#math-and-meta
1 messages · Page 596 of 1
The problem will be, if you plan your plan that far ahead, you'll only be concerned with the logistics at first, until you spend time again expending the necessary resources to make progress. Either way, you will need time.
Especially if there are still resources for tickets.
But if you only want to build, then unlock the necessary options with "cheats" or the savegame planner.
if your goal is to not make mistakes, oh boy
failure is how you learn
and getting better as you iterate your factories
this game doesnt punish you for fucking up as much as other games do
maybe with stray loot crates lying around and power going out from time to time 🙃
Hey 😄
I'm working on a personal Excel spreadsheet to help me keep track of all the things I build and mine in my world. Everything's been going swimmingly so far until I got to this point:
I'm currently working on integrating power consumption into my lists and make it scalable to over- and underclocking. For constructions buildings and for power generators, that's more or less straight-forward since I was able to find the formulas for scaling the power consumption to the overclock percentage for those just fine but I'm having a hard time finding such a formula for the miners and pumps. As far as I understand, they use a different formula to calculate their rate.
Can anyone help?
miners use same as production buildings
thanks!
or rather
250% clocked miner produces at 250% rate, but eats 433% of power
different scaling exists only on generators, where it's like 250% gen produces 202% of power while eating 202% of fuel
both formulas are on wiki
In the wiki article for Overclocking, you can find these handy formulas for over- and underclocking. I've applied these to miners and pumps and they seem to be consistent with the numbers in-game
thanks for your help!
I've been looking for ages xD
Much easier to just unlock everything and be a bit messy then rebuild things. Your needs will change and you might change your mind on what you want to do as well
Is there an equation I can use to calculate how many trucks or whatever to get the right amount of items p/min? I know there's the equation with trains but is there one with trucks or tractors
There’s no load/unload freeze for truck stations so you don’t need to calculate it as much
so like I guess I should just place the thinks receiving my resources and then get the right amount of trucks
Just time the route, calculate how many stacks you’re generating in that time, and make sure you have vehicles with that many slots available
Usually 1 vehicle is probably enough
Unless it’s a really long route or you have tons of stuff being produced
not if you don't know the loop time and if you know that then it's pretty obvious
Dont truck stations, give you the throughput numbers now? Granted, they are not 100%, as it dont take waiting or ghosting into account, but its good enough
Sigh. 360 into a bunch of 15's
manifold is your friend 🙂
okay nuclear power question. if a manufacturer makes 0.4 uranium fuel rods/min can I make 2 power plants that work efficiently off of 1 manufacturer? or do I still need to make 2 cause it takes so long?
yes you can have two plants per manufacturer
quick question. Does changing clock speed just a little, changes the numbers on the thousandth place, and the rounding is only visual?
there's only 4 decimal places
the production per minute is calculated from the 4 decimal place clock speed
the displayed production is rounded, but it's only visual
thanks
With a little balance work and OC I have 4 operating on one manufacturer.
Took quite a while but they even built a reserve of rods.
Do note I might be using an alt recipe. Can’t remember and not near my computer.
first wall down
@acoustic escarp did u see my picture yesterday?
which one
oh like on the different buildings have them face each other
ya
ill try it in a bit working on a new building rn
tahnks
Does anyone know the formula for calculating power usage for water pumps? They don't seem to use the same one
*the same one as construction buildings
Am I evil for powering my miners with this?
Yes.
I am also lazy, and hey, it works, even with night mode on.
Needed some lights on walkway to coal miners, so why not use the lamps as power poles?
they should
Yeah, I’m just an idiot and used the wrong formula xD
This makes me think that Fertile Uranium is still not well balanced 
Imo, it would make sense making use of that recipe if it allowed one to increase their max possible points/min by more than 5% by sacrificing uranium to make more efficient plutoniun power (and dealing with the waste).
But as it stands, the increase in points is a mere ~3%...
https://www.reddit.com/r/SatisfactoryGame/comments/r2uzd1/globally_optimal_solutions_for_space_elevator/hveesjf?utm_medium=android_app&utm_source=share&context=3
gonna use them 3 pure nodes and the water in the lake for coal powerplant but idk the ratios and that, how many water extractors and coal generators do i need
This is dependent on what miner mk you use, what you clock the miners to, what you clock the generators to, and what you clock the extractors to.
Wiki page on Coal Gen will be your biggest help.
so its 15 coal/min and i can get 360/min
so i can run 24 generators
and i need 9 water extractors
do i have that right?
Yes
ight cool ty
Provided your belts can handle that much.
mk2 belts should be enough right?
yes
cool, gotta wait until i edited 2 hours of footage first tho
If you can understand anything tell me if this is a good reinforced iron plate factory
I know
Your problem is e.g.if you want screws you need rods for these rods I think you need 15 iron per min but one smelter gives you 30/min so 15 just go unused
So maybe reconstruct so all inputs and outputs are balanced
I have overclocked and underclocked
Imagine using screws for RIPS... 😬
I forgot to mention
I have checked,it's 100% efficient even if it doesn't seem like it since overclocking and underclocking don't show on the model
the problem is is it good
Oh then it’s should be fine it could be better (especially better looking) but it should work
What do you define as good
For now, sure.
Once you get Stitched Plates this setup is obsolete.
If it’s 100% effective it’s good but if you want to have a big factory it’s not
This is a small factory,I'm planning to make another one
Just as a future tip if you ever go big try to make it easy to follow otherwise you will go insane
got it
By e.g. making areas for the different materials
Or mix belts and keep it simple.
You can do RIPs off a single belt instead of trying to keep it all separated.
That’s what I meant e.g have all rods produces on one square put into one container and form the container all screws are supplied etc
I don’t have That alternate recepie yet😞
still dont know what screws did to deserve this punishment
They always screw you over
For RIPs it is simply a matter of resource efficiency.
Stitched wins outright.
With their hight number per min shit so you need many converyors
fucks sake why did i audibly laugh at that
Why does it take so long to make solid biofuel
I've been waiting for 10 minutes and it's still not done
Maybe if your father was smarter his jokes would have been better. 🤷♂️
From a person who will never be a dad 😂
- My father never told dad jokes. I did
Same here
What have a cigarette and a hamster in common
wait should i go for 10 water extractors instead of 9 because
- excess is nice sometimes
- symmetry
Yes.
They are harmless until you put them in you mouth and light them
Science Dad Joke; What did the office atom say to the suspect atom.
ok nice
It also helps with the liquid loading bug so yes
ye i thought about that, cant wait to start this project once ive edited the 2 hours of footage from getting to this point
I got my ion you
fun fact, one horse can produce up to 15 horsepower
Oh you again thanks for the nuclear power setup it work great
I made a spider web
Spaghetti !
Why
to power my factory
I don't have enough caterium
find some
no
Near south spawn is an infinite node or where are you
northern forest
that's why I'm not going there
Now get a few stingers there
for my 24 coal generator plant should i use 12 water extractors at 75%? makes the piping easier i think
just use 3 sets of 3 extractors -> 8 gens
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
but if you really want to, you can ofc make it 1:2 ratio
doesnt that make piping everything complicated, i havent played that much so i dont really understand pipe mechanics
oh ok, i mean im not building it until at least tomorrow so might not remember
ill screenshot it
so thats the middle extractor split into the two side extractors right?
do pipes have like a tree splitting system or is overflow as efficient?
oh and im doing 10 or 12 extractors for the sake of symmetry
pipes don't work as belts
@hushed badger i use 5 and 5 underclock 2 edge ones
they always keep same level of fluid in all connected pipes
oh. as i say i dont really know how pipes work
how i inject them into the system is based on the question "how can i put these in so that x amount of machines will get them evenly"
simple, just make a manifold and inject it anywhere
true, but pipe limits and such
hmm, been thinking, for the sake of symmetry 12 underclocked extractors looks better right?
that is subjective and also we dont know how you've been building
12 = 4 groups of 3
i mean nothing has been built yet its in my mind but the idea is 2 lines of 12 generators facing each other with a lowered channel between for the belts and pipes
then the extractors go underneath in my mind but idk if thats practical
i mirror the generators inputs
so 4 and 4
and align the pipe inputs so 1 junction can feed both sides
when you space them properly, you can even have batteries in between the generators
how i built each floor
fuel gen
pipes and splitters
water extractors
and change my pipe build mode to horizontal to vertical so it remains 90 deg
so what if the pipes and splitters were in the middle so the water extractors are technically on the same level, thats what i was thinking of
i mean you could
i think it would look cool but i wont know until i try it
but after playing the game for a while, always leave more space than you think you need
you can try and be cute and all, but more space = lets you fix things without deleting everything
hmm, is 3 foundations wide for conveyors and pipes too much or no?, needs to be an odd number for symmetry
i dont really know how you're building it, but you should post pictures in #design-and-architecture and i'll help you there bc this is the maths channel
i mean, once ive started building ill send pics, rn im just planning
3 should be ok bc you'll have space for lights and whatnot if you decide to put them in
is water tower basically a hack to remove pumps once buffer is full?
ok, i saw two-way pump, and now i don't understand why use pump for water tower to allow backflow during blackouts
whats a good and efficient coal system
8 generators, 3 water extractors, 120 coal
Well, you will spend less electricity by using 1 extractor per 2 gens, and less headache when merging pipes
Instead, you pay with more space used for extractors
1 extractor for 2 generators consumes more energy (in percentage) than 3 for 8 ^^
They don't run continuously, though, so energy evens out.
And if you underclock, you'll even save a bit of energy.
they are underclocked
so power efficiency increases
If you consider underclock, you can apply that to any number of extractors to change the energy savings ^^
exactly.
it's just that 1:2 configuration screams underclock me
You can even go 1:1 or 2:1, your only limit is the water surface area
Generally speaking, whenever you underclock extractors/miners to feed coal gens, you gain on power efficiency, but lose in space efficiency
What happens when you underlock coal generators?
yes, and in early-midgame space is not much of a factor
but power can be
You literally need to build more for the same result 
0.5 consumption, 0.5 production
You can get particular numbers for input... Some may find this useful when setting up coal gens that need to starve with certain timings, like for light control and such
oh i see now
That graph is so weird, it could've made a point clearer if lengh and height were 1:1
The speed at which power consumption growth comparing to overlock speed is much more steep than the graph made it look
but why place power genrators onto this graph? it's SO confusing
i had to do it to deal with petrolium coke on early oil setup
You didn't want to have the generator starving or...? ^^
yes, i want stable generation
*predictable
Stable/predictable is much more important than max generation.
If you set up overflow system on all ends it'd be stable even if you make more generators than you need, accounting for the extra coke you might get in the future
Makes troubleshooting much easier imo
Yes but even better it drastically reduces the amount of troubleshooting you have to do.
How so? 
man I feel like "how do you set up coal" is the most common question asked here
im going to draw a diagram of my idea for my coal plant
i know its shit i just made it quick in paint
is that a good idea tho?
5 per side is symmetry?
the piping wont be nice i dont think
5 Extractors = 600
Use a mk2
Yes. a mk2 isn't going to fully do 600, but you need only 540 (which is 4.5 Extractors if you want to underclock)
when is mk2 unlocked i literally just got phase 1 done
uh
idk i'm just planning for when i get on later today
my game rn
coal powerplant uses those 3 pure nodes and crater lake
Not to dissuade you, but do you need that much MW?
i'm really annoyed at power rn i dont want to think about it for a while
My first Coal endeavour is a single Pure node, not 3.
Just enough to get me to Oil Power.
ive spent about half my play time either collecting leaves or crafting into biofuel
1800mw isnt that much
Onboarding and the first half of the Prologue are like that 😂
Did you read the building description?
it's on the building description?
So that's a no, you didn't.
Also you could just build one and find out immediately...
Could also read the description.
Not like the devs spend their valuable time writing them...
loop it back/burn it in coal gens/use it in pure recipes/use it in wet concrete/package it and sink
loop it back never seems to work properly :/
that requires a priority merge
VIP junction.
how's that work?
reffer to McGalleon's guide in pinned post
Thanks
yo, anybody able to help me? 🤔
I'm looking for a person who's been using my tool and has hit the "maximise doesn't optimise" issue
I'd like a test case - a setup where it's obvious which recipe is the "optimal" one and the tool doesn't pick it (because you're using maximise)
hmm
thats not too hard?
https://www.satisfactorytools.com/production?share=XeaGAgAYk5qAvTRv8K2n 50 batteries, https://www.satisfactorytools.com/production?share=BiP3bC26Bg1TkBCLNA3i
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
tho not sure if its the case you are looking for
or if you mean that it takes wrong recipe over sometihng more obvious 🤔
not sure if i can reproduce that one easily
https://www.satisfactorytools.com/production?share=76P3BLmVc33VZFPU8fJW this one generates artifact
I can't point a specific example, but I think you could find some easily trying to maximize something that needs concrete but doesn't use quartz (or at least it shouldn't need to use all the quartz)
The hated fine concrete recipe often makes it into the result there, leading to people sharing the plan and getting asked "wait, why do I need quartz to make HMFs?!" (never happened to me
)
i tried to use the cheap silca one so i had disabled generic silca
and somehow it opted to produce silca from baux too
but im not sure if i can reproduce it
actually just realised I could just maximise uranium rods
maximised uranium rods on current tool
maximised uranium rods on next planned version
thats a lot of water extractors 😄
well it's the more resource efficient way 🙂
(and it's also exactly the same as if you would put "50.4" in directly instead of maximise)
which should™️ fix one of the longest lasting "bugs" in the tool
tho I want to make it even better than this
Saves ~40% caterium, 60% oil, 20% quartz...
Slight differences 
yeah, the people that knew were doing this already (typing the numbers back to the tool), but now I'll finally make that work for everyone 😄
One step closer to making the tool Idiot Proof 
it will never be
there's always someone who's like "too many things hurr durr me no understand"
||Idiocity grows faster than you can develop the tool||
||nah, it was always around, just nobody knew it before internet became a thing||
@wind spadejust a quick note to Thank you for the tool. I find it much easier to use and understand the result. i keep the Codex/Item browser open a LOT when i am planning and optimizing.
great set of tools.
I agree with the message above
I agree with the message above
i agree with the message above
I disagree with the message below
I disagree with the message above
I disagree
i
@ mod, such spam such reee
I agreeeee with the message above.
because it's the first power setup (unlike bio gens, manually operated)
and it's probably your first encounter with liquids
and it's harder than fuel gens afaik
i know better advice - read wiki before planning to build anything
Not harder or easier than fuel imo.
Just the first part that involves reading building descriptions.
People don't read.
So they come hear instead of reading.
In-game information gathering will always be my preference to wikis tbh.
did i hit that issue today?
but you can read wiki without even launching a game, or needing to have resources and place to build...
Wikis can be wrong.
In-game info will be your most accurate sources 🤷♂️
(I'm speaking on principle. Not specific to this game)
4 sure, i will be
but specifically for this game - using wiki is a more universal approach
reading important to know the math and some folks just build build build not realizing there's math involved. then they ask why things dont work
Playing a math game without doing math...

so
just existence of me presents a great challenge to myself because i have to make things around easier for me to use.
and i train that skill by making some things easier for others, and vice versa.
(just proved it last week by making a tool that will let our team write tests much faster and for more complex testcases... because it's handy)
guess they were conned into playing a math game 
No one made them get it. So there was no connage.
i played factorio with friends
i built exactly one factory that occupied space of 10 by 30
i didn't know about how exactly inserters work, why belt has 2 sides, production rates etc
friend just used blueprints to make giant smelters and factories
i was mainly exploring and building fences
now, in saisfactory i can't defend, but i can explore and plan production lines, using math
wat?
Now we're dropping F bombs 😭
exactly the opposite - like Satisfactory more
it's like talking about windows without mentioning Linux - are are obligated to
notice - i'm not the Arch user
Yeah. I have a semi-working fix already
instant scrap has the best conversion (tied with a combo of 2 alts: sloppy plus electrode scrap) of bauxite to scrap at the cost of sulfur
and it simplifies aluminum production chain so there is no super tricky feedback
you only need to feed the water it makes back to the acid refineries
its honestly a great recipe if you feel like you can afford the sulfur
oh, i picked classic battery because we previously talked about producing batteries for drones
and because i had some aluminum production that feels enough for now.
and now i want to take another disk for this recipe
If you were already running a setup with the other aluminium alts, then classic battery was definitely the call.
I personally don't like Instant Scrap because I dislike bringing sulfur into the chain. 🤷♂️
it's a small one - just 180 ingots /m
huh, there's a high probability that i will need batteries. for drones, to bring sulfur
Sulfur for batteries, yes.
Bringing sulfur into the aluminium production chain, no.
(For me)
that's the thing - i might need to upgrade aluminum later
i dont find mixing it that bad as you need aluminum for batteries
so its closely enough related for me to be worth it
huh.... this is surprising
i didnt know you can fit exactly 1 extractor in that puddle
Might be able to squees in another, if you get it pixel perfect
Where is that? I never would have guessed it would fit looking at that puddle.
its near the sulfur node in grass
Nice
I considered doing that for sulfuric acid but decided that the piping back to base would be a nightmare
bring the solids to it instead
the whole thing about turbofuel started because i wanter to use it for jetpack (which, at this point, is not really needed for exploration)
and now, i read wiki about turbofuel...
(actually, it started from mod for satelite, but i got too exited about the idea of using turbofuel for both jetpack and every other vehicle)
Since fuels need to be packaged, turbo fuel is only valuable for oil based power.
you say that turbofuel isn't valuable for vehicles?
False.
Turbofuel does just fine in trucks/explorers.
(That said, once I hit drones I switch everything to running on batteries. Simplifies the process.)
does it make sense to build steel canisters in NNW region, bring it to WNW region where turbofuel is made and burnt, to package what is left unburnt?
Why not just make canisters from the Poly Resin that the HOR is byproducting from making the Turbofuel?
Like, you're converting all oil to HOR, which gives you poly. So turn it into Residual Plastic and then make free canisters.
🤷♂️
because it can be used for something else? oil is more rare than iron and coal, right?
What exactly are you doing with all that Polymer Resin?
i can make plastic & rubber from it, for example
So you're shipping out all that from the place while shipping in canisters?
Seems like a lot of effort.
it may be
If you don’t aim to maximize production for oil based products, oil is not really rare
Im which Tier are you atm?
It is more rare from a map-wide standpoint, but it's extremely rare that you'd run out of it tbh.
i have just 3 milestones left, in t8
Especially when you do the Recycled Loop to make your Plastic/Rubber a 1:3 from oil.
yes, but it also means that i have to take care of good spots
I'm not asking you to do anything extra though? Just convert the "free" poly you're getting from already making Turbofuel into the cans it needs.
I don’t know how many vehicles you intend to power. But if I were you, I would skip turbo and aim for batteries instead
i fear batteries because there's a lot of stuff to be caried around
for which i need fuel
i see. Then most efficient way to produce packaged fuel is the way Sev described.
You can easily produce more plastic or rubber at other locations later.
if needed
Yeah it’s not hard to have both fuel and batteries it’s just Sevs pref
Optimisation Challenge Hello there, I used a variation of the Steiner algorithm called GSMT (Graph Steiner Minimal Tree Problem) to minimize the wire length of all power lines to populate all the nodes on the map. While this minimizes wire length, it doesn't necessarily minimize for number of power poles. However, I feel like it's a pretty optimized start for a lag-efficient 100% build. Since no other power lines exist in my save to do this, the satisfactory map calculator website shows me I have a total of:
84.62km worth of power lines.
``` Can anyone do better?
Rules:
```diff
- No S.A.M (unused, limited) or water resource wells (not needed for most people) connected, every other resource well and resource node has to be.
- Powerpoles can't clip through terrain, power lines can (within reason).
- All nodes need to be in the same powerline circuit. (you can check with that calculator website)
- Only poles and powerlines, no rails. (switches allowed as well as wall outlets, but we're trying to minimize both length and number of objects)
I can supply a list of node coordinates and/or savefile in private msg to whomever wants to try a different algorithm
I suppose it doesn't take into account saved wire length by possibly using rails as the power lines
It doesn't. It looks at the position of all nodes and finds the least lengthy tree between all those.
I know you said 'no rails' but if you really want to reduce redundancy you should piggy back off logistic rail lines
Intuition tells me rails would only increase length (with rails being part of that length)
But if rails are less laggy, it should be considered for sure.
Intuition is often wrong. For example I have a rail line going up the west coast that would almost completely illiminate everything you have on the west coast
rails don't connect to nodes, you still have to connect everything. Since rails have less degrees of freedom than power lines, you will need longer lines to connect it all up.
Train station at nodes for manufacture or resource transfer
if you're going for 100 efficient least object build you need to take into account the logistic over the whole map to avoid redundancy and use overlap
you assume I didn't?
Considering you could have whole chunks of that power line system be supported by rail you'd probably need anyway yes
I've already divided the map into sectors (each with a station in the future) and I can then delete the connecting lines between those sectors
however, that's not the problem I'm describing here.
And since rails carry power, they count as part of the length.
No but you described it as a part of a 100% efficient build.
"optimised start of..."
Also if you're going for fewest objects you might have multiple power stations scattered around instead of one so you could probably reduce transmission lines further
I mean you've set yourself a mountain of work. It'd probably easier to learn decent programing skills and plug data in to let a simulation plot a lay out with recipes and objects.
You completely miss the point and are taking the fun out of it for me. I'm setting a challenge for the least amount of powerlines (+rails) used for full coverage. That's all it is. The scope of the problem will be expanded later and is not what I'm going for here.
oooo what if you used rail stations as segments instead of power poles? I think rails stretch longer than power lines so while 'bigger' it's still fewer objects
true, but adding train stations and the likes are probably more laggy?
It doesn't have any moving parts if it's not being used? I guess it's possible but I haven't seen anyone talk about size of objs vs actual number on map
and again, less degrees of freedom, so the network is probably going to be bigger
going by the update 5 videos with the rail block stuff, the stations have to be made out of at least 2 different objects
I guess you'd have to try to rate computer resources used based on specific objects to sort out that one
the rail and the structure
Also dependent on how much resources each obj uses while not actually being AROUND...
so maybe if you're far away a station is just a point like anything else and is the same value of consumption
You'll want to nuke the trees of course
You might be able to do that in SCIM?
Using rails as a replacement for power lines is surely laggier
Using rails as a replacement for power AND belts, though, is a whole different thing. IMO, the latter is the best solution to design the least performance-heavy factory, assuming one wants to use all resources on map
I haven't found a production scheme yet that uses 100% of everything
so far it's like this
That increases loading time, btw
Dunno IF it affects performance in general, but if it does it's a negative
You alter the map from the "standard" state
it's not a separate pool of objects?
You'd have to have a value for 'used'. Technically you could mine then sink everything. And since it's unlikely you can make everything into FINAL products just because you're swimming in limestone and iron you'll have to set yourself a tier of item I think.
Funny enough, the REMOVED foliage is the recorded info (that needs to be loaded additionally)
The map comes with full foliage
practically you couldn't (fluids) 😛
oooooh ok packages ALL the fluids then sink them. DRAIN THE OCEAN AND SINK IT
alright, I'll repopulate the map then
but the game feels smoother without the foliage
It MIGHT help rendering
It COULD be that removing the foliage increases load time but improves in game performance
smoother yeah (renders less objects), but savefile is bigger and loading is longer
Nuke the trees I think then
saving would be longer as well
It 100% increases load time. It's very noticeable of you clear an entire biome
Oh wait. It might increase save time
okay 😄
saving and loading times are pretty much the same
roger
(meaning increasing one increases the other)
Yeah so nuking trees = more save/load time but probably better performance? It's real weird XD
Just leave enough plastic to package-sink all fluids
Sink the excess plastic/canisters 
I thought saving only recorded changes
I'm guessing they actually did it with the assumption we WOUDLNT nuke the world and most people would be loading the game with little change in foliage
like regular sane folk
We could do steel if you want.
Or whatever you prefer to make containers from 🤷♂️
https://www.satisfactorytools.com/production?share=GUlsrrGmXsD8YxKl4aek this is the plan so far
coal + turbofuel for power, I don't want nuclear waste
50k + 160k or something like that
Counter point to that - tons of extra power means the option for lots of overclocking and freeing objects
all nodes are optimally oc'd
Manufacturer oc'd ect
the plan is to use remaining shards for wherever I can oc the power (less generators)
You could theoretically have infinite power shards from doggos
I've never farmed doggos 😄
See now I want you to grow a neural net, feed it all this nonsense just ot see the completely unintuitive nightmare it makes to make shortest processing and fewest objects
You can do a waste-free nuclear setup 🤷♂️
oh, since update5?
Yes.
ooooh
Turn it into plutonium rods that you then sink
Sorry thought you knew that
haven't played in like a year, mostly been planning a new playthrough 😄
Tbh, IMO combining 'no nuclear' with "OC only power generators" leads to a pretty normal playthrough, in regards to object count
Nuclear not only allows you to get the cheapest power possible, but also for the least buildcount possible.
Additionally, the power it gives out is so much you can OC so much that you could cut down your machines by 25% or more without going over your power budget
good points
I'm referring to overclocking production machines, like constructors and such (requiring less power, you can OC more of them)
looks like I'll need to look into waste-free nuclear
As long as you SINK plutonium, it's plenty feasable. Ceiling is ~600 GW
It's not a HUGE process but it does rely on bauxite infrastructure thta nuclear didn't need
Use all Uraniun alts and all baseline plutonium recipes.
EZ 500+ GW
I reckon ~400 GW would suffice imo
it is
I'm doing probably 70% ~ ish? Planner is telling me 400GW
Maybe closer to 85 actually. Never really cared about that part
pure uranium power + max sink production uses ~80% of uranium power
@frosty owl me, here with a single outpost that requires 60 GW to run... 
I disassembled my 70gw normal fuel power in the northern spire fields
I thought you were plopping down outposts in lots of spots?
to make a 160gw turbo
I am.
The HMF one takes just over 60.
Nice. Though with that much you'll need to consider what you'll need to use in sulfur for nuclear.
but what to do with coal, the simulator says with all recipes unlocked I don't need it for anything
Sorry TOTALLY misread that. Thought you meant you only had a single out post and it needed 60
Me, still finishing my ~12 GW nuclear factory 
I keep coal for all my steel personally. My oil gets all turned to plastic and rubber mostly
Steel?
half of sulfur still available, but haven't built the turbo yet so I can probably still do nuclear
Hmmm I never looked at max efficiency with lower obj before. Couldn't tell you if the recycled plastic/rubber system consumes too many objects.
I mean, I dissassembled everything but the power lines atm
Does your max efficiency include producting as many goods as possible from raw resources?
using as much % of the nodes as possible
ok so you COULD use the raw resource inneficiently to reduce the parts you make
Hehe. All of that planning goes out the window the moment they add a new item to the game.
Using "inefficient" recipes can be the easiest way to consume 100% of nodes and keep the buildcount in check ^^
https://www.satisfactorytools.com/production?share=GUlsrrGmXsD8YxKl4aek this is the plan so far
did the game have the blended diluted fuel and the recycled plastic and recycled rubber recipes last time?
Efficiency Last.
pre update 5 yea
Then yeah you proooobbaaablly want to turn your oil to platsics and rubbers rather than coke steel. There's some really efficient recipes for raw part production
9000 buildings so far
Coal, being next to iron...
Why would you ship in Coke instead if just making Solid Steel?
to produce most ingame items
Most of the very efficient plans usually have more than 4k constructors JUST FOR IRON WIRE 
have you looked at my plan?
Caterium Wire ftw.
I think considering that coal has little use other than steel or power, if you want the most parts you want solid steel.
If the goal is reduced building count, use coal for aluminum too.
Instant Scrap saves you the entire "solution" step.
I mean that's the other thing you can't have both 'most parts made' and 'least objects on map' - you could have 'most parts made with least objects' I guess?
Just glanced through the list of produced items. Browsing is annoying on mobile
Fused FTW :P
oooooh I never gave instant scrap my time, would doing all bauxite with instant leave you with enough sulfur for full nuclear?
🤷♂️
ok, let me explain the strategy I had for the current plan. I looked at every building and equipment and vehicle in the game and the build cost for those. I also looked at all the milestones and MAM and Space elevator costs. I tallied all the resources and divided by 100 (100 minutes for all milestones and such is the point). I rounded up most to a number that sort of makes sense (not done with this yet, still balancing production lines). I then added some more of stuff I'll need more of to build things (belt mats, rail mats, concrete, etc) or use (nobelisks, cartridges, fuel). That's sort of the plan... Now I'm looking if, based on the current plan, I can optimize for least lag and most raw resources used.
Yeah, it should. Nuclear just takes 2100 Sulphur, it's not all that much
Oh the amount of repeating decimals or things that go past the 4 decimal limit in your machine clock speeds just hurts my soul to think about ..
So you have value on the resources needed to make the infrastructure? For me that's an odd goal but if that works for you?
It's "one of each type of building" in mats
- everything else you need to spend mats on
including customisation
If you want the output to remain the same but use up all ores and reduce buildcount, less efficient recipes are the way 👍
Eg: bolted recipes
Hey, Bolted Frames isn't terrible.
But GL also values high part production
Bolted Plates is though...
not really :p
Oh? Sorry I thought you said you wanted to make the most parts as well up top
It's not, but it still uses more iron than standard iirc
Cobalt, I value most raw res used
ok ok ok so least efficient recipes then.
still comes down to a balancing act
I will have to check.
I do know it's a pretty damn good space-saver.
The issue with such a plan is that you can't really have the calculator help you out with it to check ^^
The calculator tries to use the LEAST ores in most cases after all ahah
if i put a smart splitter set it to over flow on a belt with 780pm going into production needing 600pm the remaining 180 would class as overflow right?
That makes it easier. You said you zoned out the logistics for each zone yeah? Have you planned the hub location based on that yet?
After the 600 backs up, yes.
well, you can specify the recipes
Remember though that each belt to belt connection you have on that line will slightly slow down the whole belt efficiency when running at max speed so if you're relying on a very precice number thta might throw things a LITTLE bit
Bolted recipes are always a space-saver for the component they're making. Just look at the output/min ^^
Ofc, this doesn't mean they save space OVERALL (as one may needs more RIPs, for instance, which require a lot of space to be mad), but depending on alts used, I think ALL bolted can have the least buildcount
Yes, but then the planner will use only ONE recipe rather than multiple, which can be an issue in some cases ^^
It was more than that for Frames though.
Will see if I can find my note on why I liked them.
True, I have a 'master' plan with recipes but I've broken down the master plan into hub plans mixing recipes sometimes so as to import less parts
current plan uses petroleum coke and compacted coal
or is that not what you meant?
I also get water from the alumina as well as raw
I see what you mean now
the water from alumina is not really a plus, its a "more goes in than comes out"
WELL. Sev had a point about using the instant scrap alt recipe if you want fewest buildings so you'll want ot save a good chunk of coal for that
That's not what was referring to @fierce ruin (I forgot to answer the right message).
Lemme give an example: you want to make 50 turbomotors/min. But you only have a "few" resources remaining due to other productions. There is no way to tell the planner: use all ores aviable to make X Amount of turbomotors, so you try disabling the most efficient recipe to up the resource consumption, but now the planner gives no result because there's NOT ENOUGH resources to make ALL the turbomotors ONLY with the least efficient recipe...
Makes sense? ^^
TBH........
Last I checked, instant scrap didn't impact buildcount in a meaningful way :/
So much so that my opinion on the recipe is: it makes the water thing a bit easier, requires different resources. Nothing else 🤷♂️
^this, and in my current plan the overall res used is less (probably because of tie-ins with other production)
Really? Is the the production of sulfuric acid make up for any gains in reduced buildings?
Not that I remember...
If there's any gain, it's so small I don't remember it (less than 5%)
Gains are gains bruh. Everyone starts somewhere.
I'd be happy with 5% less buildings, but it doesn't help in this situation.
It's actually the sulphuric acid that adds so much hassle that the buildcount balances out compared to non-instant 
as I now have to add buildings for other production
Just looking at it... yeah instead of 2 refineries you need 1 sulfur refinery and 1 blender XD
This is getting weird eh? XD
Linear optimization is easy 
damn, here I thought we'd finally found a use for instant scrap XD
actually, I'm sorry!
can confirm it's black magic
removing Electrode - Aluminum makes 9023 instead of 9081 buildings ! Yaaaay
changing to instant?
And that's exactly why people still don't understand why sushi is so good 
Magic of the highest order is hard to understand
Sushi is red magic though.
Why red? 
Nah, real universal truths should be simple
Just continuing the Final Fantasy mage color meme.
And calling it "white magic" would just be asking for trouble tbh.
so uh, back to the original problem, does anyone have a smaller power line network? 😄
every cultured man knows white magic is all about life gain and angels (edit: oh, and cat warriors)
Well assuming you did the formulas right I can't think of a least power line section you could make tbh
You are looking for cultured people... in Discord?
good point

I probably won't find any MTG nerds on discord 😄
.... really?
More YuGiOh people in my experience.
How is there not 154 discord channels for MTG?
Black/White Zombie Artifact deck all day.
I did run a pure Blue one time where I had over 100 cards because the strat was just keep dropping perms that forced you to draw.
So you'd get up to drawing 6 cards per turn and all I had to do was live till your deck ran out 😂😂
creates more tokens than there are playable cards in a match
Ruin Crab ? @median heath
Back you foul nerds
alright 🙂

He's clearly a Pokémon (ripoff) guy. 😉
mtg was something I could never get into. Netrunner was fine? I guess?
Mostly ttrpgs with my theatre nerd friends
almost like a Satisfactory thing
MTG for me hit stride when it went digital, so you weren't solely relying on pack RNG to get cards.
the dunes need ruin crabs
Would you say a Crab Mod is in order?
Howling Mine iirc. It's been a while.
There wasn't a prereq. It was just "at start of turn, draw +2" every time.
And I'd get like 3-4 of them on the board.
ever played cookie clicker? with the bugs that eat your cookie, dune crabs should pick items from your belts and if you kill them, they spill all those
A crab mod for that WOULD be great, right @median heath ?
Mods 🤢
I used green and white "draw additional land, draw land, sacrifice land for other land, ..." spells
creature is land also
Blue/Black where you had the "draw more" and "take damage for drawing" combo.
Oi, stop that before I call the #off-topic-general police!
This is meta.
Just not Satisfactory meta 😉
I'm so over meta
Hehe
If it's not Satisfactory... 
||... it's unsatisfactory||
I have to get ready for work anyhow.
Banned for shit pun.
At least it's a Satisfactory pun, so...
great talk guys, see you around!
I found a 77.9 M sink points per minute, 21k buildings, mostly 100% map res (nitrogen at 96%) build. Time to plan out all the factories and their input/output logistics now 😄
i had thoughts about 1 global storage system with sinks for overflow, but i'm not sure if merging input to them is a good idea
initial plan was a megafactory with trains supplying from 32 sectors
the only separated factory would be the nuclear + plutsink
but I'm looking at my sectorstats to see what I can separate
easier to bring 1 output of let's say supercomputers to the central storage than to move cat + ireon + copper + oil for example
on the other hand, It'll save me a lot of puzzling if I can just supply all resources to a megafactory, with a bus for each res type
and split where needed
FYI Having all production in one place normally leads to the worse FPS
Anyone Pls help got tagged 2 weeks ago. Anyone know How to jump to last tag message
Hit the search button (magnifying glass) then type "mentions:YourUsername"
Mine shows reply tags as well.
Wait found it Thx man:))
makes walls
Black white blue artifact deck with prototype portal and master of aethereum
What website/program do you use for that
this spot has to be the best for steel factory
i can make all of my steel items here. if i use a few alternatives
okay hold on it just got better
if i use less alternatives i can use copper wire, of wich there are 2 pure nodes
"Best" by what metric?
Because allow me to introduce you to Coal Lake East:
yeah but its a ways away from spawn 3 ya know
I didn't know spawn location was relevant in a "best place for steel" discussion?
¯_(ツ)_/¯
for some that might be a consideration
sure??? but where concrete
Sec, I marked those off.
EVERYWHERE
oh ok
but there should be some nearby
2 pures 1 normal in the basic build radius.
3 Pure Irons matches perfectly with the 3 Pure Coals 🙂
3 pure nearby that he turned off lol
Can get fancy with Compacted Steel if you wish too.
not if yyour trying to make modular frames and rotors aswell
yup found the location looking at it myself
You need to learn how to clarify better.
"Best Steel" = STEEL.
Now you're listing other things.
sorry??
Changes the parameters.
HMF have more than just steel??
sometimes satisfactory be like that tho
i listed the list of things im making?
intend on 1 thing, but then realize it's actually more than that thing
"Best HMF" is different than "Best Steel"
im giving you a list of things that im making, that include steel, not my fault 🤷
Listing what you're building with said steel doesn't trigger a deviation from "best steel" in my head. 🤷♂️
It's just what you want to build with the steel from the "best steel" spot.
Clarifying "Best <All of These Things>" spot alters scouting parameters.
Best Multi-function spot is Dune Desert tbh.
That's why I put my HMF outpost there.
when im making 100HMF/min i probably will
but for the moment i'd like to keep it close, especially considering i need to transport rubber to that location
hold on... that might be easyer...
Oh god.. so many tabs...
eventually you'll work on trains to make this a non-issue
You spelled Trucks wrong 😉
thats what im planning to do, but trains are like... lots of power
trains bring power too
so you dont have to drag power lines everywhere
stations will power whatever you're going to build nearby
researching every item that deviates from steel so i can somewhat future proof it
yeah but thats like... not even a bonus worth considering
sure its cool
well when you go to the dune desert, you'll probably think otherwise
might as well build infrastructure as you explore
but the way i think about it, is i make a cool looking highway, with conveyors, hypertubes, and trains on top as an extra
so yes i will be using trains
but not across the map. just like..
a lil bit.
wana go small for my first time with trains
i dont trust them. ptsd falling thru world w/ one carrying power shards
U5 called, wanted to remind you it isn't U1 anymore.
they will be part of my world race track tho
1 day running unattended + a crap load of items overflowing into the sinks = 1 ticket a week for a year
I expected a few tickets not that much
That moment when you sushi-split to avoid spooling your sushifolds 
https://www.reddit.com/r/SatisfactoryGame/comments/sp1h97/sushi_loadbalancing_teaser/?utm_medium=android_app&utm_source=share
When sushi is compact but you still have to load balance
Well, you don't have to...
But doing so allow to skimp on input belts
(though I didn't do so with the version in video)
just a question how to split 960 into 300, 300, 300 and 90?
You cant?
300+300+300+90=990
Which is too much for a belt
Manifold it.
opps i meant into 300, 300, 300 and 60
still too much, max belt does 780
umm gonna say it better i have oil nodes that make together 960 oil/m and i nedd to split that output into 3 pipes that have 300 oil/m and one that has 60/m
just connect them all and it will balance itself
i dont yet have acces to pipelines mk 2
correct, but you can transport it in 4 pipes that feed one "main" line that feeds your machines
e.g.
O O O O
| | | |
+---+---+--+
| | | |
300 300 300 60
O = oil extractor
wait i can just connect pipes or belts together and they will balance out the output and i dont have to spend 3 hours making a complex web of splitterrs and mergers just to make the output a value that i want
yes
well thats around 50 hours of playtime wasted calculating
for pipes, I'd recommend reading McGalleon's pipeline manual, think there's a link to it on the wiki's pipeline page
ok then another question is 320 plastic and rubber/m enough?
for like...ever? probably not but I don't know what the minimum "reasonable" amount to produce is since I always build big
depends, you don't need too much plastic/rubber for building
and for other parts it would be part of their production line
can anyone explain sushi to me?
As in "how mixed belts work"? 
that all to it?
It's kind of a very broad question 😅
I thought it was some overflow magick
Sushi is just a different name for mixed belts
Those though, can be a pretty big subject, depending on how specific are the result you wish to obtain...
I could list some of the most notable results I know of if you'd like
Overflow management could be a topic on its own, but I'd say it comes down to either
- Sinkin
- Consuming items via machines
- Storing (temporary, ofc)
I don't know what information I'm missing about the subject 😄 the smart/programmable splitters I've used pre update5
so the overflow filter of the smart works now?
so I can just put an overflow before an ICS to sink whatever I have full storage of
With smart splitters you can do sorting and sushi manifolds (literally a manifold, but with a sushi belt as the main line)
Programmable splitters allow to load-balance sushi belts and make it possible (in extreme cases) to feed multiple multi-input machines with a single belt each
but they are slightly laggier / stuttery, I presume?
and the eliminated cost of multiple belts into one, if possible, would be offset by the cost of the new laggier/stuttery splitting?
f.e. 4 into 1
obviously depends on the length, but maybe someone has some numbers 😄
I've heard complaints about smart splitters' performance only once in years about them, and I'm doubtful they were using them effectively (since yeah, they require more CPU to operate, but you save on tons of beltwork)
To clarify, replacing every splitter with a smart/programmable one "just because" is a terrible idea, imo
As I'm planning a 100% raw resource use / ~30k prod/power buildings build, I'd like to save objects as much as I can for the sake of savebloat / save & load times / fps
full power networked map raw resource extraction level is already using ~2.4k objects (wire + pole + miners)
that's without the belts
Eh, very broadly speaking... I think it can be worth trying to optimize beltwork (mixing) wherever your belts are less then... ~40% full...
The ideal range would be 30% or less imo 🤔
I could also test on a blank map, anyone know the performance UI visualizer hotkey?
see where the tradeoff happens
As you mentioned, smart splitters "cost" more (in FPS), so trying to optimize beltwork with belts that are close to 50% full should be done only for LONG belts
indeed
I can see the sushi conveyor being bottlenecked easily but maybe im misunderstanding things
Just assume there's a sink at the end of every line and that you know how throughput works (so yoh don't merge stuff mindlessly
)
I can already see in my production flow schema that I'll have some parts where one instead of four could be used, but I'd have to see if that makes sense "topologically"
yeah, overflow on every output (well, input of the next step)
is gonna be essential
As long as there's overflow somewhere you're good, but forgetting to have can cost a clog in the system
It shouldn't be an issue as I'm planning 100% efficient with the right belt levels and everything, but shouldn't aka assumption is the mother of all fuckups/Errors
I'm just glad I don't have to use splitter-merger arrays for overflow
Well, the bottleneck is 780/min 🤷♂️
It can be low for many productions, if not most, depending on how one designs their factory ^^
I've been applying all kinds of sushi in a maddening factory just to pioneer whatever techniques could be made with them...
I know a thing or two about how assumptions break factories 
I know a thing or two about assumptions in general 😄
because I like to brute force as much as I like to carefully plan out.
It got to a point where I could clog my factory by literally just flying with the hoverpack on the other side of the map 
Sushi 🙃
seen that, ish pretty
A bug was involved. Luckily, at that point, my factory was perfect already, so I could just

(And no, it's a bug still present
it involves the hoverpack, different power networks and machines going idle)
pack draws power, no?
100 MW
I'm gonna assume you had enough power
That's a safe assumption to make ✅
weird bug
I could dig up the QA link, but... I'm on mobile 
Nvm, found it handy
https://questions.satisfactorygame.com/post/61dc9fee831c852052368717
But yeah, fun way to make your entire factory go idle if you so wish...............
easy workaround is everything on one grid then? 😄
does this also happen when you go out/in range?
Everything on one network. I tried, different grids are safe (and that's my solution atm)
What does range affect?
Just when the hoverpack switches from one network to another in the same grid. I think landing between switching network doesn't trigger the bug since you're not requiring power (?)
wait, I use grid informally to refer to the whole power grid, what's the distinction you make?
power switches?
A power grid is the the entirety of the power poles/machines connected and that you see when you check a power pole
A network is a part of the grid, separated by a power switch (U4)
aha
networks aren't shown separately in the power pole UI?
(I've got a meeting in a few, be back in 2 hours)
When you check a power pole, you check the GRID, unless the power switches are off... In other words you can't display a single network whoile connected to the grid
"Unit test"?
testing parts (methods, operations) of the power grid code
why it is blocked ? 😦
either "hoverpack joins network" is too expensive an operation and needs to be optimized (so it happens in trivial time for the production code) or there's some calls not happening
no problem bellow ..
Is the junction part of this important?
Because it looks like the train is going away.
have you checked the orientation of all the signs properly?
wich junction ? 👀
yes all is good, I had to do it with the update, and everything is green
(You can notice the signals' orientation by the side of the rail they're on 😉
Good meeting 👋)
Thank you for coming to his VenTalk.
only trains can tell a block that it is occupied or foundations can interfere ?
Foundations shouldn't matter. It's all about the rails.
Might need to manually drive it forward a bit and then see if it gets re-stuck.
I tried to turn it back and forth, it still locks up
if I remove the block signal (on the right of the train) it moves
I moved the signal a few centimeters after to see what it will do, maybe it was too close to the previous signal, and with the speed they did not have time to interact together
Delete the track and rebuild
same ... afk train 🥲
There may be a small break in the track - ie it looks like it connects but it’s actually two separate pieces. Manual driving like was suggested before would verify this
(Not the whole track just that section the train is stuck on)
i try it
weird ... I backed up my train to remove the rails under it, and when I go out, another train arrived and it passed without problem 🥺
it stops manually here (it did not have much speed) 🤔
dont understand, always the same train that stops here, the others pass without problem
the only difference is that he (the one with the problem) stops at the next intersection
adding a block on the road does not do anything, but removing the block before the intersection signal makes it start again
I see no reason why one of my trains should stop at the same place and not the others
How did the other train pass if the first one was there?
Oh I’m guessing you backed it up past the intersection then
i backed my train on the left, and the wait train is on right
Any error messages in the train when you went in?
just "frein"
I’d still delete and rebuild the track section and maybe also the train just to be on the safe side
already done 🥲
I removed all the blocks on the way, but it always stops at the same place (within 1 or 2 foundations)
this train drives me crazy
Weird. It looks too steep somehow tho
Obviously you placed it but just seems like it would be to tight of a turn
you want to talk about the turn down there?
obviously your train is an idiot, punish it by dismantling it
or just replace the locomotive, see if that helps
Punish it harder by switching to trucks. 😉
🤒
I removed all the block signals and moved the trajectory signal a little further and it worked
but it bugs me to have to do it like that, it's a big block
your train is an idiot 🤷
there really is no better explaination
I will look at the backup tonight to see if there is something invisible
u prefer this ugly idiot ? 🥸
you just had to put belts in his way didnt you
it's a misunderstanding 👀
when are trucks unlocked?
yes 😂
you know
i was looking at the map cuz why not
hmmmm
4 pure iron nodes with flat land between
where is it 🤔 dont remember
oh yes here, there is a nice 3 pur coal area at the other end (east) not far from my truck 👀
I do not know if there is better
wondering what i should make with 4 pure iron nodes
optimization of heavy modular frame (well prepare, I guess you don't have them yet)
whats hmf recipe?
i u want good coal/limeston/iron
here
do truck stations have a seperate input for fuel
so i can have a station just for refueling
there is iron/copper/coal not far away, but it's a bit far from your area ?
im right down south of the rocky desert right now
im using the crater lakes for coal powerplant
👀 👀
you can do it again here too, much more space I think
im gonna do it in the connected crater i think
i dont have very many RIP's so i dont want long belts
with the 4 pure noeud you won't have any problem if you optimize well
i mean im using 2 pure iron nodes to make pretty much everything
the only problem at the beginning is the belts 🥲
its that 'dj kaled suffering from success'
you got the pure nodes but dont have the belts for them
How reliable are numbers?
Like if you have an output of 30 and an in input of 30, will it really match?
Till now I had good experiences with solid materials but fluids are sometimes tricky.
I've build a little experiment. For solid materials, it works like expected, I guess it runs for days, weeks or month without running empty or full stock.
But for water, after just 1 day, I lost some m³.
the fluid load bug maybe?
2 things:
it could be the fluid void bug where you will loose some items on launch and the second thing; pipes work better when they are full
ok, then maybe it is the second problem
for my test, I have a waterextractor (120 output), a pipe cross and 2 machienes that eat 60 water each
the pipes after the cross to the machiens are exactly the same length
I managed to start it perfectly (from an observer view) so that the water in the machine is not full or empty, it fluctuated in the middle
so it fills up to 22, then the machines completed a cycle, eats 5 so it jumps back to 17 (+- 0.5)
I looked back there 5 hours later, it seems to still work
now, a day later, the machines are down to 10-15 instead of 17-22
so if this would be a real pipeline, I would expect that there is some leakage 😄
oh, it could also be the mentioned load bug, because we restarted the server yesterday, maybe this changed the number of my experiment
maybe the pipes got emptied on load and soaked new water so the machines numbers declined a little bit
probably loading bug
5 m³ per machine so 10 m³ total down, but also 5m³ for the extractor itself
some of course gets compensated by them idling
but yeah makes sense that they are down more
that place is heandy for early coal gen and steel setup - iron, copper, limestone very near
and quartzz, sulfur and even more iron not so far
Because the game needs to reset every 24 hours, wouldn't that mean even a dedicated server hits the fluid loss bug once a day? Or is the reset after 24 hours a single player thing?
were you taking coal from?
3 pure nodes
i'm blind
Isn’t taking coal from there the worst possible place to get coal, because of all the enemies and evil arachnids.
^ not if you turn on arachnophobia mode >.>
What enemies?
Looks at pile of corpses that will never respawn.
The real enemies were the friends you made along the way....
Ew. Multiplayer.
... what enemies? 🙃
theres just a few hogs, scariest thing is the alpha hog protecting the crash site
JUST FVCKING USE CONVEYOR MERGERS AAAA
They can spawn outside the walls if you go away and come back 
you just add more cubes 😄
mf made a rubiks cube to contain bees
if that "something" is upcoming exam stress but the simultaneous need to procrastinate
then yes, I am on something
more like coffee and ritalin
so yes, you're on something :p
we need stims and boosters in satisfactory 😄
sounds like something Ficsit would do
to increase productivity
we have copium inhalers
like: "zeno-bashing does twice the amount of dmg for 12 minutes upon injection"
which help you cope for skill issue called "damage"
enemies dying faster doesn't have anything to do with copium
AAAAAA
|l |l |l |l |l |l
it's efficiency
it just takes 2 bashes to kill a hog, and the "stims" are outclassed by boomsticks
it's just an example
anyone got a design of a 3 into 2 convyer sorter that hanndles more then 780 items? all the ones i find online is just "merge to 3 then split into 2) but these will be around 140 itesm each
i even tried splitting them into 2 3-2 splitters but the conveyers still stutter
i may of figured it out, it was conveyer speeds
There is nothing that can handle more then 780. Closest you get, is with a load balancer of some sort
thats what i was planning, but realised i can use the conveyers to get more or less what i wanted
The problem was i was trying to pull too much out at once, using 780 convyers when i wasnt even getting that much from the train
How much should I go nuts with copper building items? Copper Sheet, Wire and Cable. They will be used for building only. I have strong urge to build it with refineries...
Steamed Sheet is a great alt.
Wire you can make from Iron tbh if all you're doing is refilling storage.
Same with Cable.
Save the expensive-but-better Wire/Cable methods for actual production lines.
I was thinking of using those three normal copper nodes near the hole. There isnt anything close to it so I wouldnt mind...
refinerys are alot of work but also very rewarding, if your doing a "long term" factory like nuclear then do refinerys all day long mate, but if your in like the desert and you only need like 20/min then just use a smelter
Ok then, I will not go insane then. Atleast for now.
my nuclear factory needs like 5000 copper ingots per min which is 150 refinery's using 2214 copper, VS 5000 copper, going into 166 smelters
thats the type of thing i mean lol
Yeah Im using about 35 refineries to get 1200 quickwire from single caterium node for my computer/circuit board/high-speed connector factory and Im using whole 1200 items 😄
And then another like 60 refineries to get recycled plastic and rubber...
Its truly meta building 😄
1 splitter.
