#math-and-meta
1 messages · Page 598 of 1
maybe
You can do that if you want.
I'd keep oil and aluminium separate though when you get to that
layout of best 240 iron ore to cast screws anywhere?
alright pipes have been completed, so fa it seems to be working
how come?
im planing on making a tube cannon to the north east part of the map to make a i
reinforced plate factory*
refineries take a LOT of space, you'll see
oh
whats the best place for like a fuel factory?
will probably do plastic and rubber there too
where your coal plant is, is a pretty good place for it tbh
dont worry there's plenty around there
Guys I have to split 1 conveyor belt to 5. How can I make this?
just manifold it
lol, gg. Still plenty around though
yeah
do you recon they could handle fuel and plastic production? or should i just keep it fuel
easily.
is there a console command or video setting to make game render inside of caves when looked at from afar? The aggresive culling makes them painfully obvious
anyway i can make this look a little bit nicer? also you were right only 2 were needed, thanks
dudes, can you place 19 coal generators for 1 mk2 miner with 3 power shards??
what's the purity of coal nodes and what's your max belt?
pure and mk3, im trying to get mk4 rn
pure coal mine with mk2 miner can do up to 600/min, with mk3 belt you're limited to 270/min, which is 18 coal gens
@echo pollen To make a 1:5 balancer (assuming your input belt is not full) you can simply make a 1:6 balancer and feed one output back before the first splitter. This outputs fifths but requires the input belt to be able to accept the "extra" items
Additionally, the split you have made delivers 50-50 to each side, thus 50/3 on each of the three left outputs and 50/2 on the two right outputs
On a sidenote, how did you set up the "throughput reducer" you made?
Those can actually hide some weird difficulties in design :/
lower tier belts and a smart splitter to prioritize one side
So you have (eg) 220 coming in, you smart-split a mk2 belt off and assume the remaining is 100/min?
No I was assuming infinite input and just using t1 belts to snag whatever I need
then work from that
So, like... Smart split 60+ (60* 2/3) to get 100/min? 
indeed you are, since you're doing a balancer 😛 😄
I think you're talking with the right person when it comes to needlessly complex things 
Ha did spot my talks about sorting center earlier? XD
I suppose this could work fine with about 400 less smart splitters too 😛
But jokes aside, the point I wanted to make is this:
When trying to limit the input of a belt to a set amount/min, there are difficulties that aren't obvious. What I was referring to in this case is when you try to get an exact amount by "merging back" some on the input. Example: have 480/min, smart split 120/min and merge it back with the input belt to get 360/min. Simple enough right?
Wrong.
If the input belt is full, the MK2 belt trying to merge on it will (slightly) back up, meaning you'll ha e MORE than 360/min going down the line.
The more you know... ~
I thought about that
No, sorting for storage is one of the few sushi-topics I avoid for some reason 😅
but assuming the merger takes in equal amounts from two sources, I figured It would easily take that 120 from one belt before backing up
That's not a safe assumption to make. Lemme dig up the video, it shows quite well
(I used to make the same assumption)
We need priority mergers
This video shows the differences in using different belt speeds for merging when balancing.
The left side input is a MK3 belt. The smart splitter splits towards the merger first (MK2 belt) and sends overflow towards the right. The overflow is balanced to only send 150 through, the smart splitter there sends any overflow in the container.
The ba...
But isnt that because of the lower tier belt here?
this actually makes sense to me because the belt isn't fast enough to get its 'reserved spot' so its given to the other input
The belt I modified in the video is (in our example) the 120 line trying to merge back with the input that "shouldn't back up"
Which means that if the input belt isn't full, the merge should happen safely
Ofc, that's assuming that all maxed out belts are just one segment long due to the max throughput bug 
if two equal tier belts feed into one merger it will take equal amounts from both belts if they are both saturated right?
Equal tier AND both full
These are the prerequisites
and if one is only a third feeding back, it will obviously not be 50/50 because the one feeding back doesn't have enough for that, but I see no reason why if both are the same tier, the belt with less resources would be the one backing up. And frankly, your clip showed that didn't happen right?
only when you lowered the tier stuff started to get weird
At the beginning of the video, the smart splitter outputted on a mk2 belt (full) that fed a MK3 belt (half full) that merged back with the input (with plenty of leeway if the items back up even for an instant)
After I modified it, the mk2 belt fed another mk2 belt into the merger. This means that ANY backing up that occurs during the merge has no way to be compensated and immediatly reflects in an item reaching the overflow container (none did when half the belt was MK3!)
Ofc, one can just replicate the setup to see :)
||Imagine having 12 manufacturers making encased Uranium cells that keep on filling with uranium when they shouldn't thanks to the balancing and you can figure how annoying this can be 😆 ||
so the higher tier belt functions as a buffer that makes sure each reserved item spot is being taken right?
I wouldn't word it exactly like that, but yeah...
Yeah, ignore my issue with semantics, you got the idea right I think 😆
Would it theoretically be possible, with infinite nodes and power shards, to produce every item in the game at 780 per minute?
if you have enough input material there's nothing stopping you from doing that
yes? why wouldn't it be possible?
no idea
Because your computer will crash
with the best computer that can be bought and at the lowest settings?
if we assume that the cow is spherical and in a vacuum; yes
Not for some space elevator parts nor nuclear fuel rods
the consideration of infinite nodes was given
I assume that means you can pull as much resources as need out of the ground
60/min is a feasable goal (and still very close to max on most items) for all but nuclear items
or maybe it would need so many nodes it would reach the world borders
no space is not going to limit you
Imo, if one manages to keep logistics optimized and doesn't decorate, max ore usage (efficiently) should be achievable
but as a wise man once said, you will run out of frames/s before you run out of anything else
just imagine all the belts with raw resources that have to move for this to work
Yeah, I'm saying a good enough PC should eb able to run such a save
I purposefully said nothing about how well it might run, FPS-wise, but I think the game simulation should still be good ||enough||
what is the slowest you could make something
||"Good enough" as in: the only practical issues would be a greater reduction in max throughputs, which can be accounted for||
There's quite a few items that are made at less than 1/min
Then you could even underclock....
The lowest I can recall on the fly is plutonium rods, at 0.25/min
Uranium fuel:0.2
Standard recipe, right?
Yup
Lowest pm rate I’m aware of
Although to be honest the plutonium (due to complexity) should have been set at a lower rate IMO.
Uranium fuel is made at 0.4/min though 😆 (checked the wiki)
Apparently, plutonium rods (standard) actually ARE the slowest recipe there is, with a cycle of 240s for one rod. The second best place is held by the standard uranium rod recipe at 150s for one rod ^^
I feel like it's fine. It takes little more than half the radiation-processing machines at the very least, compared to the uranium production needed, even in the case where you're making the lease plutonium possible 
If you want to push for plutonium, I think the humber of radiation-processing machines for plutonium may get higher than for uranium....
Probably. It just feels like the elimination of waste processing should be more time costly considering how complex the problem is in reality.
"Reality" as in IRL?
Yar
Meh. That's not a point I really care about when thinking about recipe balancing tbh 😅
I prefer to reference the already established game logic (though vague since the game isn't finished yet)
Maybe that’s what’s triggering my OCD. I can’t yet sense any game logic in that chain. I do realize it’s a very new endpoint so as a favorite fictional character would say I will see when “waiting is filled”
Really? Mostly we just store it somewhere, sometimes underground.
The longer term stuff at least.
In my world the handling and precautions and longevity are the very definition of complex
Oh I see what you were getting at.
We’re creating problems our descends will deal with for generations.
what doesnt make sense about plutonium processing?
the fact that "accelerator goes wheeeeeee"?
The ease and relative short time investment of the overall waste to sinkable plutonium.
Plus……. Accelerators go Wheeeeeee
its not that easy considering the investemt.
nitric acid, silica, concrete, more sulfuric acid, aluminum parts, steel...
most processing in the game is roughly just 4 steps until you are at your product.
bauxite to ingots is 3 steps.
uranium ore to rods is 2 steps
waste to plutonium is 3 steps
after 3 hours on the original spreadsheet, and another 4 to redo it using difrent alternates, it is complete
@ebon crater This is my take
[blue and magenta not built yet, magenta is ip]
wow thats real difrent
did you use xcel for its true purpose?
like did you use the functions and whatever
so is that 18HMF/min?
My most awesome functions are divide screw machines by n and multiply by q, to figure out how many steel beams are needed.
Then round them up to nearest whole number 🤣
ah lol
nope, 50.4.
The 18 is what I have left after satisfying the demand of the other factories... been running in deficit for a loooong time
I just went and grabbed 3 pure coal + iron nodes.
sitting on this couple weeks now.
but thats probably on mk3 miner and mk5 belts right?
ofc
thats my struggle
im limited by my coal supply
1680/min
that gets me around 2520 steel
and im utilizing 2514 out of the 2520
there is literally no way for me to expand
grab more coal.
that will end in lagg
oh i know
I ship steel by train. And prepared the buildings so I can just add another layer on top and double the production when needed
but im keeping everything in one area, meaning no bringing in stuff with trains or conveyor belts
nah its one megafactory
42 foundries,
over 100 constructors
its gona be fun
i've actually seperated the entire spreadsheet into two factories
but both factories will basically be within each other.
just difirentiating between what needs steel
and what doesent
so for example, rifle cartridges will be in the steel area since steel pipes
wait till you have separate sheet per factory
but beacons required for the rifle cartidges will be cut off from steal because no steel
oh no
crazy how it went from
this
to this
200 steel, what puny numbers
so you are not actually using the calculation sheet for... calculating?
and i also fked up the math it was actualy 25% on the HMF's so it made 0.5/min
huh?
no thats just saying how many of each building and where it goes and what is produced at what rate and what is needed at what rate
i did all the math in my head and on calculator
and also what raw materials i need
uh, I don't know how to break it for you, but excell IS a calculator. You type equals and numbers, and it does the math. You can type cell adress and it uses that value.
Bah, it can even solve optimization questions like `I need this factory to use exactly 100 copper and 100 caterium to make x wire, find me the proportions for fused wire'
right i know lol thats why i asked if you used functions
but i enjoy doing the numbers myself
and i know its inneficient
but 1
im too lazy to learn how to excel
2
i enjoy making the spreadsheets myself
I use excel to do the math, so I can quickly see which recipe chain I like. Would take ages othwerwise ¯_(ツ)_/¯
it does
there is nothing I hate more than excel
like i said, 7 hours haha
i just use the wiki and my head
figure out what i want to make as end products
try to future proof by seeing, for example, how to make fused frames
then work backwards from there, and add more items/min if i want to, for example pipes
its all(mostly) centralized
whats that thermometer up top? Oil?
thats where the factory is gona be
i was just messing wth trains last night
i coulnt finish the highway due to lack of encased beams, rods, and concrete, but i didnt wana go back to my base
There is a nice personal drones mod for that, I use it extensively at current site to avoid walking
yeah i dont wana dabble into mods just yet
my base was a 3 minute drive
i just didnt want to at 11:48pm
I am too lazy to fly 2m to nearest hypertube transit point
haha
i just looked on hear and iv got a head ache
Can you pull a train with 5 full cars up a 4m foundation incline with 2 locomotives?
I don't think you can have two locomotives on one train facing the same direction
Oh I know you can do that. Just don’t have access to the formulas for a while and trying to plan
@vapid gorge I am almost certain you can do that, and I'm 100% certain you can have two locomotives on one train facing the same direction.
Coooool. Now that I’m thinking of it think it’d work for 6? XD I hate having horizon spanning inclines
I believe the ratio is either 1 locomotive to 4 full freight cars, or 1 to 6, but I can't remember which atm.
But with two, you're almost certainly safe with only 6.
on flat ground it's even more
^^
Think on flat ground there's technically no issue with using only one locomotive, except acceleration.
check the freight car wiki page for more exact ratios
At work and having to sneak discord as it is XD
@ebon crater
The factory build is progressing, all is left is to finish the HMF cube, add Encased pipe building and concrete suplly near water.
Nope, recent build
I will be coming for the coal nodes at your loc some time later, so don't use all of them up 😈
I don't think I have any building on the world grid.
I will press F 😁
that hurts me emotially
pls no 🙏 i spent too much time on this
Will not be anytime soon, until then you probably make a nice big factory that maxes them out 
i hope
how do you make these maps? uploading the save to that website?
yup
I have over a half container filled with Non Fissile
Normally, two machines would consume 20 U waste per minute. And those machines would have same clock setting, e.g. 40%
I wanted to drain container over night, without stalling out power production after it runs down the container in maybe 3 hours
I guess I need to set up ratio to consume it at maybe 1/4 the normal rate
Target is 20 Uranium waste / hr
I think at 100% 25 waste -> 100 Non fissile; and 100 NFU + 25 UWaste -> 30 Plutonium pellets
I gave up, it was too much work for 11:30 at night after playing in a chess tournament. I think it can be done, but it's tricky to consume exactly 20 uranium waste, while consume more NFU than I produce
thats some big brain shit
should this work ?
problematic?
they lose max throughput
so you can only get e.g. 750/min out of them if they are long
too late for changes now so it has to work
it won't 😄
as long as the belt is longer than one segment it will lose some throughput
i just up round everything by one so it has to work
so you won't get full 1560 out of it
what is a fusionator?
merger
idk how its called in the english version
yes thats it
oh, ok
its just the entrance to my semelters for solid steel so only getting 750 steel per row out should still work
Hey guys im struggling to get my steel beam production to 100%, can somebody help?
@wind spade is that problem only with 780 belts? and does it degrade even furtur? and is it only belt to belt connections or also belt to splitter to belt?
it's with all belts, but since it's relative to belt speed, it isn't as visible in lower tiered belts. It does degrade with every segment (if you hover over belt with deconstruction tool, it'll show you what's one segment). It degrades on every connection iirc (but if you do one segment -> splitter -> two belts, you should get 780, problem is segment -> splitter -> one belt or belt -> belt).
I'm not sure if there's a cap on how much it degrades, since even pretty long belt (e.g. most of the map) can do ~730/min (idk the exact number, I just know someone tested it), so you won't run into situations where you will get less than 750/min, unless you do really long belts (use trains instead, they are cool 😛 )
so basically never design around the theoretical max of belts
yeah i am fucked my complete smelter is build to work on 780
and try to split up belts that come from any resource extraction point asap
Only expect max throughout for a single belt segment
yeah, at least not mk5/4s. For mk1s it can go down to e.g. 59 if it's a bit longer, but that usually doesn't hurt much
Note: there are ways to "weld" belt segments together into one and workaround the issue, but it's not suggested for long belts
Theorically, there's no lower limit
practically noone tested it below like 720 iirc
[insert f*ck Mem]
hmm if its relative to speed and t5 degrades from 780 to 750 you would expect t1 to drop to 58 instead of 59
so it's possible at some point it just stops
but for most "normal" belt lengths you can assume it goes down forever
Practically, I doubt anyone had the game run so bad they got lower than 700/min
Tgough,if one really wanted, maybe a belt sneaking around the entire world a few times could probably go below that, but that's quite the spefici example, ain't it? 
see ya guy i will be now reconsturcting my complete resouce destribution
running around the world in the smallest possible segments
another reason why building at nodes is better 🤔
AND with not even a splitter/merger on it (they can "fix" the issue)
there was a screenshot/video explaining how you can make one segment out of two somewhere
Search for "welding" 😉
how uch does it degrade if i say i have a ress node at north end of dessert and am transporting the ress to south dessert
it depends on pc, fps, what you built in the save and position of the moon
Praying 3 times a day to LGIO helps reducing throughput losses
i really do NOT want to rebuild all of this
well you can just put overflow splitter at the start of each miner and merge all the overflows into one "overflow" belt
so you'll have one extra belt going in
i will try that as soon as all the interior changes are done
Add a layer of belts and the first stretch of belt from the miner connects to a splitter halfing the line. Merge after the first half/dozen smelters to fill in the line? As isn't the connection points what slows down the throughput?
Haven't tried this but theorized it from comments.
IRT mk5 belts throughput: the issue is moving items from one belt segment to the next.
The theory is that since belts don't have an input buffer you are at the mercy of timings where to get full throughput you need, on the same cycle that a belt frees up a slot, an item ready to be moved from the segment feeding it.
All belts are susceptible to a drop in throughput as a result. Its just the lower tier belts have more attempts(via game cycles) to grab a new item to fill the empty slot before they exhibit a loss in throughput.
Single-segment into splitter/merger/container into single-segment output does not exhibit the loss of throughput as items get buffered.
Its (again) theorized that one of the ways CSS could mitigate the issue is giving each belt segment a 2 item input and output buffer
Its a simple way to test, which has been done before, "belt storages". Place storage - shortest belt - storage - shortest belt - storage and so on
Thats what this discussion was about. The tests that were performed and the results. The last line of the above is what was discovered through experimentation: Segment -> buffer -> segment does NOT show the same loss of throughput as using just segments.
Did any of the buffers stock up items?
IDK, I wasn't the one performing the tests. I saw the results and discussion related to them.
Because if the items didnt not pile up in a buffer, then the issue is not buffers but rather items getting lost in calculations between segments
If you mean items completely getting removed from the world, that was addressed in the discussion. you do not lose items when throughput of mk5 belts drops. Items are not being deleted.
It can be the same issue as the perfect ration manafold, not sending items perfect to the last 1-2 in line
I like to think CSS knows what the issue is, and that fixing it isn't as simple as giving conveyor belts buffers.
either that or giving them buffers would completely break something major and so they have to try and find another way to fix it
Buffering doesn't solve the throughput issue, just mitigates it. That is buffered segments see less throughput drop than unbuffered. CSS has stated that its a complex issue related to threading and thread syncing aswell as some factors they have yet to pin-point.
how to evenly split one conveyor into 5 outputs?
either using a 1 to 5 balancer or just using a manifold and waiting a few minutes
1 to 5 balancer = split into 6 and feed one belt back to the main input
I never thought of merging back like that, damn
For non-full input belt, you'll see throughput reduced by 1/6th. For full input belts its a non-issue.
there won't be any throughput reduction
that 1/6 being routed back is being put back into the splitter
non-full input = 1/6th of your possible outputs is getting put/cycled back into the system
that does not reduce throughput
You end up with 1/6th of your input looping between merger -> splitter -> splitter -> merger. assuming a constant (but not fully compacted) input
if you put 600 items/minute in; you'll get 120 items/minute out on each of the output belts
there is no loss in throughput
that 1/6 being routed back does not make material magically disappear
Thats true, and overlooked by me.
I guess my thinking is more so that the 1/6th delays peak throughput :/
there is a delay but it's negligible
so ive got a Caterium node that 800m away from where i need it to be. would it be more efficient to use trains or trucks?
I would say trucks, since you don't need to build a lot of infrastructure and stuff
but trains could work too
Less than 1km I strongly consider a belt if I can hide it around the terrain?
Meh, just belt it. Trucks are a bit glitchy no?
So Ive been thinking of doing my nuclear power plant in that middle area lake that is in the center of all 3 sources of water. Only thing is...I don't think its enough water. Is it best to just set up rail system and take it to the ocean and build ovethere?
Really depends. what are needing from the middle area, the uranium? If so, maybe drones instead of train if you got the infulstructure.
I already built the other one shown by sreject
It will split to 1 and 5, from there, go to 2 and 4, then both go to 3
yea but that clearly doesn't split it evenly
OK, maybe in the future for a different build : )
It is an overflow bus (or whatever the terminology is), but has it feeding from both ends.
ah interesting, I didnt think about using drones to move stuff around. I wonder how many I will need and what the consumption of batteries will be like
Yea the above isn't a balancer. that thing splits in ratios of: 25 : 12.5 : 25 : 12.5 : 25
It should still work though.
Im not too familiar with drone mechanics, so probably best to research/experiment yourself
It shouldn't be too hefty an ask to go from uranium to coast and back. Kibitz managed it which is why I gave you the suggestion 🙂
A Drone consumes a minimum of 4 Batteries per trip plus 1 Battery per km of flight distance.
This is for round trip
@dense cave one of the things about drones is that they have significant landing and take off times that reduce throuput great the shorter the distance travelled. It can be awks on short trips
ok cool
normally if Im doing short distances I belt it. In this case though I am trying to figure out where to place my nuclear power
For short trips this is a different conversation. Belts vs something else 😛
Are you planning on converting the waste?
wrong actually you can do the math perfectly and balancers can still fail, because of inconsistency in item delivery on belts and burst inputs amounts, amounts, this can happen regardless even in cases when the balance is perfect and the math is correct, I have unfortunately came across this issue, only solution is having something a call a variable input manifold balancer, its kind of like a balancer and kind of like a manifold, odd things but do to the way items travel on belts, etc I have found such designs increasingly necessary to get predictable behavior.
Going to make the plutonium fuel rods and sink them
Plan out what raw resources you need for that and scout the map for a good locatoin with minimal transport needs then
Just did all the math, its a long chain but for a single 600/min uranium extractor, I need 15 (10 primary+5sec) blenders, 22 manufacturers(12 primary+10 sec), 5 particle accelerators (secondary), 15 assemblers (secondary) and 24 nuclear power plants
only alt recipe I have right now for this is the Fertile Uranium
I honestly wouldn't develop a nuclear/plutonium chain until I'd gotten all the alts I wanted. It's just so long and would be frustrating to change it later
what other alt is suggested though?
It really depends what you want long run? Like... do you think you'll need a bunch more power later?
not really, dont plan to max out the world
its why im sinking the plutonium fuel rods
You can probably max the world w/o plutonium power anyway.
Well I like the Infused uranium Cell alt because it reduces sulfur use and doesn't need the complicated sulfuric acid recycle that Encased ur does
Base Ur Rod is good if you're really not trying to squeeze more power. Simplifies thing
Fertile uranium is ... interesting. I'd go with the Base Non fissile. It consumes MORE waste for your buck.
Fertile is good if you're trying to get the most P rods I think
I wonder, what item is the least profitable to craft for the AWESOME sink?
Like which gives you the fewest points over materials
Or the opposite, which is the most profitable to craft?
anyone have a link to a complete item list?
4:4:1 ratio splitter anyone?
Thats for questions-and-help Restart Life (just joking)
haha almost got me i was super confused
also nvm my question i fked up the math gota make sure i got the right ratio
input -> splitter -> 3 outputs into 3 splitters. Results in 9 outputs. Merge those outputs in sets of 4
@ebon crater would this work?
basically i have 480+240 in, 320, 320, and 80 out-
if i had mk5 belts, yes
i dont have 720 unfortuntley
@ebon crater Split the 480 into thirds (160 each). Two into one of the 320 outputs. Split the 240 into 2 lines (120 each). Split a 120 into three and merge two back together for 40 and 80. Merge the 40, 120, and the final 160 into a 320.
oh hold on i got it
thats exactly waht i did, thx
XD
figured it out at the same time lmao
👍 I've in the past claimed that load balancing is actually one of the only skills I've semi-mastered in Satisfactory... feel free to ping me if you get another spicy one.
solid steek ingots be like 🤦
always doing funky things
i used to be able to load balance vertically in a way that made sense to me, but now i lost it oof
ima try to fix it up so the 80 is on the end
Solid steel is the easiest, usually.
I build solid steel in groups of 2. That is two belts in, which results in 3 belts out.
120 belt feeds three of them, get 180 out on a Mk 3 belt.
yeah but i'd like it all on mk4
Mkay? That's just four sets of 3.
Every 2 gives off a 120 belt, merge four for a 480.
oh yeah i might be back when it comes to the coal- thats coming in on 300-300-300-300-480
but i will try to figure it out by myself
👍
i think im confused.
im doing 8 smelters per line bc thats 480 out. the inputs are funky bc its 320 of each
actually coal might be easy
I do 12 founderies a line, 2 lines facing each other. Thats 3 sets of 8
ah, okie dokie
K... inputs for a set of 3 are 120 each. For a pod of 2 of those sets, you get 3x 120 belts out. For two pods, that's 6x 120 belts, or 1.5 480 belts.
So I guess you need 4 pods for an even 3 480 belts out.
I don't worry about balancing lower-tier items tbh. I match output to belts and let machines back up before hooking up to other factories. Internally I use simple manifolds. Once the inputs back up it self levels
Oh, manifolds are a huge time saver, ngl. But... there's something nice about making sure your low-tier belts are full.
For higher tier items I don't want sitting on belts I defo use balancing
ah, i see. i was rly just basing off max belt speed, and counted that as one pod
Mhm!
Want to make sure I have this math right before building..
Infused Uranium Cell (Alt recipe). It uses 25 Uranium/min. Max Uranium on the map is 2100/min. So I need to build 84 Manufacturers?
Yes.
I had taken all the resources to make 42 blenders over .. but I was like, this doesn't have the alt recipe .. checks wiki doh!
So now I am having to take the hyper tube I had built back and forth getting all the mats for the 84 Manufacturers. The logistics of this should be a nightmare!
So looking at #L-f-G. there's a claim of
Have a recipe to beat the Oil Trippling farm, currently with my ccalculations we can produce 88-200 more tan the current most efficient build in satisfactory. Currently requring help to build the basic design and then scale it up into tier 8 settings.
So my guesses amount to:
- Turbo fuel, which does provide more power but comes at the cost of sulfur which is needed in t7&8
- Since t8 is desired, maybe the person assumes people don't utilize the blender recipe. It has the same oil->fuel ratio but consumes less power.
- Misinformed.
Just ping the user here and ask?
I tried, not on server
@tropic yoke seems to be on server 🤔
I am using the blender recipe actually
So your line of thinking is Diluted fuel in blender vs packaged diluted fuel from packager+refinery. Correct?
I cant explain rigght now but i will bring details once the recipe is complete
i will pull out of 150 crude oil
just think i can give it a 12-34% increase
will share details once design is completeded
Thats correct
Blender route isn't unknown to the community.
People don't want to wait for blenders to do fuel gen setup so they do diluted packaged fuel, and once blenders are unlocked they don't want to tear down their current fuel setup for what is a power increase of less than 1%
Blenders result in a ~0.75% (that is ~0.0075) increase in power over refineries+packagers. (By way of less power being consumed, not more fuel produced)
By now I have no idea what sort of situations you've been encountering to say that 😅 😆
Bursts in item delivery can cause issues for some kinds of balancers, but can be accounted for. But what about inconsistencies in item delivery? 🤔 Can you give an example to show what you mean?
Generally speaking, I'm still of the opinion that load-balancing doesn't work only when user errors are involved (I'm including not taking bugs into account as "user error" for simplicity)
Meaning one can create working load-balancers for any situation, given enough knowledge
Am done tinkering with my spreadsheet:
Fuel output is technically same, though net power is a different topic
So basically, just go with blenders?
I need that recipe and the plastic/rubber as well :S
you can go either with diluted packaged or just diluted
both result in same resource efficiency, diluted is just slightly more power efficient (but available later in the tech tree)
but tbh if power is your issue, then just go nuclear and you will have more than you need
yeah, I am already at nuclear stage. Really what I need is the plastic/rubber recipe at this point I guess.
but my plan is to use power generators as an overflow
You could always recycle the spare fuel to make even more plastic and rubber
main focus is plastic rubber since I will get nuclear next, but if I am not consuming enough plastic then it will just idle
so I have gone all way to endgame without touching trains or nuclear power lol
could always sink the plastic overflow
720 steel ingots/minute; what ratio for splitting that into beams and pipes would y'all reccommend?
I would start by splitting them evenly (the input, not the output) and then adjusting when you realise what you need more.
I would suggest not doing any guesses and only building what you need at the time
If you’re just starting with steel, 720 is a lot more than I used to have. And if not, you probably know already what you need it for.
there's no advantage in pre-building something, unless you need X, don't produce X
There is advantage in prebuilding steel beams though, as you need them for mk3 belts
so you build them because you need them 🙂
what I mean is "don't pre-build something unless you know you'll need that and you know in what quantities"
Yeah, I agree with that 🙂
that was actually my main consideration
beams don't seam to be used for a whole lot
belts aren't really a concern for me as I have aluminum production going and a lot of encased beams sitting in boxes
I basically do it this way:
- figure out what I need (need = for building or unlocking milestones only, not for other production lines)
- build it in some small quantity (near nodes)
- ship products to storage
- repeat
given the only milestones I have left don't unlock anything of use for me (they're basically all nuclear with the exception of the one that gives mk 3 miner) I'm not concerned about that
yeah, then only stuff needed for building
and otherwise stuff you want to sink (if you want to produce some decent sink point amount)
I already have everything of interest in the shop unlocked
only things left are the decals and statues
and i really don't care for either of those
then it seems you might need to set up goals for yourself before deciding how much of something do you want to produce lol
goal: have something to do
not opening new desktops every two minutes would also be an appreciable goal to achieve
is there an easier way to split 300 into 280-20?
manifold
not for this one unfortunatly
why not?
260 + 20 is not 300?
why not manifold tho?
cuz its 700 items/min, and i dont have mk5
so i need to add 20 to the 400 line not shown in teh image
you said splitting 300
yes, split 300 into 20 and 380, then add the 20 to the 400 line
yeah manifold would work for that as well
to make 420
you could also use priority splitter to split primarly in 280 direction
yea, it could, but then the orders of thing would be screwed up
priority? using lower speed belts you mean?
smart splitter
overflow?
I thought about using a chain of smart splitters and mergers to balance a chain of conveyors right but the size of the splitters makes it a but clunky
if i split using a mk1 belt, one side goes 60, nd the other takes all the rest, 240. splitting that 60 into 3 gives me that 20 i need, and then i recombine everything else back into a 280 line
that's a lot of effort for almost no gain
so... If I wanted to setup one water extractor (20mw) and two packagers (one package at the location, the other unpackage somewhere else) I would spend 40mw every 120m3 of water. This is 3:1 water per mw (ignoring transportation)
A waterwell with a resource well could take 720m3 without needing the packagers, being a 4,8:1 water per mw (ignoring pipeline pump)
Assuming everything goes at 100% and i don't split/underclock the water extractors or the packagers, my math is right in telling me this water well near the factory is better, as long as I don't overclock it (since power consumption is not linear), yes?
so
if i have one pure caterium node and only mk1 miners unlocked is 8 ai limiters/min and 40 quickwire/min a good idea
If you're only at mk1 miners, you probably don't need to be automating AI limiters yet. I'm 100+ hours in and still haven't automated them
Eh, Smart splitters are good to have early on
I agree, but 8 AI limiters a minute?
Why not? If they have the motivation to do it now, it means they don't have to worry about it for that much longer later
Just my $0.02 ¯_(ツ)_/¯
If I need 14.4 beacons, 7.2 crystal oscillators, and 20 electromagnetic control rods / minute, to power 3 banks of 6 nuclear reactors, how would I go about calculating how far away the factories that produce those should be to meet that demand without going over via trains? I have 7 groups of 3 banks of reactors, so I'll be using 7 trains to feed my power plant.
I'll be producing all three in one location and feeding the rest of the world from that one location.
Train movement is very inconsistent due to periodic fps lag. As such its not good to attempt to use distances as a throttle
So feed the power plant a bit more items and sink the extras would be my best bet then, I guess? Yay for inefficiency!
just buffer the inputs and have your train set to wait until empty at the plant
Ouch... Gonna have to tear out three huge load balancers to do that.
(Personal) general rule: When it comes to logistics in this game, assume throughput is inconsistent; belts, pipes, trucks, trains, drones.
I've learned that. 600 pipes don't push 600 fluid, 780 belts don't push 780 items.
I've managed to get a consistent 300ipm from drones though, which feels great
The way I typically handle throttling is via limting end-product machines and then buffering the inputs. eventually input buffers back up and logistics to them stall which is fine.
so using your example, I'd have factories that over produce beacons, oscillators and control rods. This would get brought in and buffered. From there I'd limit the throughput by only having 12 manufactures making fuel rods.
Eventually: input buffers back up then freight platforms fill up, then trains wait at freight platform to unload, leaving the upstream factories outputs to be dispersed to other factories
Its alot of unused product sitting in buffers though, which sucks, but atleast you aren't throwing stuff away needlessly
Really wish there was a way to limit inventory(containers, Vehicles, platforms, fluid buffers, etc)
hmmm depends, which general chat now xd
Right?
Well perhaps my design and knowledge of some kinds of balancers are right, but we discussed one of them before. aka the one with nuclear waste, I used your balance that used a smart splitters, and a mergers and belt to turn 600+ lines into 600 lines, but because of the way items are delivered on belts and the inconsistency in average amount of items on belt on any specific instance, the main mistake I made that though the items per minute and and basic belt logic all were indeed logical and correct, balancers of these sorts are perhaps to complex for at least me to design correctly, now maybe somebody else has knowledge and can do such a system correctly, but I basically don't know how to do it at least. So while it seems generally speaking load balancers should work, in my experience through actual design and testing the issues are actually much more complex than that, not that I don't wish I could design load balancers correctly for such cases but I lack the knowledge presently to make a design that would work correctly. Well I did come up with a simple solution for thats a variable balancer/manifolder of sorts, but it doesn't exactly solve of the issue of how to send only 600 items a minute down this one line for this system, because it basically doesn't attempt to actually balance it at all, beyond a overflow for when the line itself is full, although it is a overall a solution for the entire system for usage and consumption, still it lacks the real finite and complex control I wish it could have.
Has anyone used the plutonium pellet recipe for nuclear waste removal..
If so what ratios of waste did you put into the blender and the particle accelerators... just that I need 4 x more non fissile than waste for 100% efficiency so wondering how much waste goes into the blender to make non fissile equal to 4 times the leftover waste amount
Sorry my brain is struggling with the math on this one 😅
3/4 into the blender 1/4 into the particle accelerator
non fissile uranium waste splitting 75:25
Just manifold it 
Yeah I use it as its the cheapest way to get rid of nuclear waste.
OMG I'm so stupid, THANK YOU @thorn bane
That makes so much sense, idk what I was tryna do the whole time lol
you can also use a planner to do the math for you
https://www.satisfactory-planner.net/?f=v3_U5,7fffffffbffdff7ffffffffffffffffffffffffffffffffffffff,plutonium_fuel_rod:per_minute:5,,70380:100:0|28860:243:0|52860:133:0|30900:227:0|11040:637:0|10500:670:0|6840:1028:0|11700:601:0|9780:719:0|2100:3351:0|12000:586:0|0:1:1,0,1:0:0:10000
A tool for planning factories in Satisfactory
Yeah ive been meaning to use one of those but usually just settle for pen and paper lol, but now that you linked one.. yep imma use it thanks
i prefer https://www.satisfactorytools.com/production but @wind spade has added nuclear power plants yet 
me using pen and paper for my production now would be like god help wtf is this insanity
shuffles spreadsheets in the corner
I wonder if a tour through some of my recent beltworks could help you get some ideas
I've made quite a number of interesting balancers lately, some noteable examples:
- Balancers for unload stations (from full belt to X/min)
- Balancers for production from "irregular" source (iron ingots from pure iron on a mixed belt with multiple 60/min exactly outputs, the ingots are in bursts of 12 iirc)
- A balancer for a drone unload (limits the output to 300/min)
- Sushi balancers for different items, most notably 1:4 for UFRs (shared with plutonium rods inputs) and 1:2 for uranium ore (shared with plut. inputs and rods)
They work all quite satisfactorily 
I have no idea, but I'll send you the save file if you want to look at my setup and give me any idea's/pointers also, you can see how im currently balancing it out and see if you have any better ideas.
Tries to shuffle signs. They won't budge
specific to the 600 setup:
- Input into Smart Splitter. Smart splitter setup with two outputs as any, the third as overflow.
- From each of the 'any' outputs run a mk4+ belt into individual storage containers.
- From one of the storage containers run an mk2 belt into a merger
- From the other storage containers run an mk4 belt into the same merger.
- Take output from merger for 600 line
- Handle overflow output however.
This buffers the input for item bursts while maintaining 600 so long as over-all input can sustain it.
That's pointless unless you put some items in the containers or let them fill a bit though ^^
no. 2x mk4 belts in to containers(960 items/minute), but max out is 600
Right, that was the point 😅 😆
Eh, still, one buffer is enough, just have the overflow before one buffer and split-merge for 600 on the output ^^
Yea. Just need to buffer the input somewhere along the way. I perfer it after the split but it could def be put before
and thats why i dont balance things 🙂
Right and because I want to design my system to always work, aka in can shut off or on, doesnt matter, this setup idea wont offer a solution for me.
And that's why you burn tons of iodine filters 
sense it needs to work under any condition, etc
That's a condition that can be easy or extremely hard to achieve... depending on how you set things up AND the additional constrains you may have (eg: not wanting radiation or not sinking items...)
In the simplest scenarios, you just connect the machines directly to one another (just merging or splitting in 2/3 when necessary).
Any "extra step" in between adds layers of complexity ^^
radiation for me is a none factor, the biggest thing is that all waste is recycled and the entire system works, even if i for example turn the nuclear power plants off or on, beyond that, i wouldnt rule out anything as far as achieving overall goals.
Just curious: Slechtvalk: Are you coming from factorio or Mindustry by chance?
my current way achieves all said goals, still i do wonder if there is any better way to do it?
naa i actually started at satisfactory and didnt learn about the other games until later on
The reason I asked is because both of those games have logic-circuitry that allows for some very fine-grained control. Alot of people coming from those expect similar control in satisfactory which leads to conversations like the above where people want to account for most situations but the game is very limiting in that regard
aye that makes sense, guess i just naturally like very fine grained control, but im learning how to deal with what im given
One of the things I wish CSS would implement if they don't want to go Logic-Control route, is a queue for items and liquids.
The idea being you set a specific amount of an item, and once that amount of an item has been input, they get moved to the output
hmmm unsure if that would offer any there solution to balance issues with some specific setups.
Look, we all get brain farts. I spent an entire day trying to figure out how my oil recyc system I laid out wasn't matching the production plan, someone else had to have a look to point out that I was making 600 more residual rubber than my layout accounted for. It happens
gotta love them floating point errors
Yeah lol, happens to me loads cobalt lol
IDK what you're talking about. looks fine to me:
oh must have just been my imagination
is this enough for an overflow output?
Oh wow I designed a 'standard' ironworks facility that turns 240 iron ore/m into all of the tier 1 iron products (plates, rods, reinforced plates, screws, rotors and modular frames)
It produces a total of 69 items per minute.
Nice.
You just need the bend to be one pipe width above the highest point of the pipe.
so would 1 up be enough?
is the goal to overflow into the gennies?
yeah but only once the refinaries it goes to are full
yea, 1 up should be enough
if a train line has too many trains going trough it, should I add more?
Answer is Always add moar
how can I make an astheticly pleasent vertically stacked rails?
Snap to foundations
I really like the use of frame walls and frame foundations to stack trains
I'm working on it 😛
kinda go for this look
well, you heard it from Snutt in todays stream: Alumina Solution is a byproduct, Silica is the true stuff 
aw yiss
For Nuclear setup. 84 Manufacturers to use Uranium. Each requires 75 Quickwire/min. So that is 6300/min total. Assembler can combine Cat and Copper ore to make Quickwire at 90/min. So I need 70 Assemblers for that.
I need to get several nodes combined for this. I think I might have Nuclear done by July :. (
For the electro rods?
I am still working on the belt network for the first set of 84 Manufacturers. Then I will work on the Quickwire, 48 Assmblers for Silica ..
Haven't thought that far ahead yet 😄
Like I said, maybe by July
Oh. i meant AI limiters (for the electro rods)
you'll bang em out in no time when you get going 🙂
Is there a generally-agreed upon ratio or other rule of thumb for getting nuclear set up? I'm not looking to maximize inputs anywhere; just want to consider dipping in and trying it out.
hmmm.... not really?
for coal its easy enough but nuclear ist.... "build what you feel like"
So...tips on getting my head around the production line? I'm hoping to go "clean" and not generate waste.
make plenty of space
like far more than you expect to need
then you can always do 90 degree turns and not have clipping and stuff
OK, great advice. I'm struggling to get my head around it.
Should I be sinking...the pellets?
OK, got that.
So I should plan backwards from that point, I guess, to get my head around the production involved.
My suggestions: look up the alt recipes for it, and decide which way you want to go. Build in a location that you don't need to go anywhere near. Make an easy cuttoff switch for the miner on the Uranium, so you can let everything get processed through the machines, and deplete all the radioactive material.
Oh. And before you turn on the Miner for the Uranium, save the game. If there is a clog in the system, or things aren't connected, or something else is wrong, you can load the saved game, do the fix, save the game again, and try turning on the miner again
Would be a lot easier then trying to do fixes with all the radioactive material around you @supple belfry
Should also keep a copy of the save file somewhere as a backup, so if you end up not liking the Nuclear setup, you can go back to that save, and rip it down before Uranium has even gone through the process.
imagine not living with your mistakes /s
Well, it's a game, you can fix your mistakes and change your mind : )
where's the fun in that lol
Just think how many times some people rip down and rebuild their entire base
that's a bit different than reloading previous saves
A little different, but not far off.
When you are dealing with radioactive material, it's a little hard to just do small fixes in a design with all that stuff around you. Especially if you have to redo some belt work and now have the radioactive material on you, taking damage.
i just finished my first nuclear plant yesterday after spending about 30 cumulative hours figuring it out, and took extra care to build awesome sinks around the plant with containers to drop materials into if i ever needed to accidentally pick any up
hazmat suit can help there
i'm too hooked on hoverpack for general work, but i did use hazmat and half a stack of filters just to break and dispose of uranium rocks around the area; having ladders all around was important too
second body slot is needed
most people say for hoverpack + blade runners but in reality it's anything + gas mask or hazmat suit
i was actually surprised how completely little radiation there was in my running plant, compared to just carrying stray uranium.
for a long time I had a small unusable corner of my factory due to some uranium ore in a box
it wasn't a big enough deal to fix but it still existed
only the plutonium rod manufacturer came close, once it had a stack of cells
radiation greatly scales with distance
or rather the inverse
so carrying something is a lot of intensity compared to staying two meters away from something
I am still just scraping the surface on Nuclear build .. still belting up the first 84 Manufacturers.
standing on belts and splitters with uranium products and fuel rods did nothing, compared to the huge field around a uranium rock which still was almost no damage compared to carring 6 uranium from a single pickup... which didn't seem to get worse carrying a whole stack from several rocks.
And still have to go get and build the other products needed.
i get inverse square law but it's very unintuitive in practice in the game.
I suggest planning for (assuming metà recipes) 3 manufacturers/1.8 uranium rods/75 uranium
The numbers are quite nice with that (or multiples of it)
Quiz: plutonium cells stack in 200s and manufacturers hog at least 40/60 (depending on recipe) by the end of their production cycle
Plutonium rods on the other hand stack in 50s and can be burned immediatly (generators don't need to hog them)
Which item do you think is the most radioactive? 
- Plutonium Cells
- Plutonium Rods
- Neither
the one that starts to hurt first as i cautiously approach it
You can just toss the Plutonium Rods in to a sink. That way, you don't have to deal with storing any waste.
<@&387163995947270144>
None of the above . You are the most radioactive . As you are toxic as anything
😂
still think plutonium cells are bugged
the radiation is just stupid
Hey Guys,
So, I've started playing satisfactory a while ago and one thing that bothered me was me not knowing how many buildings I need to construct some more advanced resources, because of all the dependencies.
I then used the last days of my holiday to write a python script which could then recursively calculate all of that.
The script is available on my Github Repo: https://github.com/ImYuushi/Satisfactory-Calculator
The instructions on how to use this script are described in the README file, aswell as the prompts within the script
An example would be:
Recipe: "Reinforced Iron Plate"
Amount: 1
Output: [('Iron Plate', 3.0), ('Screw', 3.0), ('Iron Rod', 2.0), ('Iron Ingot', 4.0)]
Which means to produce one batch (in the case of RIP, that would be 5/min), we need:
4 Smelters Producing Iron
2 Constructors Producing Iron Rods
3 Constructors Producing Screws
3 Constructors Producing Iron Plates
Precisely what I looking for! Thank you so much!
Have you used the production tool to try to get an idea of the buildings you need?
I poked at it. The energy planner wasn't very helpful, and then I had no notion of what to shoot for in terms of items/min using the actual planner.
This one ? https://www.satisfactorytools.com/ There's a few around
I used satisfactory-calculator.com, but the same problem arises.
They can be a bit to get used to, this one is more user friendly - for example what item did you want to produce and how many per minute?
Or it sounded like you wanted to use uranium for something? Was there a max amount of uranium you had on hand to use?
How does it deal with loops/alternate recipes?
Can I get someone to check my math:
Compacted Coal(alt) needs: 25 coal and 25 sulfur/minute to produce 25 compact coal/minute.
Thus 1 compacted equates to 1 sulfur per minute.
Fine Black Powder(alt) meeds: 7.5 Sulfur, 3.75 compacted coal/min.
Thus FBP needs 11.25 sulfur/min total
I have a mk4 belt worth of sulfur, which means I have enough sulfur for ~42.6666 FBP setups, correct?
Look here with your fancy online calculators.... (thanks)
There‘s loops? 👀
If A is an alt recipe for B, then it replaces B during all calculations
Aluminium has a water loop
It takes water as an input, and returns 1/3 of the water as an output
rubber needs plastic
plastic needs rubber
I kind of realized after writing this post that calculators already exist
Short answer: it doesnt handle loops
some setups require loops or multiple different recipes per item
Since I didnt know if loops exist, but was aware of the possibility, I put in a counter that stops after a tree depth of 1000
that's why I kinda gave up onto recursive tree resolving
and instead used linear optimisation in my tool
Q: Is there a machine-readable database currently for satisfactory. like a bunch of .json files listing info about stacksizes, recipes, how to unlock, etc?
but after realizing other calculators already exist, I dont think theres a need to implement those changes
yes and no
put stuff in matrix
give matrix to third party library
convert solved matrix back
ez
yes
I basically took the source code from the satisfactory wiki, formatted it and then put it into an sqlite database
You got a link?
There might be a smarter way tho probably
oh, nice!
tho you may also use my data.json from my tools' repository
which is slightly more user-friendly formatted
||Pft, rookie numbers
||
Did I miss something?
Maybe a bug with headlift, @oblique hollow? I haven't kept up to date with the floor hole issues... 😅
https://www.reddit.com/r/SatisfactoryGame/comments/szdmtb/game_bugs_that_affect_production_draft/?utm_medium=android_app&utm_source=share
0 votes and 2 comments so far on Reddit
yeaaaaaahhhhh....... some of this has just been having let the game run overnight or getting up doing chores or food... but ... yeah....
I didn't have anything in mind. Somewhere to get started that made sense--probably not wanting to use more than one pure node, tbh.
Ok so an example - https://www.satisfactorytools.com/production?share=5r355RIPjnQQhTUxswXW
This is a shared tab. What I've done is under 'inputs' I reduced the max uranium available to 600 pm. 1 normal node mk3 at 250%
in production I just put in 'maximise' for the resources available.
You can look under 'recipes' to change the recipes you want to use. For example on this one only the basic recipes are being used but you can manually swap what recipes you want by unchecking one of hte basics, then clicking an alt replacement
Right, but now I'm having an issue with calculating the waste.
waste processing or just produced?
I appreciate you taking the time to surface this for me. I'm familiar enough with these tools to pull it off, but I am struggling with the waste processing.
Oh that's a different issue we can work with 🙂 how many waste per minute are you doing?
Oh I guess I should ask - is it the waste process itself that's overwhelming because it requires a tons of different bits, or the caculations for sorting it that's having issues for you?
why would you consume that much black powder?
Honestly, man, I'm mostly lost on the general arc of production. There are so many steps, that I'm not sure what goes into what. That said, I think I'm going to delay getting started until Elden Ring, and maybe even get my Assembly Director Systems going before that...
Yeah it's probably the most involved process using a variety of product lines for the entire thing.
The main thing is having some bauxite processing already on hand, and looking at the map to put your nuclear plant somewhere that is convenient to the resources you need for waste processing
This is my set up for it, I've maximised it for my waste but you can alter that number. If you do give it a go try seperating it out into chunks or small hubs and having it come together. I don't do nuclear until I have absolutely everything unlocked and have a solid TF plant to boost it https://www.satisfactorytools.com/production?share=XzSKUYU3NVSKcEFGxOMv
compartmentalising it into smaller steps is really needed
Oh, and break down the steps on a spread sheet. It really helps
Is there any way to surface the waste generated by the uranium fuel rod production?
Like, once it's used by a powerplan?
I don't understand what you mean by 'surface'
I'm working on a max nuclear setup, i can't decide between "fused Mod. Frames" and the alternative "Heat Fused Frames"
1 uranium fuel rod makes 50 waste
fused. Uses so much less bauxite
what waste do you have? if you are using blenders, you can pipe the sulfuric acid to the same input
heat fused*
I'd guess Heavy Oil Residue and Blended Diluted Fuel
those are the most efficient oil product recipes
2520 Uranium Waste
I don't use that recipe for my waste though
i mean with the alu
here is my plan so far
Well, balancing simplicity with maximum alum output a lot of people like
Sloppy - electrode - pure ingots
that is what i use too
It's a very good process.
Reprocess it into plutonium rods, then sink them
Actually I was tlaking to the other guy
oh
hey man, do you mean what to use with the uranium waste?
ooooh you're going ot wind up with a tons of plutonium waste XD
Well this is my waste processing https://www.satisfactorytools.com/production all you'd have to do is change 1 recipe for the max power option I think.
i mean https://www.satisfactorytools.com/production?share=sQX9tQwjn0NEXEWyiERE but i want to calc that myself too
Ah yeah as in a layout for building plans? I get that.
But yeah those 3 bauxite recipes and you're set. Anything else you were considering?
i cant decide what recipe i have to use, with the fused mod frames
ooh as in all the steps BEFORE the aluminium?
waste is not a big deal anyway
with 224 per min? sure?
yeah
I'm not sure about plutonium waste, but for uranium waste you need ~20k years of max production for the radiation to cover the entire map
if you put it into a corner
only 20k years ohhnooo
what to you mean
with before
as in the parts that go INTO the heat fused frame?
yes
here's the math I've done btw https://www.reddit.com/r/SatisfactoryGame/comments/m96kuy/how_to_irradiate_the_whole_world/
the 20 years is in reply to first comment.
97 votes and 21 comments so far on Reddit
Ah well there's only the 1 recipes for Nitric Acid
Fuel should be HOR -> Blended Diluted Fuel
Al Ingot is that trio we talked about
wow just wow, how many containers you have to build though?
And this is the list of recipes I like for HMF https://www.satisfactorytools.com/production?share=MnvxKFjhYR7d5C6Vae0j
thx
No prob!
ok thx for the help, im going to use heat frames :)
it's all in the post I've shared, if you really wanted most optimal solution (meaning least waste to cover whole world), you need 2*10^9 waste (produced in 2 years and 55 days), and put 61.8 waste into each container on a cube grid, 46.188 meters apart (total amount is ~43.2 million of containers)
Ok I'm curious as to why though? It's slower and you don't need that much fuel for the more efficient one
and that's the most optimal solution, basically anything you do makes this even less likely to happen
Basically need 1/2 power for the fuel one
ok thx again, i'll show the factory after its done
wait, so people unironically build nuclear setups to cover the entire map with waste? i thought it was to make power
everything has multiple uses :D
Some people just want to see the world glow
I think you might have an easier time if you try following the production steps to process 100 waste/min ^^
This results in the first two steps being 3/4 of the waste to 2 blenders making Non-fissile to feed a plutonium pellets accelerator that also takes the remaining waste (all at 100%). The following steps all have nice ratios
Then you can just scale the setup to your needs. Eg: I processed 360 waste/min (12 manufacturers' worth of rods) so I made 3 "100 waste" setups clocked at 120% each
Cause some of us actually find that fun 
Well
You don’t have to
Only if you want max efficiency
if i try to calculate how many machines will be needed for a part, do i calculate the raw material arrival rate divided by PPM of the recipe?
for example, 60 raw quartz divided by 22.5 PPM of the quartz crystals = amount of machines to make efficient crystal production line?
Yes
So in that case you would have 2 constructors at 100% and 1 at 67%
Yeah that would work as well
tbh there's tons of games that either require you to do math or just are nice with some extra calculations. Rarely you see a game where that's not the case
I’m having trouble load balancing a 105 line into 60 and 45 can any one help?
easiest way is to do a manifold or just single splitter and let it balance itself
Ok
otherwise you can deal with balancers and come up with 4:3 balancer, but I wouldn't bother with it
What’s the point of the game without efficiency
You get like 1 thing per minute
If only there was a way to calculate it
There are plenty of calculator sites, you can always use those to make planning easier
@still blade Sorry for being late with the reply here, I just woke up. You can underclock using a specific percentage or you can specify how many parts per minute you want to make.
how to transport <500 coal /min 2km to my base? is a train worth or should i do conveyor belts
If you do go the train route .. I would suggest finding other resource nodes in the area of the coal, and transport that to your base at the same time.
You could refine and build some smaller items next to those nodes and just transport those to be used for something else... Like if there is some copper near by, you could make copper sheets and transport those.
Would just need to add more storage cars to the train (and more platforms).
the first question should indeed be if you need to move it at all
e.g. generators can be built near the node, steel factory too
how can i load balance 4 water extractors into 3 pipes
I’m only aware of the calculator that requires you to say how many of x product you want per minute. Is there one where I can say what ore and belts are available and it gives an efficient layout?
satisfactory tools kinda can do that, but you still need to say what do you want to make
connect them all
There’s a pump you get later that lets you stifle liquid flow if that’s what you mean
Yeah but the productivity map actually breaks my brain
well i kinda need a LOT of steel, did some calculations and its arround 1000 steel ingots per minute... and i dont have any iron nodes in the area of the coal
I mean... that's the setup you're looking for 🤷♂️
I meant more that it defaults to belt spaghetti
wdym?
it's up to you how you connect belts
I mean seeing the tool’s prospective map has criss-crossing belts. I’d prefer something like what this guy made https://www.reddit.com/r/SatisfactoryGame/comments/si7i62/i_sit_in_front_of_computers_all_day_for_work/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
you can move the nodes around
I can do that in game too. I’m just wondering if a site has a tool that creates a map like that
not really, would be super big and hardly useful for any larger setup
True. Once you utilize transportation, the map is less useful.
You can find an area that has coal and iron somewhat nearby, and build your steel there. Then transport it from there.
Not sure with floor holes either. But jace encountered that bug on stream when they were preparing the internal map for zhe other devs to play on
I dont really know how consistent it is or when it happens
I'll just leave a note to that then 👍
This is a bleed-off/overflow system for sulfur. Figure its better to use the sulfur than to have it backed up on belts. I'll use the BP to make nobelisks and rifle cartridges
wait hol' up you can just type how many ppm u want instead of actually having to calculate it manually?
In your defense, its not super apparent. Hell, alot of people don't know you can input an exact clock speed either.
ikr I used to try to use the slider to get the right percent it was so annoying
just fyi: the target production rate will still get converted to clock speed % and rounded to 4 decimals, so you can't always get exact values that you want
but it will be "close enough"
^
yea I figured
it usually rounds off the production rate when I put in a repeated decimal tho, plus it's close enough that it doesn't really matter anyway
It's one of the many features that is not super apparent XD You're not alone in your pain. but yeah you can manually change the % as well
they really need to make that more obvious
Even small pencil icon off the to side would be enough
Changing the cursor icon when hovering to the 'edit' icon it does.I looking thing
@radiant yoke Glad I was able to help someone with that info : )
somewhat unnecessary trivia: the motors you produce in satis seem to be in the range of 75 to 90 kW
based on their size
given where they're used and how many of them are used that makes sense
thanks, and I just discovered you can also do math directly in the text box, like 22.5/2 and it will put 11.25, which is super noice
How did you figure that out?
Took a beam connector, took measurements, and compared em to IEC motor sizes
Motor is about 950 mm total length, roughly in the range of a 75 to 90 kW 2 Pole Asynchronous Motor
Another question then - to build a motor in game you need 2 rotors and two stators. So its a double motor?
I guess its so large it just needs 2 in series, connectes
Ahh ok so comparing it to current tech kk
Im not even sure if the rotor item is one rotor
It seems to be 2 rotors being stored between "rotors" - brake pads
Much like the stator item is two stators
so its an... quad motor?
Unless you use 1/6th of a rotor and 1/6s of an oscilator XD
1/3? might be 1/3
9 + 10 = 21
facts, but also try an keep this channel related to math/meta sf
I have a math problem if anyone can help me...
nevermind
nevermind again
Dividing 21 on belts of 9 and 12
thats 3/4 the only way is to make 8 and loop one back
you probably figured out to just use manifold in this hour
manifold is just using basic splitters in a row, and don't bothering with balancing, also called bulkhead
if you search, you'll find videos explaining both things everywhere
Something very satisfying... Just found out that 3 out of 4 parts to the beacon to a full Ur rod factory takes 778.4 iron ingots per min.. just under 1 node. Sooooo goood
ah that's the 4th part
I'm including the wire for cables , rods and plates
The base wire will be handled by other nodes
then you didn't screenshot the 4th part 😄
but 1 mk5 belt for 3 of the parts ending with a mixed belt
Oh... well the wire to cable is there. Prob could be made more obvious though yeah
But 1 belt of ingots turning into 1 belt of 3 of the parts. SO good.
mk1 miner- mk2 belts- 4 smelters- 4 constructors
heh
Looks like the answer here is two caterium refineries delivering material to a factory via train
but that still requires me to decide on factory location and which nodes to use
for 1.5 supper cop per min all this is needed 😅
Remember, Mk 5 belts are limited to 780/min. So you need at least 3 nodes to get the 1764 cat ore/min that you were needing.
The other day, when starting work on a quickwire setup for my Nuclear plant.. I was like, Overclock a Pure node to 1200/min, and that is more than enough. Then I remembered the 780/min limit of the belts and facepalmed.
Pretty sure there will be some kind of logistics mk6 or even higher in future updates. 780 just aint enough for bigger projects
I doubt there will be an mk6 belt tbh, not until they can sort out the issue with mk5 all belts losing throughput.
*all belts losing throughput
True, its just most apparent with mk5 belts
I don't see them adding any belt over 780 item/minute with the current state of the game. I can see them adding alternatives though, such as mechanisms to group multiples of an item into a single entity for belt transportaion
You're still limited by the 780/min supply. The easiest way to kludge it would be to add a MK4 miner that is slightly better than the MK3, but can also output 1024/min due to double outputs ... MK5 could pump that to 1256/min and MK6 to the full 1560/min of double MK5 belts.
Devs have talked about the 780/min supply limit in regards to mk3 miners. Its more or less by design. Basically boils down to where do they draw the line on resource accumulation.
my complaint here is the bad scaling of belt speeds
That's fine, are you using the cat/copper Qwire?
it's more the quantity that needs moved rather than the production
60 -> 120 -> 270 -> 480 -> 780 is just weird scaling
So, to me, the only one I find weird is mk3's 270 limit. Should be a 240.
The 780 is essentially the happy medium CSS came up with between peak throughput and throughput loss due to frames.
If you build what is consuming the Qwire directly on top the logistics for it gets greatly reduce. The facility I'm doing right now has to deal with 4000 wire and 6300 Qwire
All moving up
I'm still trying to figure out where I'm going to build the factory
nuclear?
Nope
Ah some sort of computer thing then?
super computers
I like between the swamp and the NE desert
AI limiters and high-speed connectors too
I'm already using that caterium deposit for something else
my comp/sup factory is on the circle and using all of those cat nodes I think
that pure node on the upper left side is in use
Even if you have a smaller system there are 4 relatively close nodes
and I don't really care for that location
Ah, Well around the swamp works too. There's copper directly west for the Qwire or copper sheeting
Plus if you use coper/cat qwire yo uonly need 490 caterium ore
i do not have that recipe unlocked
Ah soz. It's one of the ones I consider pretty core critical to larger set ups. Significant to ease of logistics and manufacturing
dealing with a lot of resources on multiple belts isn't a problem to me
thing is I'm already making most of the stuff needed in other parts of the map
the problem there is just the "other parts of the map" part
Moving the computers somewhere?
nah
more just "i want the end product but don't want to build the infrastructure"
despite the fact that the infrastructure is half done already
Ah yeah, that probably is an unsolvable problem yes
The odd 270 limit is probably because everything's divisible by three and several items would fit nicer with splitting to 30/min usage?
IDK, I'm just spitballing.
240 is also divisible by 3
maybe like a packager that packages stuff into boxes
Thats sorta my thinking, call it what you will. I was thinking 'palletizer' since 'packager' is already used for fluids.
yea ig
They've discussed that and rejected it iirc
would be nice for stuff like screws though
yesterday I had the random stupid idea of wide belts for large objects
that would be twice as wide as regular conveyors
sux
They haven't rejected it. Essentially, the only time I've seen it mentioned on their live stream Q&A, it gets the default "We'll see" or "We want to address belt inconsistencies first"
My own thinking would be you would need end-to-end palletizers, similar to packaging->unpackaging fluids. Each palletizer would have a single input and output port aswell as a crafting time to de/palletize items. The machine would require power.
All combined that means you would need multiple palletizers to handle higher tier throughputs. Essentially trading power for throughput
yea that's what I was thinking
lmao imaging the pallets would need to be carried around by forklifts
you would need more than one input/output
that would be so inefficient yet so funny because you would have a million forklifts zipping around
otherwise you're still bottlenecked at 780/minute with them
You use more than one at each end.
or you can do the standard two inputes two outputs for mass item transit
No different than using multiple machines to reach a specific throughput
and one input and output makes it any different?
you're achieving basically the same thing as processing resources onsite then shipping the product
there's no real point to the system
theres already very highly scaleable transit present in-game
or with the forklifts carring pallets of items around; how does this differ from tractors and trucks
what makes it different in terms of gameplay and not just aesthetics
It fills the desire for higher tier throughputs in regards to transit. For example, a freight platform will NEVER be able to reach an overall throughput of 2x mk5 belts. But with a palletizer, you could.
For example, lets say Iron Ingots palletize 10:1. that means you have 10x the throughput(at the cost of power) over your train network. palletize before loading onto train, depalletize after unloading
a freight platform can easily reach that throughput
No. freight platforms get locked for >25s when a train arrives.
thats 25s of nothing coming out/going into the platform.
@hazy saffron There IS a packager mod that does that exact thing. It's pretty vanilla in its implementantion from the looks of it.
The entire idea behind it is essentially to give higher transit throughputs(be it belts, trucks, trains, drones) at the expense of power
a 20 minute round trip of a single car with screws should come out to 800/minute if I didn't do my math wrong
if you narrow that to 10 minute round trip; you get 1600 screws/minute
that sounds paaaaainnful. Is this caculation just on thinking about it as a topic? or is there a reason to ship screws instead of ingots?
Screws because it's what came to mind as something you ship in obscenely high quantities if you hate yourself
same applies to wires and any other 500-item stack
Yeah I was goign to say it sounded like mental self harm
it's also the stack size where filling the station would take the longest
any smaller stacks you have to cut down round trip time
but those items I hope to god you're not making at 1560/minute
Not for long distance tranport. Fuck, anything like those components get used within 50m at most for me. At BEST hopefully within 20m
Though it has been fun playing with train numbers and moving 1200~ pm per platform with mixed materials.
the only thing I see pallets working for w/ forklifts or something is intra-factory transit to cut down on conveyors
I would have thought Inter rather than intra since you'd have to dedicate space for packaging and unpackaging and you probably don't want to do that for short trips.
it depends on the size of the structure
I guess. I think you have to specificy for things like mega factories or not at this point
It does. you lose 25s of throughput.
Lets use a generic example. Round trip takes 10minutes, you have mk5 belts.
10 minutes = 600 seconds.
600 - 25 = 575 seconds of moving items
2x mk5 belts move 26 items/second (780 * 2 / 60)
That means in the 10min round trip, you max out at 14,950 items moved. (575*26)
The theoretical max for 2x mk5 belts is 15600 (26*600)
Meaning you are only utilizing ~95.833% of max throughput
For me part of the fun is designing factories that will use high output items right next to it. Like 1800 al cases pm I'm making in one spot is getting used 2 foundations over instantly
600-25 does not equal 525 first thing
isn't it 25 sec x 2 for loading and unloading?
You don't lose that per platform.
theoretically they can do them simultaneously
loading doesn't affect the throughput of unloading
so only 25 seconds really matters
Truuuueeeee....
So just real quick is the main bit of argument about efficiency over 1 platform vs 2 belts?
Its more so peak throughput of a single Freight platform. What sparked it was my declaration of a platform never being able to reach peak 2x mk5 belt throughput
(Fixed maths post, its ~95.833% throughput)
but again
Ah yeah. True you'll never get it. UNLESS dun dun dun, you consider belt throttling reducing through put as well
Unless you put a lot of work into it your mk5 will not be doing 780 either
if your train is perfectly timed you should be able to hit 1560 parts/minute on single platform
Yea, sadly. Which is the lead in the the above declaration
I'm not sure you need perfect timing right? Just need to set only to load when full? ignore me I'm wrong
nup. got to account for that 25s of platform port stall. No matter how you time it, there is always 25 seconds of throughput loss. Longer trips reduce the effect but there's no way around it
Yeah it's v annoying. I've had to put a lot of work into doing belt to merger/splitter and Belt Welding for my set ups
Yessss...... I ... can't think of a way to avoid the 25s downtime w/o a second platform
