#math-and-meta
1 messages Β· Page 594 of 1
Also, DSP just added in item stacking in there for belts. On paper, item stacking would be a great solution, only problem is that it works because all items in DSP are box shaped, I don't know how they'd be able to do it here.
Some items are already tall.
That'd be the solution if you don't care about making it look good.
it can all just crunch together on an entrance point
vecause fuck physics am i right
time to hunt for more slugs because im out of shards
Kill it
u want me to kill a doggo?
Only way to unfortunately.
Or maybe die and let it touch ground and despawn? More consulted and dunno if that would actually do anything with its inventory.
alright u are staying here forever
I feel like putting it in a cage and feeding it berries is more morally correct
like that
man making a logistics chain to automate computer production is no joke
ok i spended 20 tickets for this zoo
20? For wht..
Painting green woulda been cheaper lol
Covered up a node only to later want to need it? Had that happen with the one by the quartz south of rocky desert. Less drastic of a rebuild needed though as I only had to a move a drone port over.
i think i made my rotor factory a little toogood
just a smidgeon.
and its still going up- by 10 per minute
Someone asked for help signaling his train network, he made this plan of it (screen 1).
This is a single bi directional rail.
Here is the solution that came to mind for me. (screen 2). Any thoughts? π
How many trains are using it though?
turn the intersection into a circle
3 i guess, and the 3 stations at the right would be at the factory π€
you mean all intersections?
It is a circle in the sense that itβs a loop.
How about no and get bonked by the mods :p
wouldnt a double track setup be better?
completely, just trying to fix this dude network with the minimal amount of fixes
oh ok
well yes it would work but this will only create more problems when trains suddenly stop
what do you mean? π€
like from my exeperience in transport fever 2 this setup would work fine for a while but there is a chance that trains will come to a "stand-off" and stop, to never move again if action is not taken. And as far as I know I dont think you can force, say, the returning train to go on the other rail
oh, hence why the slipoff tracks I added, woud be better with an additional block signal on the slipoff tracks on the right and enough space to store 2 trains, but having made a similar setup for a tutorial video, it won't block π
oh well if you say so
but what if they meet in the middle?
you have to make sure the middle is always free
that means that trains will have to stay still in the slipoff tracks for some time
so the answer would be
make the middle shorter, meaning adding more slip off tracks
that kinda defeats the purpose of not building a double track setup
the middle is kind of a roundabout with path signals, adding more path signals inside the roundabout could be done too to free the reservation of the free sections of a train crossing it.
but yeah, 1 bi directional track is a pain to manage for multiple trains :p
yeah kind of like that
Do dual rails instead
Nvm just read rest of convo
But don't do roundabouts
why? i did some on a save dedicated for a tutorial video and it works just fine π€
Greeny is v against them
And to be fair a roundabout intersection will slow down every train that meets others on it
since i dont care about their design I find this minimal roundabout handy π
not really if you chain path signals
With that though every train is interacting on the one path. If you have side merging lane that either go over or under only the two paths interact
It matters less if youβve only got a handful of trains mind you
yeah but chaining path signals allows you to clear the reservation of the sections the train just left while on the path
hence why you build additional path signals inside the roundabout itself
on this "test" roundabout I have 6 trains circulating and it's fluent π
Clearing the path signal prior to it isnβt the issue though, itβs increasing the number of trains that can be on a part of a loop that will force a train to stop
But the whole thing depends on the number of trains using the intersection per minute. If itβs only a couple it wonβt matter
They are least efficient junctions
See? Strong feelings XD
π
could be interesting to see if there is any difference in an actual setup between a roundabout and two classical "fork" intersections
Forks arenβt much better, they interact with each line too
yeah but providing you have to make a connection between 4 ways in the same area, there aren't that many "simple" choices left
Yes, less throughput
ok so the only good side of building a roundabout is the aesthetic i guess :p
Yeah, cloverleaf take a bit of work
Cloverleaf is like least efficient non-crossing junction π
I guess... I never liked the aesthetics anyway (as you don't really see train/tram roundabouts irl)
Fortunately my obsession for efficiency stops at my production lines and I can make some concessions for the railroad network π
Which would you suggest?
I took an extensive look as well at train networks in real life. There are so few "slopes"
Turbine
No such things as the "screw" lifts :p
Yeah I don't like those either
Real life tends to not have as much traffic at an intersection because they can time and signal trains so they donβt interact there. We canβt do that
Actually I find that signals pushes you to reproduce how the train management is done in real life: fewer but bigger trains
Turbine so big XD what sort of lift do you like?
Which is a problem since you don't exactly have the room, most of the time, to build really big stations
iirc it's smaller than cloverleaf
Except real life they coordinate with trains on other lines
Really? You could really compact a clover going over and under in the slip lanes
Either ramp or transfer station eith conveyor lifts
I do like the transfer stations, using one to transfer bauxite from a dedicated "aluminum" network to my main train network
Ah huge ramps have too big an imprint on the skyline for me. And transfers make at least two more big ugly stations XD
Another thing is - why do you even need to lift trains/items?
Except some very specific cases, you don't really need that at all
I donβt need it much. Red forest baux is getting delivered at the edge of a cliff to the factory at the bottom and the bauxite in the swamp is close enough to the waterfall to have the station at top
But Iβll prob need to move some of the thousands of coal off the red forest though
Spirals for me look terrible and also - you usually want to move the train up and across (which ramp does well), but spirals only move it up (and train goes slowly through them, both adding to travel time)
Ah yeah I hate the aesthetics of a giant ramp. XD
Though my 1m rise spiral keeps pretty good momentum
If you build the ramp nicely into terrain, it's great
I suppose the compromise with jack knifing?
Wdym?
Oh I think I mean switch back, soz
Zig zagging back and forth hugging a cliff with ramps
Yeah that has the same problem as spirals, takes you up but not across
And most elevation me in the game are too steep for it
You want train routes to be as fast as possible, which means shortest distance
Iβm prepared for slightly longer trips without massive bridges I guess XD
whatever works for you, it's just less efficient and not realistic
Why spirals bad for you? 
Unrealistic or something? ^^
literally the message above π
Oh, I though there was visual preference too π
gets you up but not across, train is slow in them, they are not very realistic and you don't usually need to move trains up anyway
Dunno about the latter... I found nice using one to get from the western bauxite nodes to the oil islands below, connecting the railway on sea-level with a branc coming from the railway in the red forest
Trying ti go for ramps would probably require as much or longer travel times there due to the topography 
that's why I suggested transfer stations
station on bottom, unload into conveyor lifts that take it up to upper station where different trains loads the cargo
much more cool, realistic-ish and fast π
Gotcha... Makes sense, though it's not a solution I like 
yeah, again as I said - I'm just stating my own opinion and explaining the reasoning behind it. Not forcing anyone to do it (although I'll complain how I don't like spirals π )
Ofc, ofc. I got to understand it too, which I appreciate π
I used to underestimate transfer stations
Why I cant open the map ?
Did you do the research in the MAM to unlock it?
Oueh! Researche caterium aussi!
Pourquoi ?
I'll yah beacoup the chose tres utiles π Des connection avec plusieres line pour l'ectricite
et je pense c'est caterium pour les bladerunner pour courrire plus vite
google traduction x) Ou tu es francais ?
My famille vien de France et cetait my premiere langue mait ca fait ci longtemps que j'ecrit on Francais XD
ok ok x)
Parler et lire - presque parfait mait pas ecrire XD
Ok Moving nitrogen gas over long distance: I'm 90 F!@#$ gas per minute short on my location and probably need to bring in the 90 by drone. How annoying is it just bringing straight gas by drone?
wait.. do drone ports even have a fluid intake?
Fuck. Neds to be i ntanks
tanks are super efficient
way better than trains or piping
the drone can take the packaged gas with it and empty tanks back again
I can atest to gas piping being annoying. My non fissle plant pulls from two nitrogen wells on the west side of the map and its fully piped. Dem are long $&@$ pipelines π
its super easy to do a packaging loop with drones or trains tho
My game is crashing after I added some blueprints to look at. Isnt the game item count at like around 600k items or something?
Game doesn't have blueprints though.
So you added something the game doesn't have and you're surprised it crashed?
Its downloads from the scim
Which is still adding things the game doesn't have. π
They are called blueprints but just use the interactive map to add the data since I was to look at things others have done for better designs.
Stop being fatuous.
Blueprints usually clarify if they have any mod dependencies, but most use vanilla parts. Iβd comb over the blueprint page and make sure you didnβt miss anything.
I'm slimuous π
I think the point is that it's still third-party app with no guarantees of working properly
@wintry aurora What do you want to get by balancing plutonium production? Just have little radiation or speed it up overall?
Having minimal radiation would be good, but I was thinking maybe a balancer would spread out the uranium rods more evenly among the 30 reactors I'm planning to build and I was advised that a balancer would be good for nuclear production and would also balance the uranium waste to the four particle accelerators and the seven blenders closest to me. https://www.satisfactorytools.com/production?share=ixb3d1rnUkhrz4pQAWry (yea, I just fought a pair of spitters by a slug up here, setting up the gravity fed VIP valve up on the plateu).
Balancing definetly is key to low radiation, but the umber you're working with don't seem to make things easy... I'm looking at the 11 blenders π π
Four of those aren't part of what I need to balance. Just the row of seven.
But yeah, overall I agree that it's worth balancing just the radioactive items if you want to reduce radiation. The rest of the items don't have very high stack sizes so manifolding shouldn't take too long (none if you prefeed ofc)
Interestingly, I've found that 87.5 goes into a whole bunch of stuff in this. Just an observation.
Seven is a bit easier π
You know right? Split in 8, merge 1 back ^^
It's still 11 total, the particle accelerators.
Wdym? 
I've found that some of the stuff in this fit into 87.5 underclock when I increase by a machine or two.
Oh, the particle accelerators are easy. Here's the complete idea I have in mind: merge all the waste, split in 1/4 for the PAs, 3/4 for the blenders; balance between the machines (4 PAs are trivial, the 1:7 split for the blenders is a bit more annoying)
Just an interesting observation, nothing to do with the balancer question.
How do you split 1/4 and 3/4?
Split in 4, send 1 to the PAs, merge 3 to send to the blenders
Oh
Ok, I'll try that then.
What about balancing for the 30 reactors, or don't bother?
I've had the pleasure of running a balanced plutonium facility, you can still find spots with no radiation between the machines (unless you cluster them) until you get to the actual rods production ^^
I wonder how Taromani did theirs, haven't seen them around in a bit
Also, it's a waste recycling type.
I'd just build one manufacturer for each two (or three) nuclear plants, instead of balancing stuff π€·ββοΈ
Eh... If you dislike balancing, that's a cumbersome one to make for 2 reasons: first it involves making two 1:5 splits and second balancing for generators involves very long belts
Still, I totally do it :P, but if you can't be bothered the rods stack in "just" 50s so if you have 1500 on hand you can prefeed all the gens ^^
uranium fuel rod is produced at 0.4 or 0.6 rate, which fits nicely into 0.2 consumption rate
I don't have 1500 on hand.
you also don't have to pre-feed if you don't need all the power from start
it's very likely that you don't need it, so you're fine with it coming online over time
id recommend balancing the rods for 0 radiation
If you just let it naturally fill up, it can allow for your plutonium manifolds to fill on non-radioactive items...
Anyway, if you balance the waste, you don't need to care much about how efficiently your generators run, your plutonium plant will still process waste evenly without piling any up
I can shut off some things if I need to, but I have room for some more active production:
you just need 1:5 splitter at the start
after thats its 1:6
Yeah, right π
Btw, I decided: I'm moving the PFR manufacturers outside the main building to minimize radiation. And I'll be sushing the plutonium cells too
(previously they had dedicated lines)
I am 'overproducing' plutonium rods by 50 as a failsafe buffer, so, I don't need to worry about that, and just about everything else has filled up already.
Then wether to balance the generators or not just comes down to how much effort you're willing to put for radiation-reduction ^^
just put everything in top right left corner and radiation won't even reach you
Top right corner of what? My factory?
The radiation reaches all the way to the bottom floor 
sorry, top left (of the map)
How do I do that exactly?
Whose map?
well that image is a 1/5 splitter
after that you just 1/6 split into the reactors
Sure. Spend hours to make an efficient factory only to hide it away in a shamefully hot radioactive sauna 
No, I'll do it the hard way and make it both radiation-free (as much as possible) and pretty 
Anyway, the plutonium rod stuff is right here, and I'm thinking of putting the uranium stuff here-ish (second screenshot), or maybe I'll do a second floor.
with how complex plutonium is you can probably expect to visit that factory many times
so unless youre 100% sure you wont make any mistakes its probably best not to put it in nirvana
anyone
Ok
Lol vencam
well hypertube transport there is a must anyway and filters exist for a reason π€·ββοΈ
also use online tools to not make mistakes
Where, my location?
online tool didnt prevent me forgetting to hook up the concrete resulting in waste everywhere xD
bad tool then

Concretes hooked up.
Uranium (all processing included) takes about 2x the space needed for plutonium btw
Just my estimate based on my floorsizes
ALL the processing
aah ok
The floor below has all of the non-radioactive proccessing. ;)
It's also somewhat more spread out than my usually more compact sttuff.
I have them all on 3 floors, each of the same size and roughly all as filled with machines: 2 for uranium, one for plutonium
ye i have 4 rows for plutonium 2 rows for uranium
but thats without all the other stuff
@thorn bane I tried to organized chaos it by doing a sort of conduit area.
That will make it MUCH EASIER when (if?) you'll clean up the beltwork 
I did attempt to bundle them in the first place.
i dont usually care about factory looks
but that thing?
It scares me
MOST of it is because I put things on the opposite sides of where I actually ended up neeiding them.
I've had one factory described as "painfully clean" once
||okay, I'll stop bragging||
Speaking of clean...
Cleannn
Those are all 600 a min belts too
They look like mk5's to me π
They are but the process only makes 600 for each belt
What's optimal engine to cart ratio
so I decided I want to try to build 4 manufacturers of HMF using the encased frame alternate recipe running at 100%
I have a bunch of resources nodes available to me, and it's looking like they might not be enough lmao
1380 screws a minute feels like a lot
960 steel beams too
ok I may have gotten my maths wrong, it's more like 150 beams, a manageable amount
I am gonna do all the maths myself and then check using the calculator once I'm done
oh ok alright, I just got the cast screw alt recipe, and now I have to redo my maths
actually maybe I jsut leave it idk, I have so macy screws to make
@marsh needle find yourself the alt Stitched plate and steeled frame. Those combined elimate screws from the equation.
Or if you wanna use screws still find the βboltedβ alts for both frames and reinforced plates.
And finally another alt for screws, steeled screws exists. Tbh thats the best mass screw production alt available.
All what casted screw do is remove the iron rod step. It uses the same amount of iron as normal, just one less step.
But one alt you really want no matter your choice for screws is the encased industrial beam alt that uses steel pipes instead of steel beams.
ahh, yeah I don't have all those alts
I'm using bolted frames
I could probably use steeled screws, I have a lot of coal to spare in this build
but I think it's complex enough to go as is
dont use the bolted plates. Its a trap. It makes more, but it takes even more screws than the original, and the same amount of plates. It is strictly worse UNLESS you primary concern is less machines. It comes out to be about 150ish mws cheaper for 60 RIP /minute than standard, overall i believe. And a smaller footprint.
But... it costs more screws.
Very very few people build with the idea of a smaller footprint or less machines, so its not a very useful alt. But if you are... then maybe. maybe.
Sometimes I include it as a factor, just not usually the only factor.
I'm using bolted frames in my HMF factory :) for the exact reasons Lynkfox mention. (And I fully agree)
bolted frames is another trap, though with Cast Screws its not as bad π -- but it is less than half the assemblers which, again, if its about space ...
But @stuck iron , we who go for aesthetically pleasing builds as well as efficiency are a weird breed.
I'd never use it again π and I'm only producing 4 HMF/m and that still like 900 screws lulz
(Regular frames takes 12 rods a minute, bolted ends up taking 30 rods/ min - with standard reciipes - but again, far smaller footprint and power)
21 rods if you use steel
Oh I'm using bolted plates, same issue though.
lol. yah. same issue
Hello all
It's also one of my oldest factories now
Question for the experienced players (new to the game). I've made it to oil refinery but the scan shows im about 2500 meters from an oil node. Is there a faster or easier way to travel that far? Am I missing something or is it just a long ass walk
It is a long ass walk. Use Blade runners, and explorer.
f*** I just spent all my tickets on cosmetics and didn't even see those
you'll get more π Just sink everything your not storing
Blade runners and explorer are in the MAM not the awesome shop
I've been sinking excess stuff from my old and very inefficient factory for 8 hours... Totally miss read the wiki thank you
Continue to sink for the tickets but also do the mam. You should be almost done the import bits by oil production
I only have a couple things left for stage 3, definitely neglected the MAM so I could rebuild my factory
Greetings, i got a question, don't know if that's a bug or i'm just missing something. i was expanding my coal generators, so i went in with overclocked mk II miner up to 270 units/sec, mk III conveyor belt all the way through from the source to the power station. i took splitters with mk I belts that go into the generator. now that 270 units/sec should be exactly enough for 18 generators, but now that i've got 16 the last three in the row run empty on coal. do the splitters slow down the mk III belt or something?
How long has it been running. The manifold takes a bit of time to fully saturate. Front machines get more coal first.
And no splitters don't slow down a belt but they do obviously divide the input amongst all the outputs. That is why the front machines fill up faster
It's also worth making sure you don't accidentally have a bit of mk1 belt on the main belt
it's been running for more than half an hour, and i double-checked that there are no slower belts in the main line
also none of the generators is overclocked or something
could it be that there's a rest of a mk II belt "inside" of a splitter which somehow stayed when i upgraded it to mk III?
ah crap, it is! π just deleted one of the splitters where somehow less coal was coming out and inside was still a part of mk II belt
gotta check all those splitters now. thank you very much
My oil setup seems to not be working.
What part of it
I have 2 mk IIs on 2 pure crude oils, both with 250% overclock. That should be 600 x 2 crude oils. 20 refinery for each of them, 20 doing plastic 20 rubber.
That should in theory produce 600 heavy oil, which should, using 10 more refineries, produce 400 fuel
and that should take 34 fuel generators to process
i got plastic done, 10 heavy oil to fuel refineries done, and i'm barely fueling 4 fuel generators
half the part should be able to fuel 17 fuel generators
If nothing is starving or backing up, simply wait longer
The heavy oil from plastic at best fuels 11 generators
oh right, that one produces only 200 heavy oil
make sure you have an overflow splitter to a sink for the plastic/rubber cause you wont make HOR if the refineries are full with plastic/rubber
that was my issue at first and got it done, tyvm
i'll wait
i was worried because halfway through my fuse broke and i had to build 40 biomass thingies :p
Yea refineries chug power a lot
first time on this channel but
i wanna know how much iron and stuff i need for a computer?
with alternate recipes for circuit board and computer
Best case? 0
what
what
for example making 60 computers/min using caterium circuit boards and caterium computer uses
440/min oil 580/min copper 580/min caterium
crystal oscillator
im using the 3 crystall oscillators and 8 circuit boards
i dont need any oil in what i thought
like im not using plastic or rubber
im using the recipes that dont use plastic or rubber
Silica Circuit Board
yes
Well go and look how much iron you need for those plates
Or use the better recipe that doesnt need iron for oscillators
and Crystal Computer alternate
no dont have that yet
but currently i am unlocking hard drives
Just use that website and it tells you
so only 3 things
and im making a nice sushi for the computer production
@median heath
ill show you it later sevrahn
no its crystal
YES!!!
but why unless?
Because Crystal "better" π
*in his opinion
its cheaper thats why im using it
caterium is cheaper π
I used quotes!!
well for crystal i have everything ready
thats why am rather making crystal
sevrahn is the type of guy that doesent care if hes randomly pinged
True. Mainly because I'll get to it when I get to it. Lol
Sometimes EU people ping me at like 0200 my time. π
π
So I'm not getting to that until like 5-6 hours later.
Wait how is Caterium Comp cheap @thorn bane ?
crystal computer costs 1354 weighted resources
caterium costs 1102
POV: im a eu guy
ok and im doing crystal
Oh. You're looking at total WP.
Bleh. Nvm.
Sometimes US people ping me at half past opposite of high noon
Crystal is less oil, less copper, less caterium in trade for using quartz.
So meh.
k ill ping you at that time
meanwhile me from EU still being up at 6am
i find oil is PRETTY hard to get
How?
like its far away
Lack of skill 
nah just no time
Pipeline or package and ship.
EZ.
you know
Just do the oil stuff over at oil. Have to at some point
before i made this map i would not transport fluid
but rather make plastic and rubber out of oil
and then transport it by belts
Good idea
and i would transport coal to where water is
so i dont have to transport water but rather coal
to make coal gens
Β―\_(γ)_/Β―
@median heath what circuit board recipe do you use?
Ct for CBs pretty much always.
Electrode in a pinch if I need like 10-20 more ppm and I don't have the Ct for it.
But never Electrode for mass production.
but silicon circuit boards are so good 
Silicon is for HSCs (for me).
i guess you dont have quartz left cause you do crystal computer 
And you're also missing that I use like 75% of the global quartz budget on Oscillators.
Indeed.
Remainder goes toward HSCs and Aluminium.
But it's fine because I am swimming in excess Ct.
You use silica for aluminium?
Bauxite is my limiting resource.
So I have to squeeze as much out of it as I can.
@thorn bane remember I was looking for a spot to do like 600 Stators/min purely from QW Stator. Because I have that much excess Ct.
Do most people just use sloppy aluminum?
yes
Yes.
and pure
Aye.
What aluminum recipe even uses quartz, I'm confused.
you trade 60 quartz for 28 bauxite
which is kinda meh but you gotta do what you gotta do
Oh duh, I'd been using pure aluminum alt for so long.
yes most people do
i think im actually gonna do the opposite and use default alu solution for my next playthrough and use that silica for silicon circuit boards
50/min silica for free is pretty insane
Pure is simpler and I would use it if I wasn't trying to squeeze every last aluminium per bauxite out of the map.
My aluminum plant is using default. Battery factory is sloppy and pure
It's solid! It does reduce max output of some late game stuff though. I think my prod line has allocated 9770 of the world's baux XD
way simpler
you dont have to mine quartz
you dont have to manufacture it
and you dont have to use a foundry, just a smelter
You. You seem to know things about fluids. I'm considering bringing in crude by train to reduce large long buses. Are there tricks at either end to make sure fluid flows properly and doesn't stutter?
:p
sorry havent really done fluid trains yet
i always make the rubber/plastic on site or use a pipeline early on
Uhhhh, balancer the uranium input, y/n? Then again it's probably fast enough to not even need a balancer.
i didnt balance it since uranium is pretty non radioactive
Ok
Ta anyway π I figured it would be a lot easier processing the oil in the desert rather on the northern coast and then shipping 3x the rubber
Hey guys I need help with some calculus
I can find the differentiable equations just fine, but the problem is that the differentiated equations I get never hit 0 at any point, giving me no solutions
and I feel like that's not the right answer
This isnβt the math homework help channelβ¦..
It's math and it's meta
I donβt see the meta here.
If it were a factory related sort of question, maybeβ¦..
How many refinerys if i want to use the resin to make plastic or rubber from 1900 per minute
You can use Greenys SatusfactoryTools.
math math math
Just plug in the numbersβ¦.
i just need the linkk
it's in the pins
time to make my brain fry
Itβs not that complicated?
i have to add numbers and do math which is going to take days
No it isnt? You do you then and whatever.
i will do everything math and way
Since resin can be converted to either rubber or plastic, its up to you to figure out how much of each you want.
If you want roughly an even amount of each:
19 refineries for rubber
19 refineries for plastic
38 Refineries for Rubber & Plastic
or just sink it cause residual recipes suuuuuck
how do they suck
Meh, I don't mind them TBH. may aswell use the byproduct
Fine for getting an initial supply of rubber and plastic up though.
uses alot of buildings
needs water
leo is working on northern coast so water isn't much of a problem.
I really only needed what, one of each to get an ISC full of each.
i also think keeping power and rubber/plastic separate is way nice for logistics when you upgrade your factor/get alts
leothelion, either/or. "spire" is the name, "northern" is relative position
Wasnβt intended to be permanent, just get a supply up.
It really depends on late game plans imho.
I tend to remove gens and run rubber+fuel -> plastic loop. with that in mind, its not too much of an ask to have 39-40 refineries converting resin into side products in the mean time
They are nice addition to make plastic/rubber production byproductless
leo, to the best of my knowledge, yes
If you want half-and-half: 38 refiners(19 for plastic, 19 for rubber)
i was thinking of doing that doing half and half and doing 4 freight cars for plastic 4 for rubber
but start doing materials later today i need to zzzz
Learn very basic spread sheet use. Itβll do math for you and keep records
I balanced that as it's more radioactive than the uranium cells (balanced cells manifacturers barely make any radiation, unbalanced they radiate up to ~4 or 5 foundations away
What's this cursed mix of inches and meters?! 
Zyranex said that they didnβt as itβs barely radioactive?
Whatβs the word on the ideal power plant setup, pre-nuclear? Iβve settled on tying up one of my sulfur nodes. Currently making Turbofuel, which was the only alt I had at the time. Whatβs the ideal setup to transition to?
depends a lot on your needs elsewhere. Turbofuel can give you the most power per m3 pre nuclear, but it uses sulfur whoch yu msy need else where. but if you arent utilizing 100% of a resource... whateever floats your boat
Gonna drop this here for #satisfactory reference real quick π
Also math n meta i guess
(and before anyone asks, yes 6 is more than 600 but thats to compensate the load bug)
8k quality
I am McPaintPro after all
Where were ya when I asked about extractors, lol. Maybe I should redesign my pipe conduitβ¦. I have room for maybe 10 more extractors, so, Iβll see what I can do.
Put as many extractors as your sea fits
π«
Iβm in the lake south of NF.
I can use water from the plateu if neccesary though.
put. as. many. you. can.
I already have 75 crammed into that lake, pretty sure it would get completely drained in seconds otherwise.
MAKE MORE
Hey, i have other things to do too ya know π 
Which is why I added my opinion, since it differs ^^
Wether it's "very radioactive" or not, depends on your preferences, but it IS more radioactive than the uranium cells, so if you balance the cells it makes sense to also balance the uranium imo
Well, I am doing the uranium cells direct input to the rod makers, so, yea it would make more sense.
1:1, best balancing ever 
Would doing a balancer this way be fine or should I make it more symmetrical? Just not sure how critical being symmetrical is for balancers.
The shape of the belts doesn't impact the performance of a similar balancer π
Making them more simmetrical only means the machines will start at the same time rather than from the ones served by the shortest belt segments
Okay, symmetry isn't that critical then.
This isn't #design-and-architecture!
A new joke enters the arena
Anybody got a calculator to do the math of 1755 a min of iron ingots in 3 different belts to process them into modular frame and reinforced iron plate?
so somebody check my math, 720 oil = 480 fuel/min and water + 360 poly/min = ~72 each plastic and rubber/min
hey i need some help getting a 100p/m copper line divided into 5 lines of 20 each but i cant get it if someone could help me it would be very much appreciated
are member of Church of Even Split, or possible convert to sect of Manifold?
how to confuse the person asking in one easy step
--S--S--S--S--S
| | | | |
X X X X X
^
I need to split 300 into 180 and 120
Single splitter.
???
Single. Splitter.
150 will go both ways until the 120 line is full, then you have your 180/120 from that point forward.
@upper escarp make sense?
Yep, I'll use that. Thanks
Simpler method that specifically applies to this:
You need 120. Mk2 belts are...? π
Put a mk2 on that output and whatever you want on the other.
One side needs 120, you have 300, yes?
Ohhhhh. So we'd clog it until it worked
Yes. Welcome to manifolds.
Thanks!
Stop trying to priority everything and remember you have INFINITE RESOURCES.
bro this is amazing thanks for the help
well i was looking for a perfect split but i guess manifold works too
Butβ¦why?
Because some like the challenge
I hear one can beat the game with just one node of each resource, too.
Sure if you want to take that time. You very much can. It's a sandbox. And it's mp is small limited coop. People can play however they want, even if you don't get it
it would help if you make the 120 line out of mk2 belts, then it can't go higher and the 180 line takes the excess
π
Balancers ready, now time to turn this plant on.
May need to go grab some overclocks though.
edit: yea.
In the calculators, am I missing an option to work backwards instead of forwards? Like, "okay, you have 1440 iron ore coming in and you want reinforced plates and modular frames, with these alt recipes available? Here's the list of stuff to build"
Wouldn't that be working forwards starting from the inputs? With SF tools you can define your inputs, select your alts and then "maximize" the production.
For the raw resources you need to tune the limits. It defaults to what is available in the world
I suppose forwards makes more sense. π I will have to look for this maximize button!
Ah, I found it. Sneaky location.
This is exactly it, though. Thanks!
will any save editors tell me what alt recipies I have unlocked on a particular world?
SCIM should have that information
It dims the icons for the HDDs I have collected. I haven't seen a list of alts though.
I dunno if this is a questions or help question or a maths and meta question, but, should a properly balanced uranium waste processing area be this hot?
It doesn't appear to be growing though, which is good.
UMMMMMMMMMMMMMM..... is this good?????
Actually, this could be why, the particle accelerators haven't filled up properly yet.
Did I do the balancers correctly? Went for the non botteneck version of the 1 to 7, not that it mattered here....
O-kay, getting concerned here.....
seems like it won't matter too much anyway, as you don't have stuff around
???
where's your silica? π€
facepalm I forgot to even hook up the silica.
Totally something I would do
I very much enjoyed the slide show of 'ohh nnoOOOOOOooo' there. Tyvm
i feel you
was concrete for me π
i actually only noticed it because of the power storage notification since all my generators shut down xD
Yea, I was wondering why the particle accelerators weren't doing anything.
It's in the player options
i`m making aluminium scrap using the sloppy recipe using 8 refineries(need 200pm water each so 1600 total) if i recycle the water from the basic scrap which provides 120pm (960 in total) do i only need the difference (640pm) in pumps to close the cycle and not over produce water which would clog everything up?
No, it will eventuall stall out. Fluid bugs
Either try a vip, do a large 1-1 system.. or sink it
it won't, but it also won't run at 100%
My last build said otherwise.. but ok
if there's input of fresh water, it'll at least run at the speed of given fresh water input
i thought it wouldnt run at 100% at start but will eventually as the pump makes more water
because as it works the scrap water would start producing and thus get more water in system enough for it to work at 100%
depends a lot on how you build and connect it
i have the refineries connected 1:1 for scrap and then i would likely connect the scrap water back to the sloppy refineries
but the problem i have is there no way to start the production without pumps which would then over produce water, so i would need to start the production and then turn off pumps when i`m producing enough scrap water wouldnt it?
No if you start off just producing the final amount you need itβll fill up
because i was afraid that a manifold wouldnt work (it didnt work) now i had to fully power shard my mk2 miner and upgrade the conveyor belts for it to work
Alright, since it's the second time I see this I'll address it
(@median heath)
Pushing 300/min in a splitter and outputting on a mk2 and MK3 does NOT result in a 120-180 split from the start. It will eventually get there, but from the beginning it'll split for <120 and >180
Slight differences, but the point is that that's still a manifold, it's not magically a balancer thanks to that MK2 belt ^^ (unless you smart split)
No, and answering your following questions in order... ^^
-No, it's not good, the waste belts should be running smoothly and NEVER back up (radioactive items are the only one that shouldn't back up given how you set things up)
-I'm... Not sure if you have done the balancer correctly. A picture with a couple notes could help π
And I'm glad you found the mistake easily :)
Now have fun "unwasting" your factory

orange is a merger and black are spliters...
comes out to 5 lines output
altough it would be more convenient that the input belt isn't completly full so the rest can get back in the loop
but it'll also work with a full one just less perfect
@fierce ruin
k
Splits evenly if you use a smart π
That's what I said at the end of the message, but there was no suggestion about smart splitters before (not that I've seen)
That might cost you FPS when your base grows though 
I have a base?
You have no factories? Or just being obtuse.....
Base is a singular term?
Outposting would mean I do not have a base, as everything is decentralized.
You have many bases but I am not getting into a semantics argument. #outposts-4-life.
Fair.
Did you βseedβ the machines along both sides? If youβre waiting for machines to get to 100% efficiency on a manifold when youβre using all of the beltβs contents, itβs going to take a very long time.
This would be true regardless of your belt setup.
itβs going to take a very long time.
that depends a lot on the manifold setup. Some manifolds fill in a few minutes
https://questions.satisfactorygame.com/post/60518819aa0ba107e32511e3 upvote if you dont want manifolds to sux
I've turned off the miner so that things can kind of reset. Also had a few other issues, both related to a missing pipe section.
Anyways: Here's the balancer that I tried to do. Probably didn't need all the arrows on the second one, though it's blocked by my hand a little.
Edit: Arrow to merger in the first one is wrong direction, whoops.
Anyways, I did as you had said, do a 1:4. merge three to the blenders and send the rest to the accelerators.
It seems fine ^^
Btw, you could take away the splitter at the very top in the 1:4 balancer π
Technicaly, yea.
#old-questions-and-help message Should I move the uranium waste processing stuff upwards? I kind of feel like I made a mistake putting it there.
@proven prawn @thorn bane My plans for plutonium. 6 manifacturers at 120% to process all my cells. The input comes with the fuel rods for the powerplant (split off at B)
A and B are sushi-balancers so that the items get distributed as shown. I'm overproducing Electromagnetic Control Rods, so they have their own input belts in the manufacturers for overflow management
Also, the non fissile uranium was backing up in the blenders, not sure that's supposed to happen.
The layout when complete
The uranium waste shouldn't back up at all. You should troubleshoot all the following production chain to see what's halting things.
Since the non-fissile backed up too, I'm guessing the particle accelerators were backing up with full output too (since they should have plenty of waste), meaning you either lacked concrete for the cells or materials for the rods
The outputs aren't backed up though.
So the accelerators have no waste?
and I looked, I wasn't lackking in materials I don't think, though maybe I should observe longer.
The acceleratirs have waste, yes.
Though they're gonna run out soon I think.
The only way non-fissile can back up is if the accelerators lag behind for whatever reason
Wellll, based on this: https://www.satisfactorytools.com/production?share=idnAEkYFuYxk8FicDkFk I set the accelerators to 87.5 each: Maybe I did the math wrong?
Oh what, one of them is backed up?
Because I forgot to do outlet
There you have it ^^
That very well could be it, yea.
Seems to me like you should be more through in your "bug hunting" π
Remember to check the in-out of EACH machine to see where the pile up happen. Don't stop halfway because you notice one error, continue until you find them all, THEN make sense of them and fix
underclocking 
Anyways, should I move the plutonium stuff up or should it be just fine?
I asked in questions and help as well.
Why do you need to put it higher?
Not sure how big the radiation zone would be when working normally.
Probably should, yea.
6 rods manufacturers alone radiate in a radius of ~40m
Everything else radiates so much less you can pretty much ignore it in comparison.
Assuming everything is balanced right, ofc
I'll get a better sense of where the rad zone is when it's working properly.
I need more ladders and shit around here, lol.
Moved things up a floor and moved the plutonium rod stuff further up as that's the particularily nasty stuff, also made some additional balancers to mitigate the radiation further. Gonna turn this thing back on now.
I appreciate the improvements in cleanliness 
I thought @wintry aurora didn't like straight lines :)
lolwut at you boris.
whats a simple efficient layout for coal power plants
8 coal generator, 3 water extractor
or you could also do 4 water extractors producing 90 water per minute on 75% because the the math is easier
2 water extractors for 4 coal powerplants and 2 for the other four
it does cost more materials tho
8/3 is easiest. just make sure to plug the water into each end
could someone verify if my math checks out?
I think that should be right
minor spelling mistake
Sev: P E R I S H
π
Thanks for the correction π
And now for the first time I have to break out of arithmatic and into algebra sort out resources based on mixed recipes XD
So I'm doing my first fuel power plant. I'm doing 2x pure at 250% for 1200 crude which will become 800 fuel.
800 fuel needs 66 power plants at 100% and one at 66.66666666%
Since I can't put an infinite "0.6666" will this result in my power system randomly failing at some point? Will it over or under produce?
Should I set it at 66.66665 and have a storage that I occasionally flush, or 66.66667 and add a couple of batteries?
Is this such a small fraction of production that it will never actually create a problem with flow?
since it's power plant, 66.6666% doesn't mean 66.6666% effectivity, so you have to calculate that first
I thought the generators always output clock speed power regardless of consumption?
no
What
250% gen outputs 202% of power
The gens will be 100% except for one
yeah just saying that clock speed isn't equal to % of power produced
last gen needs 59.0312% clock speed
Same problem though it looks like
or just 59% and have it overflow a bit (which doesn't hurt at all and actually helps with solving the fluid load loss bug)
(heck even 50% is fine)
For 8 fuel consumption I need to be producing 99.999999999 MW from the underclocked generator
which you do by setting it to 59.0312% clock speed π
Just put a small buffer at the end of the fiddly numbered one. The very rare back up stutter will be compensated by the buffer
I'll try it thanks greeny. I'm unfamiliar with the fluid load loss bug, really I'm just trying to set it up so that I don't encounter a problem when I travel far across the map to build stuff using the new power plant
fluid loss bug: every time you load the game, every machine with fluid input/output loses 5m3 of that fluid
so for fluids you always want to have slight overproduction to account for this
Oh ok. I guess the buffer would assist with that if I keep it at the same altitude as my fuel output
buffer won't help much without overproduction
and won't make a difference with overproduction
so it's essentially useless (in most cases)
Yeah, not sure what Iβm going to with my bauxite. Iβm running way too close to the wire with what I need
Haha the reason I am setting up more power.. so I can tackle that headache
Oh I have plenty of power. My production plan uses 9777.5 out of world supply 9780.
Losing 5m3 from each refinery in fluid is a bit harsh
Same with the oil to hor to coke for it. So many steps with loss
I'm not even close to figuring out world map production. I have never messed with bauxite and just unlocked the tree for it yesterday. ~2000MW used of my available ~3000MW so I am adding to power first
WELL if you just unlocked it and want to do fuel might I make a small recommendation?
Sure
If you just squeak by to unlock blenders with alum, then go hunting for the Heavy Oil Residue alt and the blended diluted fuel alt you can squeeze way more GW out of your crude supply which will last you a lot longer. And itβll save you maybe from rebuilding it or making a second
Oh yeah I saw the blenders, haven't placed one yet though
Wow there's really a chain for residue that outperforms direct conversion?
HOR to blended diluted fuel is great. If youβre trying to really squeeze all the oil for what itβs worth no matter what youβre making you end up turning all oil into HOR then diluted fuel XD
Insane performance. Oil to rubber/plastic at base is like 3 to 2 , with HOR and dilute fuel itβs 1 to 3
Wow that sounds like another case of steel alt recipe. Too good to pass up
Itβs a lot more work involved mind you. Like a lot a lot.
The process basically makes you use fuel and rubber to make 2x the plastic, then you use plastic and fuel to make 2x rubber
I'll probably finish what I have started for 10,000MW, then look at that once I get the recipe unlocked. I was thinking that 10,000MW would hopefully grant me entry to nuclear
I also want to look at what the power cost difference would be. Right now I'm just planning to make fuel and pump the byproduct into a sink
Depending how you do it yeah. If you find itβs not enough GW make a larger power back up station of like 50gw thatβll charge over time. Those are always good to kick start power stations.
If I have to set up 2 more layers of production I feel like that would possibly cut into the gains
The % that goes into maintenance may go up and down but the overall performance will extract more mwh out of the units of crude
I ended up skipping compacted coal because it seemed like the extra power demand of manufacturing the compacted coal cut into the end power output
Compacted coal isnβt really great youβre right.
But if you want numbers. Straight oil to fuel is 6 to 4
Oil to hor to blended dilute is 6 to 16 fuel I think
So youβll get 4x the generators fueled
the fluid loss is realy only an issue with TF since that is produced in so low quantities
if its 4.5mΒ³ per min you lose 1 min of power
but if its 120mΒ³ alumina solution then it takes 4s after a load to recover
thats the reason nobody is complaining about the fluid loss bug with coal power
You donβt think thatβll cause issues with stuttering alum products if Iβm consuming it all?
yes for the first 4 seconds of loading your save after that not anymore
Hmm ok. Will the eventual saving and loading eventually cause a system stutter do you think? Iβm oversupplying my plutonium processing a touch anyway β¦
well youre just at 80% efficiency after a load but it will always go up to 100% after time
the issue is just that with generators you might break your fuse during that
not 80% btw idk havent done the math
Iβve got a few tf fluid buffers that can scim full occasionally. Iβve had the system running stable over 24 hours so I know w/o the loss bug it should be safe
So out of curiosity, how do people who sushi belt deal with the fluid loss? Isnβt any interruption going to royally screw it?
Do they keep parts involving fluid sectionals seperate, oversupply , then restrict flow from a part buffer?
@frosty owl
idk for my method (balance merging) you overflow all the items anyway so you have a buffers to catch that
@frosty owl doesnβt like to overflow I think. Heβs extra mad XD
Efficiency wise is Instant Scrap or Electrode Aluminum Scrap better?
Electrode
which efficiency? power? resources? space? complexity?
Resources!
sloppy+electrode has the same bauxite to scrap ratio as instant but doesnt use sulfur
then yeah, electrode (assuming weighted resources)
Not many times youβll want instant.
Electrode is easier to logistical and turn to coke on site instead of thousands of coal and you can organise it so the 2 refinery steps are directly in front of each other instead of one blender
Ah alright! Thank you!
Oooh cool! Thank you so much!
Oh , you should really hunt the crude to hor recipe though for it. Youβll need a lot less crude that way with less waste
Damn. HOR alt is such a linchpin recipe
Fuel system needs battery backup, got it thanks
I guess it might be a good idea to insulate factories with power switches going forward as well if I want a reasonable battery backup
just overproduce by 1% and you never have issues
I overflow on every fluid and manage the overflow for everything but water ^^
Yeah so oversupply items with fluid involved in the process
Well the 2400 MW coal factory got me to the last tier on elevator. I saturated that when I first built it and I've never had a problem or blip in the line
Oh I always keep a Power back up of 150% mw needed for all the processes needd to maintain the power plant kept on a seperate grid.
It's operated on small isolated networks, 1 underclocked water pump to 2 coal burners
Eg: in my plutonium processing, I oversupply nitric acid, sulfuric acid, HOR, fuel and alumina sokution and manage that overflow so all machines' output buffers are empty
(oil and nitrogen overflow are managed "from source")
Yeah I was worried about my Al refineries not having continuous supply to things like casses and sheeting which may have a knock on effect
Geothermal is how I booted up my 150GW power station. Set up like a 16gw backup, let it slowlly charge while building everything, then kicked it into gear
1x pure, 1x normal, 1x impure.
4 batteries, 2 batteries, 1 battery
So I have 700MW backup?
If all those are on a seperate grid you'll have 700+ avg output of your geothermal = back up
They are there to make sure I can always consider geothermal as max output under normal circumstances
Yeah that's how people usually use them. For me they're too small to make a significant difference so they are just there to slowly recharge my back up π
I know of 4 or 5 more spots I could build them and I do have like half a crate of supercomputers
'free' power is free power shrug
time isnt free π
I think most are normal so it would be a good idea to go occupy them for my backup system
Ehhh when you can plop them down from spare parts going on in the background and comparatively no infrastructure... it's pretty free
Yeah I could just be sloppy with the power lines and road over to them later. I have them beaconed from prior exploration
It's not a terrible idea to keep your Power Providing grid to your Power Consuming grid linked with 1 connection you can switch off when you need to
And keep youwer Power Providing Power Back up grid connected by one line to it yo ucan switch off XD
Yeah luckily it's already pretty isolated with 1 power line connection to the main grid from each power area. Clip that, link power together, add switch
Or just have your main grid built right so you don't need a backup one π
What if a meteor strike breaks a connectoin? Storm knocks a tree down on critical equipment. Always have back up π
None of those things are possible in this game.
yet
Geothermal will be backup for coal power plant. Coal power plant will be backup for fuel power plant
How dare you not take electrical faults seriously.
If they randomly decide to break their current trend and add those mechanics, sure.
But I doubt it.
With a big Power Back up you can demolish the coal. 1 Geothermal station will eventually give you 100GWH power back up
I want to upgrade coal as soon as I get better mk gear
Nah I just like making things sensible with a touch of reaslism. Power stations have failsafes and back ups.
Plus if you want ot go game realism next update might mess up current power plants like rail was. Nice to have a step by step restart
Shouldn't you want to just move on to Fuel?
Upgraded coal will be backup system for upgraded fuel
? Unless they add something that punishes you for making too much MW I will never need a backup.
And them adding such a mechanic is highly unlikely.
No I mean if recipes or processes change. Probably not but never know.
But also. Power stations should have safety features
A 750m train for 1400 pm probably pretty bad right?
Truck.
SE section of the redforrest. Terrain is not great
I want to avoid belt buses for raw material but might need to on this one
drone
^
belt, train, truck, drone, whatever you like. belts are superior for power and resource cost, everything else is a question of "do I mind setting this up" and "will it look cool"
the game does lack a good logistic system for distances of about 1km. like, it's too far for a belt, too close for a train, let alone drones. and trucks suck ass in general.
I need a train rail in that general area ANYWAY... I could make it just slightly longer and hit it. But such a short train line feels odd
it's not "too close" for anything π€·ββοΈ
train for 200m is perfectly viable option
Just thinking about a train ping ponging a single 200m rail now XD
Trucks are fine.
99% of truck issues are user error.
good lord.
... what does it do?
its a station for every item so for example the first is iron ore that then ships to the second which is iron plates
And are they at least on dif levls so they aren't all intersecting lines?
but tbf that was before train collision
yeah, i was about to ask where are the signals.
as in central logistic processing wher eyou brought things in and then out?
#screenshots message
as in that is my (mega) base
thanks, I hate it XD
Nah I just don't like building floaty things
Its interesting though. Was all processing for everything set up there?
yep every item has a dedicated train station
it actually made the logistics super easy
if you make a new item you just add a station for what items you want, connect it to a manifold and youre done
it kinda destroyed my fps though but not sure if U5 improved trains
For 750 m its a definite "trucks"
If I'm in a vehicle, do I still gain the effects of the gas filters?
I may just belt it under the train line honestly
i think i once dragged a mk5 conveyor 1500m
i dont like using resources on drones or trucks or even trains, for me it feels like a waste
at least for pernament designs, where i built a big factory i had set up a drone from main base so while im there i can fill the drone storage box with stuff and it gets sent over time to the build site
Aaand it's on @thorn bane @proven prawn https://www.reddit.com/r/SatisfactoryGame/comments/sdra55/a_clean_sushibalanced_plutonium_rods_production/?utm_medium=android_app&utm_source=share
Yoooo that's sick. How long until it jams up π (jk I remember you mentioned some lights turned yellow when you went to record it the other day)
Yeah, unfortunately the yellow lights take a while to be taken out completely, unless one prefeeds some of the machines... ^^
Game irregularities and whatnot make it so that balanced machines take a while before they finally stop getting items just a moment too late (due to them taking a fraction of a second too long on a belt or whatnot)
Ok, it's official... plutonium cells' radiation levels are bullshit

This is the radiation levels in a BALANCED setup (ignore the big radiation bubble in the bottom, just a temp. nuclear fuel storage/powerplant). You can't even see the radiation in most of the processing unless you really zoom in... until you get to the plutonium rods
(which stack up to 60 plutonium cells even if balanced)
@wintry aurora @thorn bane @vapid gorge
Isn't this good bullshit though?
No
Eh... I don't mind there being some radiation, but that amount for the rods manufacturing is just mindboggling. A single manufacturer radiates about as much (if not worse) than the drone bringing in uranium (which stacks up to ~600 uranium ore at once)
Reprocessed nuclear fuel would be about as radioactive as spent fuel, I think. Although I know that realism isn't really the most compelling argument.
I was not ready for that either and did not arrange my fuel reprocessing facility accordingly.
The particle accelerators stack up to ~45 uranium waste, and yet you don't even see their radiation bubble π€·ββοΈ
Otherwise I would have routed the rod production very, very far away
The difference is just too big
As I did π
Stacks up to 60 actually at the end of the cycle, but even then, you donβt feel it when over an isolated accelerator.
@frosty owl how many nuclear power plants in your setup?
9*4, 100%
(Each cycle requires just 25, so 50 would be the minimum, just checked. Still, irrelevant to the point)
Anyways, I thought the rods were being the really nasty stuff.
not really
you get 1 rod for 20 cells, but they have same radiation level
so rods are 20 times less radioactive in practice
The rods themselves aren't much worse than the plutonium cells... Which means that stacking 60 plutonium cells isn't too different from stacking 60 plutonium rods
(Edit: they're the same π€¦ββοΈ)
Bruh 
I stand by my opinion: this part of the radiation balancing is bull. @ snutt REEEE

it would be okey-ish if cells followed rods ratio
but you need 20~30 more of them
imho, whole radiation mechanic is anti-fun bullshit, but if they absolutely want to keep it then at least balanced factories should be safe to walk around
I feel like it's ok how many are needed per rod, but I'd appreciate it if they were below 80 radiation
I don't even know how you can make that argument after seeing an entire nuclear factory basically radiation-free except for the infamous rods processing π€
you would be rewarded for good design that way
Anyways, same here, you can't really see the radiation until the final stage area. It's kind of blobbier due to the proximity of stuff and possibly the balancers up top. The blender with the low radiation just got caught at the end of it's production cycle, I checked.
I had actually thought of moving the plutonium rods production over onto the plateu a bit, but didn't for whatever reason.
clearly this doesnt apply to the plutonium rods, but i guess i will give them benefit of doubt and assume its due to typo
Clearly, your argument only applies to the last stage of the entire process π€·ββοΈ
Your enjoying the fact that once you get to plutonium cells that radiation levels quickly escalate out of control, its a pretty nice feature
That's more of a plutonium waste feature I think.
It's a feature of the recipes because manufacturing won't start until a stack of 30 cells are inside the machine, meaning its impossible to reduce the radiation further lower than this point, and then you start to make rows of these machines all with at least 30 cells each inside it and it becomes pretty easy to see the radiation levels aren't exactly possible to keep in check.
Tbf, waste isn't all that radioactive ^^
(20 Vs 50 for fuel rods)
ADA: FICSIT DOES NOT WASTE
Pioneer, holding up Plutonium Waste: THEN WHAT DO YOU CALL THIS STUFF BITCH?
ADA: H A R V E S T
The 30 stack (that becomes 60 by the end of the production cycle) isn't an issue on its own, imo
The issue is that the cells are as radioactive as plutonium FUEL RODS, meaning the radiation is equal to stacking 60 fuel rods in each manufacturer 
Trying to find a clearer graph......
And fuel rods dontyeven stack to 60 
Dang transparency.
Yeah I don't understand that either why the cells have to be so awfully radioactive, my guess is the devs want us to suffer with radiation once we get to waste processing
Okay, it didn't see that one as an image link,
Will this design eventually balance out and send right amount of resources down each of 4 lanes ? (Red and blue both need 600 ore/min, orange needs 750/min and green needs 250/min)
https:// metadata.berkeley .edu/nuclear-forensics/Pu239.svg (just remove the spaces)
Rather big image though,
Inputs are all +/- 100 of what each lane needs
Isotope U-238 stabilizes at mercury instead of lead, interesting.
Or at least a byproduct of it is.
yo I wanna re-format my fuel-plastic production. Basically I have 2 pure oil nodes (the gold islands, west of the map) and I was wondering how much fuel/plastic/rubber I can squeeze out from 1200 oil per minute. If you have any schematic/yt video please help out a guy. Alternate recipes are not a problem. Ty in advance
You can use https://www.satisfactorytools.com/production and maximize it.
you can use alternates in that?
Yes.
oooh ty ty
Uhoh. I noticed it when I went to get more concrete.
Tracking down the problem now....
Oh wait, I was going to do something with the route and utterly forgot about it, I think. But yea. I got distratced from something. Fortunately the waste hadn't backed up yet.
do cave walls block radiation?
No.
bummer, was hoping there was a use for all those caves on the map
something besides a cool place to build
Wow.
What does the heatmap mean?
Radioactivity. Death
It's only dangerous if you forget to bring suit+filters.
or forget about gravity...
the 3rd recipe is more cost efficient then the 1st recipe i noticed i haven't seen anything on the 2nd recipe so i wanted to get ppls opinions on which one you guys might recommend/ which one u guys prefer?
A lot of people sink all the extra nitrogen into the 3rd yeah. I think they take extra baux though? You'd have to do a production line on SCIM to tally that though
i already did it takes more iron and coal everything else is more cheeper
its surprising it doesnt take more nitrogen lol
Ah sweet then yeah 3rd. Get the Crystal Motor alt as well. Huge increase in motor production for a few oscilators
didnt even know that was a thing ill look into it thank you!
Remember that packaged nitrogen is actually 4 units of gas
The crystal motor thing is particular great because Oscilators are such a lowthroughput item for it you can drone them in from just about anywhere and drastically reduce the number of motor parts you need
well damn, thats actually sick i had no clue that was a thing im 100% gonna do that motors are low key annoying to produce rn
that and computers
it IS manufacturers though so bigger volume and power mind you. But also 50% base speed prod
caterium computers β€οΈ
rip i dont got that one yet time to go get more hardrives lol thank you so much!
oh, if you aren't doing a huge build, crystal computers might be better for you. Check that one out too. I just don't have the quartz to spare
i have that one, i plan to do a 252 nuclear power plant max uranium build but thatll prly be the biggest thing i doπ
its so much tho im really debating it lol
Same! If you're not maxing out other end tier products you'll hav eplenty of crystal though
im only going for like 7.5 turbomotors per minute tho
Oh yeah you're good
Smol number.
Respectable.
Also @vapid gorge what if I do a huge build AND use Crystal Computer because it's the only recipe I will ever use?
(Rolling up further: agree you shouldn't use both it an Rigour Motor. Pick one.)
Rigour with Ct Comp or Electric with Crystal Comp.
@vapid gorge father number man i need your wisdom and guidance o' plenty once again
I use base, but each has its uses.
thats what im leaning towards rn aswell considering the 2nd one uses more aluminum and oil and the 3rd uses catirium
All 3 involve Caterium.
Computers will most likely take Caterium unless you hate yourself.
Oscillators as well.
im using the oscillator computer recipe
Which will still take Caterium unless you....
I'm using radio control system mostly because I had rubber, casings and cb readily available
ohhh r u saying the caterium circuit board?
Yes.
Also the only Oscillator you should use takes AILs.. which take Caterium.
ahhhhhhhhh i see i didnt know of that recipe until legit just now lol
wow it really is crazy im looking at it right now and i see y my oscillator production sucks rn
Time to rebuild.
lol yep but no complaints here my base is omega spaghetti rn
id assume the caterium circuit board is also a steal aswell?
I think I just ignorantly stumbled into most of the alts that require rubber because I found it easier to just output more of it. But this, my very first save has been a fairly organic experience :)
It's what I use in over 90% of spots I need CBs.
I use Silicon, they both need significant copper input because of the sheets or the quickwire copper blend. And I'm squeezed for oil products. Though both are good depending on your overall plan or your locational availability
Or haven't balanced well enough 
#math-and-meta message
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
Discord has had that title slogan for how long now?
Discord is always new
Just a random thought, I know itβs completely off topic.
Banworthy
still better than the old one
Wasnβt even a pun, wut, lol
Too off topic, didn't even bar the words, smh
Math is cool. Oh look at me, I can do math
Hi, does anyone know the short answer for: What' better; doing plastic from fuel waste or fuel from plastic waste?
Plastic from fuel waste
Thank you!
If you want more plastic in general, make it directly from oil
The Resin is bad at making a lot of plastic
resin is good to add some more plastic, but your main source should be recycled rubber/plastic loop
it directly converts fuel to resource you want
Actually resin should only ever be made into rubber, tbh
yeah, its more efficient that way
and then that rubber can be converted to plastic
On that note: that doesnt increase efficiency of conversion. The rubber / plastic loop already uses up all the fuel on its own. Running residual rubber into it, contrary to expection, doesnt increase yield
Cause that extra rubber needs fuel to be converted
If anything, skewer your recycling loops
I know its not what you directly meant. But i think its related enough
ok that's too much for me
what should I be doing from the crude oil?
fuel or plastic? haha
Too much π
Hey guys, I'm having an issue with my 50 fuel generators factory, can somebody help me out in voc and I show in stream how I did my thing and managed to not make it work? π
If you're still in the tutorial and the game is "too much"... buckle up, cuz the ride just gets better from there.
hahaha I know I know I'm dumb, that's why I reached out the nerd god chat, still dont know what better π¦
Bottom line is you can't really lose in Satisfactory, so worst case scenario you'll just need to rebuild your base so don't sweat it too much. But the process itself is the fun part imo
There is over 10,000 Crude Oil on the map, and you want to know what one SINGULAR item to make from all of it?
Or do you understand you can make multiple things from the oil at the same time?
What should you be doing from Crude Oil?
Fuel, Plastic, AND Rubber.
^Not just can, but must due to by-products
(Unless you sink all the sinkables I guess)
yes I wanted to know exactly this haha
The Oil part of the game is designed to force you to think about the byproducts that any primary product generates and how to process them such that your primary product continues to be produced
oh ok, I will do the numbers myself then haha Thanks π
just like you should make all the parts from iron you can, you should make all the parts from oil that you can
Make all the parts from Caterium you can make π
#QuickwireStator
#fusedwire
#QuickwireCable
Which I also use π
but you cant make screws from iron plates.... otherwise you can make plastic from fuel and fuel from plastic
you can make screws from iron ingots
and further along that: you can turn iron ore to screws
Screws that don't involve Steel π¬
you cant make fuel from plastic, only fuel from plastic byproducts (heavy oil)
which is why its important to know the recipe efficiencies
Using screws in any production line π¬
Copper Rotor.
Using all the uranium nodes in the game. What's the max number of nuclear reactors you can have?
Reactors? Not really, because you could underclock them to make a shit ton more for no reason.
Rods - yes.
I can 't log into EGS , but I 'm playing with Steam . What to do?
Keeping all reactors on 100%
50.4 Ur rods burning at 0.2/min and 22.4 Plut rods bruning at 0.1/min
You do the math.
what are the recommended recipes for a massive production of rubber and plastic??
Oil -> HOR -> Residual Fuel -> recycled plastic loop.
On the side, turn resin into rubber with some water (better ratio than plastic) and use said rubber to prime the plastic array.
Adjust ratios of rubber/plastic to your liking, you should be able to get 100% of either, or any split between.
Did some math for producing fuel
option 1
Fuel 60/m oil -> 40/min fuel + 30/min resin
67% efficient for fuel
50% loss rate to resin
180/m oil -> 120/m fuel + 90/m resin 117% max efficiency
option 2a
Heavy Oil Residue 30/m oil -> 40/m heavy oil + 20/m resin
Residual Fuel 60/m Heavy oil -> 40/m fuel
133% efficient for fuel
67% loss rate to resin
180/m oil -> 240/m fuel + 120/m resin 200% max efficiency
option 2b
Heavy Oil Residue 30/m oil -> 40/m heavy oil + 20/m resin
Diluted Fuel 50/m heavy oil + 100/m water -> 100/m fuel
333% efficient for fuel
67% loss rate to resin
180/m oil -> 600/m fuel + 120/m resin 400% max efficiency
Diluted fuel is overpowered.
That's been known for ages.
True, but I decided to solve it myself to see how much better it is
Ok.
I forgot the calculate the packaged diluted fuel, but it is the same ratio as normal diluted fuel correct?
Diluted packaged is technically the normal diluted.
They're identical other than slight differences in power usage I beleve.
Ok thank you
xd so friendly ppl in this group
thank you for sharing π
ok
Yes, we are.
probably a simple question to figure out but... if i want to produce packaged fuel, is it better to use diluted packaged fuel recipe or diluted fuel then package it
or maybe the only difference is in the power π€
If your sole purpose is making packaged fuel, and you won't be using it for anything else, use DPF.
i will already be producing non packaged diluted fuel so im thinking it might make more sense to just have a packager?
looks like the only difference is the power, sorry for the silly question π
Yes.
hey, good night, does anyone have an example of a 2 to 3 ingame balancer? I want to know how compact can it be
Isn't that just a merger and a splitter?
I think it isnt, wont it limit my items per minute?
I just sent an #screenshots
It could. How many per minute
Looks neat too. No π
I want to make a mega nuclear factory and I am not sure what's better. Uranium Fuel Unit or Uranium Fuel Rod?
Doesn't middle one get more than the side ones?
oh nvm
had a brain fart
480 on 2 belts, so 240 each belt. Each is split 3 times, so 80 per output on the splitter. The middle two get merged, for 160, the center and outer get merged on each side for 2x 160
each belt receives 2/3 so it seems fine
maybe not the best place to ask but how wide do the roads have to be for a truck a tractor to make a good turn?
Has anyone already done this?
2 foundations most likely
