes sense if you want to make more plutonium, if you're only interested in getting rid of the waste, standard recipes need you to invest the least amount of resources (especially "rare" ones)
if you just want nuclear power and no waste.. default recipes.
if you want to max nuclear power and you plan on burning plutonium, use the alts.
now that i think about it 12->15 isnt that bad
i did 13.333 -> 40 for my Urods -> nuclear plants which is kinda similar
you just use a 5 splitter they are not magic
https://satisfactory.fandom.com/wiki/Balancer?file=Balancer_odd.png
Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...
also, absolutely non math sidenote, i just remembered i have like, only 3gw of power left, so i'm going to live the satisfactory meme dream of making more power to power the machines to make my future power
Hot take: If you want the least amount of nuclear power for the least usage of resources, try the fertile uranium route!
Try the VIP, the ms paint drawing I sent you will work just as well too.
Yeah I'm trying to put together a VIP, figure I might as well try it
Start storing power in power storages to sustain your fuel facilities long enough for your generators to kick in 
1200 raw uranium into a max uranium rod setup does create more power than most people would ever need, so there's a solid argument for fertile uranium... sort of. The realistic issue is bring multiple uranium nodes together.
@topaz hedge I see, ok.
i've got ~16gwh of storage, so hopefully that'll eb enought lol
hm interesting
The power storage can output more then 100MW per, but will reduce the length it lasts
but then again by that same logic you never use all quartz aswell
16 GWh will run at 64 GW for 15 minutes, for example.
Yep yep!
I dunno what you mean about bringing the uranium together being an issue, but while fertile uranium does indeed cut down on your nuclear power (especially if you're sinking the plutonium), the resource savings can be certanely interesting! ^^
100 Wh = 100 W for 1 hour.. or Capacity/Draw = run time in hours
its just the silica right?
wait dont you also make more non-fissile uranium so more stuff for plutonium rods?
You're underestimating the savings ahahah
It all comes down to whether you consider the entire map or a corner of the map (or whatever subsection).
idk i saw kibitz use fertile uranium i was like whaaaaaaaaat?
Trading uranium for silica isn't that interesting IMO, and it's not even a big use of silica.
First you produce less UFR, so that's the first saving right there
Second, you have less waste so you still make less Non-fissile than with a normal nuclear route
Third, you save on a decent amount of nitrogen and Sulphur on the Non-fissile step itself, compared to the standard recipe
default uranium fuel is way too hard on sulfur (okay if you're not going heavy on drones, not okay otherwise)
and for plutonium - indeed, just default recipe if you're sinking it
huh its more no?
I'm referring to waste processing side. not uranium fuel rod production. sorry
wow.. it matches uranium input with waste
man I'm bad, looking at that VIP picture and I can't figure out how to get the stackable pipeline thing tall enough to do what the picture shows
Maxing out both Fuel Rods, is about 3100 sulfur. You can still make almost 2500 batterys, with whats left
ye ok nvm never ever ever do that pls xd
Using fertile uranium means you use as much uranium (or little less, depending on instant Vs pellets) as waste to make the non-fissile
Less uranium means less UFRs
well, that's assuming no other need for sulfur aside from nukes and batteries
eh thats flawed logic as you also make less power
if the power your making is constant its more Prods
just compare it to not using the uranium
There is nothing else that need Sulfur, other then the small amount for your ammo and nobelist. Probably 5-10/m is enough
but anyway thats like 3x the non-fissle per waste
wtf was kibitz doing o.O
batteries -> super state computer -> ADS (250 of em xd)
That's why I said "if you want the least Nuclear power for the least resource usage fertile can be interesting" ^^
It's still around 200 GW of uranium power and ~100 (minimum) of plutonium iirc
2500/m batterys, should be plenty for that...
oh you mean if you use the plutonium rods?
I distinguished wether you use them or not. Should be around 200-100 GW of each
Then again, you can easily get more pluo power than uranium power with fertile, but that's a lot of resources
imo fertile uranium -> sink makes no sense is what i meant
you might be right about the plutonium power
ye youre right nvm
OC Super is my personal favorite.
Sorry for the waterfall being in the way, but VIP like this?
yup looks good
nice
I just realized that I didn't factor in crafting plutonium fuel rods to sink them, I thought I just needed the encased cells 
ye you need da loops ๐
welp, not finishing this today I don't think
Fertile uranium
that's almost as much work as I already did
Whats the max number of copper smelters i can have on a single drill?
that depends on the node and your level of miner
depends on node purity, miner mk and overclocking
(and copper recipe and clock speed of the smelter/foundry)
best bet is to build however you want early, then blow it all up later
itsa big project :3
start with spaghetti, end with spapretty
Oof
I've reworked my nuclear plan somewhat, should now be able to get up to around 168M points/min with 25 TPR and ~271.98 ADS. This is of course assuming that the power requirements of all of that aren't greater than I'm producing [~630 GW]
Shouldn't be. 630 is plenty, even if you OC your machines heavily~
so far, I've only OC'd resource extractors, not actual construction buildings
that might change with the actual nuke plants, though
You'll probably have 30% power aviable or more after finishing the project imo
that'd be handy
Btw, you can easily check out how much a production line can consume on the U4 version of SFtools
Doesn't seem to work on the U5 version yet (the recipes are the same though)
yeah, work in progress ๐ฆ
tho it didn't change between U4 and U5, so you can just check it in U4 tool
Would a storage buffer for a battery supplying drone port be unneccesary or...?
I could be wrong but i pretty sure it depends on if there is more than 1 drone using the port and why you are supplying batteries via drone for
To supply other drone ports.
Have you done the math for how much is supplied and how much is needed?
But i believe its unneeded but not unneccasary
I'm just starting to set up drone network, need the batteries to even start it up in the first place.
Sort of a 'leave for the future'?
yea
It is necessary, actually.
'k then.
if the purpose of the drone port is to supply batteries to other drone ports, you need a buffer with a fast belt feeding the input of that port.
since the port itself won't have any drones.. it doesn't need batteries.
The specific setup or just not right this instant?
Of course it doesn't, I'm just starting up the network.
so like if this drone port supplies batteries to other drone stations around the map, you want a storage buffer between the port and your battery factory.
because unless you have a max mk5 belt of battery production, what'll end up happening is once you have multiple drone outposts getting batteries from this port, the moment it's not able to fill a drone with batteries, that drone will fly right back using more batteries
I'm starting off with 120/m since someone else said that was a good baseline.
it is.
Long term question.
Should i double the iron going into my steel using refineries, but use more coal, or use the compacted coal?
Is coal more valuable elsewhere?
anyone know what the aprox % of units lost running mk5 belt at max?
varies with distance and from pc to pc
~740 should be safe
for shorter belts even 760
I would just assume its 750. That way you can always downclock the last machine, if some is lost
Ta! And that is a FUCK ton more loss than I expected.
Thoughts on what is the max unit p/m you can run w/o loss?
The only time you need the full speed from mk5, is when using mk3 miner on pure nod. Just throw on a splitter right before it and dont lose anything, as the distance it runs at 780, is so short.
Other then that, think of mk5 as 750 or 720. Whatever works easiest with math
Actually, I just realized I set up the buffer wrong.
Ta!
It's hard to give an exact value, since it depends heavily on your system and your savefile (the "worse" your game runs, the greater the losses) and the amount of belt-belt connection you chain: one belt segment can carry 780/min (eg: from miner to container/splitter), but any mk5 belt with more than 1 segment will surely back up at full load (the more the segments, the more the "loss", lag makes the loss worse too)
It sounds like you want to split any important pure nodes up at the miner?
The exact same belt could carry 770/min at one time and end up carrying only 750/min later on after you added more factories (have worse performance in the save)
If you want to take the full 780/min out of them, splitting or putting a ISC after a single belt segment is your only choice
Or mods, ofc~
Seems unlikely, but I wish for that too 
hi im currentally attempting making a python script to help with coal gens
wish me luck and ill post if it works in the future
...what does it do?
it will work out what the max flow rate is for x amount of extractors and how much power you can get with x amount of shards and x amount of extractors
or something like that im new to python so yeah
I mean... it's already known that extractors get exponentially more power-hungry as you shard them. So for coal gens, the two ratios are either 3 extractors to 8 gens, or 1 extractor at 75% for 2 gens. The second is a bit more power-efficient, and if you want to optimize for power efficiency, 300 extractors at 1% each would do the trick.
yeah stuff like that hurts my brain so im gonna make a script
also its good practice
...so 3:8 and 1:2 are hard to wrap your head around, but not a python script involving exponentials?
...let us know how this turns out. :)
3:8 ratio isnโt that hard to remember or do much math on.
If python's how he works out word problems, that's better than the majority of the population who don't bother at all.
120 Water production, 45 consumption... 45/120 = (3x3x5) / (2x2x2x3x5) = 3 / (2x2x2) = 3/8
...huh... didn't think about sending a 240 to one side then a 120 to the other. That's way easier than what I've been doing up until now.
other option is
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
I am still used to connect the "coal generator" end, but its really unnecessary
you can also expand it like this ๐
G G G G G G G G
E-+--+--+--+--+--+--+--+-E
E-+ +-E
E-+--+--+--+--+--+--+--+-E
G G G G G G G G
G G G G E E E G G G G
+--+--+--+--+--+--+--+--+--+--+
XD Nice! I usually bring in 3 lines of 120 from one end, then when one has been mostly used up, inject the next one.
with 120 lines you can just split them to 8 gens and not even merge it with the next one
so that each line goes to 8 gens only
Right, that's what I mean.
ah alright. Usually by "inject" I imagine injected manifold kind of thing
I try to keep pipe systems as easy as possible... only connect what needs to be connected
It's kind of like that, yeah. Now that I'm thinking about it, it might actually be more for my bigger plants using 3 240 lines for a row of 16, so... manifold might also be accurate.
I managed to get out of coal at 3.2 GW... and added a 9 GW (diluted) fuel powerplant
basically the top one is what I recommend, the bottom one is what I would call "injected manifold" (and that may also not work ideally unless you use smart splitters or have mk3s)
Bottom one's what I was talking about.
yeah you kinda need mk3 belts or smart splitters for it to work ๐
Yeah... specific to pipes, I ended up with one of my gens not getting consistent water.
I had a similar problem because I did not wait until my whole pipe network was full...
ah I was talking about belts... For pipes it's different
Yeah, pipes.
for pipes it's the ASCII art above ๐ #math-and-meta message
Belts I'm some combo of load balancing and manifold. Depends on how lazy/time constrained I am at the time.
Like, the diagram above I'd put a second splitter on each input line so it spools up a bit smoother. Then another layer if there's room.
the problem with mixing all kinds of strategies is that its easy to get wrong and get subtile but annoying problems.
That's the thing. I'm not actually mixing anything. Default is manifold. If possible, I load balance it a bit better.
They're not binary options, there's a gradient.
I know...
code is going well
and mostly belts behave nicely... unless you have a LONG (Quick)wire manifold ๐
hitting a few bumps but its fine
what you're trying to do? ๐ค
make a python script to figure out stuff for coal gens
what about asking someone else or using existing online tools to figure stuff out instead? ๐ค
nah I don't like python
okie
everything is nice for hacking things ๐ค
C is not nice for hacking small stuff... too much worry about dynamic allocation, pointers and similar stuff
(I spent most of my time at the job doing stuff in C... but we are trying to transition to Go where its possible)
just do javascript for quick'n'dirty
yes, javascript does work too...
I KNOW A REASON WHY IM WRITING IT IN PYTHON INSTEAD OF JUST DOING THE MATH
IM CRAP AT MATH
what's the reason for caps lock?
I am not sure solving math with python without understanding the problem will work well ๐
you CAN solve some complicated problems by doing a more simple "simulation" of the problem... but its easy to get wrong.
luckily verifying a solution is easier than producing one
Hello everyone, I have a question about "Balancer".
The math for coal gens is literally just multiplication just pop numbers into a calc and done, no math by hand needed
I read that you can balance by taking specific amount of materials from belt for input. In order, to use the balancer, I use both merger and splitter to balance out the input right?
Yes
I see.. interesting, thank you
there are some corner cases that only need splitters, but the general solutions will need also mergers
the "general" solution also has an infinite size ๐
if you need to balance a high prime number of machines, oh boy
or you cheat with a smart overflow and a sink ๐
honestly prime balancers are not that big
i think the size scales with log n since you always backmerge and then split into 2/3 so it goes down by a factor of 2 or 3 with every step
1 + 1 = 11
unary number notations are not fun ๐
Wasn't there a website for creating plans of your factory floor layout?
There was, but can't remember the name or find it. It was something short.
Would be useful to know
SaLT, satisfactory layout tool
Thank you
Else there's the (imo) big brain approach of merging machines with specific clocks to prepare a "balanced belt" and not having to do any weird shenanigans 
oh no not another sushi boih balancing lecture xd
Lecture is over already, unless there's questions...
Nothing?
Class dismissed then 
greeny might have a question 
๐
hey fellas should i make fuel then plastics with residual, or make the plastics then fuel out of the purple oil
i got recycled rubber alt too which unsure about
You should use the recycled plastic+rubber loop.
guess it depends what i want more of
alt HOR -> diluted fuel/diluted packaged fuel (-> recycled plastic/rubber loop)
that's the most resource efficient way
for fuel, rubber and plastic
behold your new bible AutoMcD
(the PR byproduct from alt HOR gets turned into rubber)
technically diluted fuel in blender can be replaced with packaged diluted as well
also to throw a wrench in i got electrode circuit boards to make
but the alt hor is required
well... "required"
"required"
you can do anything really, it's your game.
just this is the most resource efficient way to do stuff
also, be warned, setting this up for the first time will probably make you go a tinnny bit mad, so... yea
the circuits are rubber+coke so gonna have a line of those
to make 90 circuits/min this is going to be a huge amount of stuff.. i might have to just run out another caterium mine instead
Is this thing good for a early-game reinforced iron plate factory?
Or is it too "advanced"?
you should use manifolds instead of load balancing
but 200 RIP/min is good.
I canโt read that diagram very well, not used to it.
green buildings are production. yellow is splitters
I know, just the diagram is messy.
I went with screw alt instead of rods.
which website is that? I thought satisgraphtory wasn't updated
But I was lucky enough to get it super early.
I prefer satisfactory tools over that one.
oh, send a DM with the link
It is satisgraphtory
Looks like the planner SCIM uses.
But i think those recipes are correct
What do you mean with manifolds and load balancing?
some of them may be, but definitely not all of them
it doesn't have a lot of alts
I think it's U3 recipes
Ohh okay
I prefer the satisfactorytools method anyway.
But that isn't updatyed?
it is ๐ค
I should know, I made it ๐
Yep, just a few functions arenโt completely working right now.
Like the doubliclick something to make it transparent.
on U5 version you don't see power requirements and can't doubleclick nodes. Other than that, it's perfectly functional. If you want those features you can use U4 version (because recipes haven't changed).
Been just moving stuff around to compensate for that though.
all those splitters and mergers are trying to load balance. manifolds are easier to set up and expand
I donโt think power requirements have changed in U5 though?
ohh satisfactorytools is much better xD
they didn't, I just said you can't see them ๐
what website is this?
Yea, I prefer that over the visual noise from the SCIM type diagram.
No u4 in mine.
that is the update 5 version then
scim is better as an interactive map imo, the giant tree chart takes like 10min to load even if you don't wanna look at it
https://www.satisfactorytools.com/ - update 5 version
https://u4.satisfactorytools.com/ - update 4 version
which reminds me... @wind spade did you fix the power display yet?
Screenshot a bunch of posts above, Nemo.
#math-and-meta message not yet really. It's on my to-do list tho and today I may finally get some time to work on the tools
good to know.
?
Green answered anyway.
is there any way to get some list of raw inputs/machine counts from sattools?
like, you set up a recipe, and then instead of just the graph, it also calcs the total raw inputs and number of distinct machines as a small list
there is two tabs: production and power. the u4 site tab for power lists the machines and their power consumptions on average for clock speeds, and total max draw. they also show machine count
That would be handy.
I think the power info normally has machine count, but the raws are in the graph.
the way the graph creates itself, the raws show up in random places
Maybe a "Stats" tab with that info.
i'm thinking a more concise list for reference
Not that random, usually on the left terminal end.
not random, but yes. just look around for the refining processess and trace them back to the raw, then move them all next to each other
Though sometimes theyโll show up in the middle.
usually, but it can get pretty close to center
so, in answer, no, but manual manipulation and my own notepad solve my problem
and also the u4 power chart
The in-game todo list can help with building count.
oh, wow, yea, u4 power tab is literally exactly what i wanted for the buildings list
the most reccent post in #satisfactory-memes, does anyone know who said it?
Except that I canโt paste plans into there, have to manually copy the settings.
I donโt think it can be attributed to any one person or time period.
Oooh.. I finally find out what is used for those fancy graphs.
an update for experimental is out
for EA*
nope. my version is experimental and it just had an update pop up
#patch-notes says it's EA update ๐คทโโ๏ธ
I know, I am also confused
so either it's both or you didn't have latest EX
maybe they havne't posted the experimental
it was fine an hour ago so idk...
says who?
that post just says that the channel will be inactive until EA and EX are not the same anymore
Is it possible to see how i need to split belts on satisfactorytools?
No, but the throughput numbers should tell you.
the thing is that you can split them in pretty much any way you like
Yes, but for example here:
it will balance out eventually
Just using manifolds will work as long as youโre under belt speed limit.
If you really want to balance that perfectly it's a lot of splitters and mergers.
4 splitters, 4 mergers.
depends if it is one belt input or 5 belt input, or whatever
Ah, true, I didn't take building count into consideration.
usually people do manifolds. But you can also just balance it. There's many options, that's why I don't really show it
(also, it would make the visualisation that much bigger)
Yea
After about 4 hours, the screw constructors should overflow 
||Assuming: rods split in 2, 3 constructors for screws, the other half of the rods doesn't back up first||
And more complex.
5รconstructor at 50% ๐คช
hiss
do 2 constructors at 100% with a 2 split, and 1 at 50.
prefill 
really?
That sounds long
well practically it would be running at 89% capacity before it fills, so I think that's fine
even if it was 4 hours which I'm not sure if it is really
I would just cut one of the rods' belts so the screws fill up faster. Too lazy to wait for the rods to be produced (or God forbid handcraft them
)
if my math is correct, it's 80 minutes
that seems more reasonable
you can always pre-charge the system with a surplus of rods
im not complaining ive had systems that are ACTUALLY 4h long to fill and didnt care xD
yeah, same here.
also ftr: If you have a massive fuel plant, set it up so everything is on, but the breaker is tripped. then it fills the reservoirs of the generators quickly because it isn't burning the fuel
No, yeah, scratch that, I put the wrong consumption in my equation ๐คฆโโ๏ธ
yeah just prefill the machines
ye 80min seems right
80 minutes to fill, but running at 89% till then? I'd call that acceptable
sint it 90%? its getting 90 screws
one of those days when im motivated ill write a program to calculate fill time of generic factories 
I have it almost ready ๐ค
oh nice
supports different amount of buildings, clock speeds, recipes, etc.
also different speeds of belts
it just doesn't have UI yet
and I'm currently doing tons of other stuff so I can't work on that
ye expected as much xD
but it's basically part of the plan to move manifold tool from old site to tools
you deserve more than you get.
inserts link to patreon and paypal
Manifold tool? First time I've heard the site having one.
(click the red button ๐ )
it might be a part of the OLD site, the one that has the radiation counter too. (Still waiting for that to come to U4 or U5...)
Ah, update 2, I wasn't around for that.
still waiting for the moment someone figures out pipes and calculates the fill time of pipe manifolds
im definitely not smart enough for that
yeah, the manifold tool technically still works tho
oh no. No. NO. NOOO.
it is basically the same as splitters. unless you got elevation change. THEN things get complicated
i dont think so
pipes dont have to wait until the machine is full
but they kinda do?
idk pipes are weird
The pipe bug with MK2s would screw up the calculations though.
yeah as I said, there's plan to move those... just not viable right now
i think the mk2 bug is overrated
100% not true.
just use 550 throughputand its all fine
pipes work as in real life pretty much - fluid level is equal in all connected pipes
exactly. but then you have to do math for that, and the valvework too
and yet my turbofuel plant always starts from the innermost generator and activates outwards
really? I have had it so each segment was less as if there was a wave of fluid coming down
well, it's more like "fluid wants to be at equal level"
there's also limit of how much fluid can a pipe move
but it's definitely not "same as belts"
that is how it works. So make sure it is on a tripped circuit so you can prime the tanks
again
or you just wait xD
I was talking about the junctions, and the simlarity to splitters
I also said that elevation opens a whole nother can of worms
well it may seems so, but I think it's more like this:
- every game update, each section of pipe checks how much fluid is in connected sections around
- then it moves fluid to each connected section that has less fluid (I'd assume the bigger the difference, the more fluid gets moved)
- it does all the calculations with keeping headlift and same fluid height in mind
I think there's also viscosity and pressure, but not 100% sure
you sure that you aren't confusing it with real life Fluid dynamics?
the way fluids behave would support my claim ๐ค
and there's viscosity value in game data for each fluid
ye the viscosity explains the spread of turbofuel outwards
Why not work around that by adding buffers to prefill before activating production?
Can help in smoothing out flow issues and checking fluid levels too~
internal screaming
also my turbofuel setups are like the most scuffed setups ever because i plan for nuclear anyway xD
like enough turbofuel for 76.8 gens but i only build 40 because i ddint need more that sort of scuffed
You're not alone on the overproduction, unluckily it's the only way to have the majority of your machines on a "flat grid" 
really? I produce everything on the nose and use mk.1 pipe for my TFPP, and everything works fine and it is a flat grid
Assuming a similar example what I mean is adding buffers along the generators/machines (1 every X) so that you can start making power/production after the local buffers are full and ready to fill up everything
the only spikes were when I forgot to connect my oil nodes to the processing area
ye i know what you mean
its just too much effort for me
You still build buffers at the producers' site though? 
Yeah, it's not like 1 per machine xDDD
I usually go by 1 big buffer for ~40 machines (2000 fluid for the machines, rest for the pipes themselves)
Does the game now remember the last used buildable position in the menu, rather than scrolling to the top every time?
wdym?
What do you mean by "on the nose" and "TFPP"? ๐ค
With "flat grid" I mean a grid flat enough to let you tell if there's an issue and possibly what it could be (by judging the difference between min-max)
I think so, yes
exactly, Turbofuel Power Plant.
I used to curse everytime I used a block from SS because its long list and would reset to very top every time I closed it. It no longer does that
what?
I, uh, hotbar and E.
Three foundations? Three ramps? Nah.
4m by default, E for everything else.
Well, if you aren't overproducing turbofuel, it's bound to start starving, sooner or later :/
The same goes for production machines so that the power draw is flat too
200 hours in and still working once everything got primed (which took 2 hours)
It could run for 10k hours if you had enough buffers and don't quit the game too often ๐
only buffers I have if I have a SHTF scenario and doesn't feed the system unless I turn the valves open
If your production is the same as your consumptions, your powerplant will drain ~5*(generators) cubic meters of fluid from your pipes/buffers everytime you load the game. Up to you to calculate how many loads that would take, if you want ^^
10 loads before the last generator drains then. And 3 loads a day... so that should have happened at 5 hours after system saturation.
but I am using mk 1 pipes
Anyone else annoyed by the fact the new train signals are too tall to fit in half pipe tunnels?
Probably only people who build half pipe tunnels?
I only know one.
he made an QA post.
https://questions.satisfactorygame.com/post/619fcc86831c852052361a77
How do I make this work?
Looks like you might need a join and split?
path signals at entry routes, block signals on exits
Because no one learned from Factorio.
Circles are the best shapes.
Balls. Eggs. Tits.
If those are round then they're fake.
I'm asking about building it, not the signals.
I'm just messing around here.
I think my roundabout is too tiny anyhow.
Are roundabouts a terrible way to learn the mechancs? Just wondering if.
pressure and head lift are related to a certain degree
They lead to deadlocks far more easily than other constructs.
like, below a head lift of 1.5, they roughly equate to the same thing
so head lift could be seen as "any pressure larger than is needed to fill a pipe"
since below 1.5, flow is directly affected by the pressure, which can be seen as headlift
the volume inside a pipe directly regulated this pressure
once a pipe is full, pressure and headlift pretty much disconnect
Did painted train stations loose their colors??
Is building a massive factory of tier 3 or 4 material to burn in to the sink. A feasible stratรฉgie, so you can buy mats off the shop. To move up the tiers without committing to a full range factory, till tier 7-8?
the shop mats price grows exponentially. Only feasible for speedruns.
I did something like that to instantly unlock a bunch of tiers. I don't regret it.
why are roundabouts bad? you can have multiple trains through them at once
ping if reply i will likely forget i asked otherwise
Roundabout bad because circles are a lie
because they have lower throughput than normal junctions (e.g. the one on the left)
Its Squareabouts 
eg the one on the right
The one on the right sure looks like a roundabout
Roundabout = Roundabout confirmed
I can refer you to this analysis I did before we knew signals are coming. https://docs.google.com/spreadsheets/d/1wHpyQge0Lh2eyeMnvDDyd7o10NVbtHjz-85BfdeFE9c/edit?usp=sharing
the 6 sheets included contain all the info
whats the -10 case?
possibility of deadlock
oh rip
all info is on first sheet
ah
some of the info is incorrect due how path signals work
(I didn't assume they would take next signal into consideration)
but it doesn't really change the fact that roundabouts generally have lower throughput
How would A-D and C-B cause a deadlock
if the trains are not short enough
Make the roundabout out of path signals lul
what about adding bypass lines to the roundabout to increase throughput like https://i.imgur.com/KKDymr5.png
that makes it better, but still not as good as the normal junction
So I know that pipes are weird when you try to fill them to capacity, so what's the best way to provide water to nuclear reactors since each needs 300, and extractors make 120?
Does just putting a bunch of extra balancing lines in there take care of it?
E E E E E
+--+--+--+--+
G G
Kinda figured 5 to 2 like that would work, I guess since its split up like that you're not relying on 600/min in any section
Does a coal power plant take 15 coal/minute?
Yes
๐
@magic shadow You go from a 2-channel-bandwidth system, down to a brief single-channel junction which 2>1 (=>-) means bottleneck once you get to higher loads in your system
Interesting. I can see that the low signal one has no deadlocks, but only one train can use the system.
yeah
A turbine junction has all dedicated lines for every direction, naturally that's going to be better, but it's also massively more complex and larger, if it makes a difference depends on traffic
(especially 3d junctions)
(because why wouldn't you go 3d, this ain't Factorio)
To maintain Throughput, you have to solve a direct line for any given direction of travel to easily transfer to another leg, with minimal disruption
If you combine all of those, and make it 3d so they don't block each other, you get the aforementioned turbine junction :D
A roundabout has one advantage, it can be used to turn
I always make turnarounds a separate feature usually at the depot
unless you add one more path for the left side on each that loops back around.
Sure you can add the turning path if you want
you could add a bypass that connects to its opposite direction, at any point along the track.
if you want to increase the complexity of your junction, do it!
Trains are fun!
Trains might b fun, but the new signal are a nightmare....
Nah, think of it like this
Each "BLOCK" of track is connected by a single color
when that "BLOCK" is occupied by any train, no other trains are allowed to enter
Put a signal at each point that a train can possbly enter the intersection; And one where they exit
Now your system is able to identify when to hold trains to prevent collisions
Yeah.. new signals suck.
honestly, trains are easy. the hard part is figuring out how often trains should be going by
I'm still maintaining acceptable throughput on most of my routes. others needed another train. which is counter productive because that makes congestion worse.
Think I'll have to revisit Snutt - Jacye's train signal U5 video again
With multi-stop depots, and proper 2-direction of travel intersections, congestion only happens for a brief moment
I have alot of trains.
Fair.
U have my sympathy m8
like 7 lane depots on a 2 lane travel system?
something like that.
2 lane mainline. and something around ~50 stations
nuts
ouchhhh
overall it's working. I only had to rebuild the tracks at the main depot in grasslands. nothing else really needed to be touched. just dropped signals and restarted the trains
The good thing is, if you did your depot right, most of the downtime is spent loading, and out of the way of traffic
my biggest problem was fitting the signals between the tracks - had to move 1 of the tracks sideways where I put signals
just some of my routes were somewhat long, and high throughput. The added 30 seconds or so of travel time actually broke it. adding another train fixed it. but slowed other routes down lol
If you have that much traffic at your intersections, and thats where you are bottlenecking, time to add more connections lol
I thought about it. unless they optimize the game a bit so it runs better my world is about done for anyway
Is 4 water extractors on 150% not enough for 16 coal power plants?
It should be 720 water / 16 plants = 45 per coal plant
But somehow the last power plants are not getting enough water
Now it works....... This is weird
Is your piping good?
Well, pipes can only carry 300 or 600.
So you need at least 2 Mk2 pipes or 3 Mk1 pipes.
That i know
Well, if you find yourself having brownouts again, check to make sure you aren't trying to pull more than the limit through the pipes.
Yeah, that won't be the problem. The problem is that the last few meters of pipe are not having enough flow rate
Well, that's always candidate number 1 for the problem. ๐ Especially if the pipe's horizontal.
Now it is working but i have no idea what fixed it
you need to standby your generators after you build them to allow the system to fill with coal or fuel, and water.
Yeah i think that was the problem
you'll have to do it for fuel generators when you get those too.
Alright guys, here's a math problem. I have 18 metal rod constructors and I need to make enough bolts and rods to make steel rotors. How many metal rod constructors do I have to turn into bolts?
You have 18 lemons. You want enough lemons and oranges to make lemon-and-orange-pie. How many lemon trees do you have to turn into orange trees?
Trick question. Steel rotors use pipes and wire. ๐ค
๐ Not if you use the steel rotor recipe.
Oh
So you want to know.. given your 864 rods per minute, how many you should take off and consume for screws?
Oh. I was looking at steel rods. ๐
Lol
So you need 5 times as many screws as rods.
And 1 rod turns into 4 screws.
Sounds like a set of equations.
I get less smoke escaping out my ears if I start from the desired end product and work backwards
How many rotor constructors can I make out of 18 metal rod constructors
I mean, I was about to tell you, but now I kinda don't want to. ๐
My brain hurts, I did the math wrong and spent 1.5 hours building a skyscraper which wasn't even made properly
Fine. Say please next time though. ๐ 24.
of Rods * 4 / 45
This is genius, thank you
Doesn't even look like a real rotor.
You don't look like a real rotor.
sure i do
Pics or GTFO.
this is pretty much the irl stator inside your pc's case fans
ig the satisfactory rotor is sorta similar
Neither of those is you tho.
The satis rotor is some weird hybrid of brake pads glued to some miniature rotors
I've always thought it looked more like a pool filter ๐
every ingot in satisfactory is actually a little pile of 12 ingots ๐คฏ
Why does the calculator make things so difficult sometimes?
It would be easier to merge the two rods and split an even three ways >>
that's why I prefer using simple view (or different calculator) and make belting myself ๐
Even the smart splitters are not so smart
So much cleaner
Anyway, I have been looking for a way to simplify making frames
Forgive my art skills, but this is what I came up with. Not 100% material efficient, but the precision math is a pain
Fits nicely in a 3x5 footprint
Any way to improve on this, or do you just eat the buffer costs?
Prior to this, I just tried making a factory section for each part and merging them later. That was a headache
The only real downside to this design is the output ends up distributed
just put an additional small floor below your factory for long-range/cross belts... so you can easily transport stuff across without disturbing the nice factory layout
Except it isn't quite like that as everything outputs to external.
Cast Screws would help.
Underclock the constructor.
Oh everything is underclocked, besides the frame assembler
In any case, thats two mods to a side, so it outputs on both ends of the building
I'd think using multiple floors would help.
That way you could fold it along the vertical.
or just having a little more space on your single floor maybe
Oh I have multiple floors of this specific design
Well, the alt would be change the footprint and stretch the furnaces a little
But, that doesn't look quite as neat, and takes away that the current layout can accept input on any side of the building
In all, this design outputs 8 frames a minute. The math tells me it has enough resource for 10 a minute
I just gather the output outside the factory floor
I'm not too familiar with folding factories. I did try it once and it was a mess
This monster also outputs the same as the new design, but takes up a lot more space and looks like a mess
guys satisfactory is 3d
If you want throughput build this
if you dont care about throughput (its only a few trains) then roundabouts are fine
actually i guess the normal function is faster to build but w/e at that point it doesnt matter
also am i the only one that only has T junctions and never 4 ways?
i think im gonna build those for my high throughput lanes
4 ways are uncommon to need, at least in that dimension, at least in my setup. I'm planning to build one in the center of the map just because i think that design is great ๐
You have three dimensions, may as well build cloverleafs.
isnt a 4way just 2 T junctions 
No, it's 4 T junctions.
its more like one and a half T junction, you take 3 ends and add a 4th, assuming your T is double-laned already
ofc. I was just talking about simple 2D junctions. If you are already commited to building a 2D junction and don't want to waste space, still don't build roundabout but a normal crossing junction
idk if this is math or meta but I want to have my storage system split up into three parts moving from simple products(iron plates, concrete etc.) to advanced products(motors, rotors, A.I Limiters) to complex products(Computers, Heavy Modular Frames)
I just need 3 colours to differentiate them, any tips on that?
I'd use the customizer to color them ๐ค
I am, but just asking about colour pallete
that's why im not sure, cuz idk if colour palleting is a math/meta question
okis, I'll just look up colour pallets
Colour coordinating scheme might be slightly meta, but colour choice isn't all that much. Pick something you can remember ๐
Color choice is #opinion-and-styling
My colour schemes are haphazard at best. I usually just break up large halls of constructors with colours. Like, screws blue, rods black, plates white. etc.
I color everything by product color and thats not the best choice for cohesiveness
Since a single factory becomes a multicolor mess
Buuuuut when it works out it works out nice
Yeah I just make my factories mostly black with colourful detials
If thats what you like then yea
I've never heard of a 'folding factory' and nothing comes up in google, what do you mean?