#math-and-meta
1 messages · Page 601 of 1
run a lil bit more fuel gens for trains or package it for trucks... i pick the easy way. will say that train tracks are painfull though
Exactly! So truck.
nah
trucks look funky. i like pretending im in a western shoutout scene on my train
its fun
Based and redpilled, I agree
i havent unlocked them yet
ohh ok understandable
no idea what either of those words mean
i think "based" is just having a difrent opinion? idk
You are a factual individual who chooses the truth over lies
Based is shorthand for "based on facts" and redpilled is a reference to when Neo takes the red pill in the matrix and frees his mind
yea
i know that scene(kinda) but fail to see how that relates to pretending im taking over a train to aquire some heavy modular frames
It's a reference to how 4channers say anyone who does anything they enjoy is outside of the "normie lifestyle"
can anybody give me the calculations for building a nuclear plant that can effectively max out every uranium ore on the map?
Ask me in about a month XD
Cause that is actually my future goal XD
I X D alot when im tired
XD
daaamn nice
XD
whats the rate for 12 coal gens?
Use satisfactory tools and input the recipes you want 🙂 it’s complex enough there there’s many ways of doing it
Like the max rods is 50.4 rods per min but requires lots of sub parts
bruh but the calculator showed me like 21 rods/min max
from 2100 uranium ore
Tools or SCIM ?
the factory planner in the SCIM
Ok two things- open up the wiki and look at the uranium steps for the max efficiency recipes. You can get a good idea based on the inputs and outputs
Then go to satisfactory tools dot com , under recipes click off the basic recipes and tick the alts you want, the choose to ‘max output’ on rods
ah okay ill do it like that thanks
on a side note, there is some things stuck inside my drone port. the nuclear pasta isnt loading on the drone, and neither can i see it when i open the inventory
do i have to delete and replace it?
ok what i think its glitched. i cant see it through the delete menu either
When in doubt dismantle and rebuild
About how many coal miners would equal 20 biomass burners?
Coal produces a lot more power, but it’s also fully automated so no more constant power crashes.
Did you have 20 biomass burners running on your map???
asking the real questions lmao
I hit 10 and than just rushed coal!!!
niicee. i basically did the same. the only use for biomass is that you sometimes dont havwe to drag power lines to crash sites lmao
Same here, the only problem is the 400mw needed for the drop pod in the red forest!!
I think max i had was 12
oh bruhh dont get me started on that. legit if i hadnt seen that it required 400MW when i started my HDD hunt, i would have legit just left it be lmao
I collected it once with the biomass burners never again!!
If it needs above 100 MW i route a power line
for shame. I think at one point I got up to like 40(60?) biomass burners before getting to coal. I used a leaves/wood/caprice -> solid bio fuel to produce fuel, and just every so often spammed the biogens.
i dont think i passed 7 biomass generators on my first playthrough
I had sooooo many issues with coal power when i was a fresh player
I rush coal so I can AFK for resources!!
I think i reworked my goal gens entirely 4 times.
im still going strong on my first coal plant
I 'member when pipes were first introduced and everyone had issues with coal power because pipes were borked for like 3 days
haha
Wait till you get fuel
Fuel is wayyyy easier.
The easy life of coal power not needing pipes!!
oh bruhh that sounds like such a hassle XD
already got fuel, i dont like it as much. sure it makes more power, but coal looks cooler
Fair.
expanding to 128 coal gens for fun
I’ll do anything once!!!
its looking impressive
i only have 20, running off my computer factory byproducts
saving all the extra oil for a future project
I have a 20 fuel gen set up.
cries in 600+ fuel gens
XDD
Which i have no clue the stats.
was such a pain to place+pipe
and a 50 fuel gen set up using oil to fuel and polymer resin.
Polymer resin just gets sinked
I use it for rubber & plastic side products :/
32 coal gens, the rest is fuel gen power >.>
There’s some crazy recipe with a whole bunch of refinery’s that basically turns water to fuel.
No clue how people have power systems with 0 variability in production.
32?
Over produce inputs
Wait i have 24
I could never
95,000MW of that is fuel gens.
niiice. thats allot of power. how many and which oil nodes arwe you using btw?
On my fuel set up i have….
I'm using the oil nodes along the north coast "Spire Coast" excluding 3 to the west on a hill.
113 valves
Its 2850 oil/minute (oil extractors @ 250% overclock)
I turn 900 oil into 600 fuel for 50 fuel gens
Makes 8500 MW
Biggest power set up i have made.
I think i only use 4k MW anyways
What do you do with the polymer resin?
I make ~200 plastic, ~200 rubber
Oh nice
I’m working on building a base in the top left of the map.
I have a train station building that is connected to my World wide line.
aah i see i see
the biggest oil power plant i have is like ,82 generators, getting fuel from 3 max OC oil nodes on the south side of the map. idk what the place is called
I take it this is numbers from the north coast project
Im doing 3/5 of that. and 4/5 of what im doing going into power. Last 5th into petrochemicals
All fuel power
That spread sheet takes crude oil input(the green box) and spits out machines needed. Its part of a bigger spread sheet that compares Packed Diluted Fuel method against Blender's Diluted fuel method
(Fun fact: blender recipe is less than 1% more efficient than packagers+refineries in terms of excess power creation)
i have 5 pumps going into 6 blenders am i going need mk 2 pipes? even though the input require means the pipes shouldnt get that full as it balance perfect 600 water pm produce and needed
Well, that would enable you to run just one pipe manifold, but the issue is that MK2 pipes don't reliably carry 600 ppm, so its better to use either four overclocked extractor with two different MK1 pipes (two per pipe) or six underclocked extractors into two different MK1 pipes (three per pipe)
or are you trying to distribute the extractors so that no particular segment of a single mk1 pipe has over 300 flow?
if you try to move more than 300 per minute through one pipe segment, yes
otherwise, if you cleverly use junctions, then no
im making a steel factory with 28 foundries 1080 bars p min im struggling to make a load balancer that doesnt take up an entire layer can someone help me.
dont do load balancers then. manifold it
i cant i only have mk 3 belts
multiple manifolds or direct feed then
4 270 lines of ingots
uh yep
not sure what is meant by a pipe segment but the layout is one pump to one blender(100pm) then a spilter ideally carrying the extra 20 water pm past 4 other layout each time the extra 20 cumulate into 100m pm for a extra blender
feed one line to however many foundries you need to consume 270
then feed the next ingot line to the net set of foundries
a pipe segment is exactly that. a small part of pipe. like the ones you build between supports. thats one segment
each manifold goes to 7 foundries
just like a long conveyor is made up of many small segments
the only important thing: junctions have no flow rate limit.
so you can put 2 mk 1 pipes in and have 2 mk 1 pipes come out and all still flows correctly
With what recipe and what input belts?
sorry for late reply
mk 3
solid steel
How about grouping the refineries in blocks of 6 each getting 270/min?
6 machines are trivial to balance for ^^
23 actually
The extra three aren't attached to anything right now though, they're just there so I can set up a different grid
My nuclear power plant. Processing 600UR/min on primary processing. Not pretty yet, but designed around expansion. I can grow the area for each processing.
1st level is pumps and all the pipes/belts driven underneath.
2nd level has primary and secondary processing.
3rd level has the inbound drones with uranium and various materials needed plus part of secondary reprocessing.
How many drones/droneports do you need to fully utilise a full miner worth of uranium
It really pains me that it is at an angle on the map
Depends on how long it take them to travel
That was wrong, I am too lazy to do maths tonight, best bet is to set up one drone and do some throughput testing.
Seeing as doneports dont have the best of throughput im thinking im just going to belt the uranum (exept that one poor node) to a single processing plant around the middle of the map and then drone out rods
I tried to straighten it on the picture :S
lol
Its coming from the pure node in the middle of the map, I ended up using like 4 drone ports to make sure I got the full amount needed
or use train/truck 😛
Yuck
The nearby poor node I use for secondary processing since it takes uranium for the alternate recipee
Ew, truck.
Fertile ?
I just didnt want a belt full of radioactive stuff running all over the map
yeah
You could build the belt at height limit
Then you don't need to worry about radiation
oh hell no
that would look ugly as sin
my only issue, I couldnt get it to run multiple drones into a single port
I had to make individual delivery ports
nice! Overclocking water extractors?
Nope, plenty of space underneath for extractors. Instead I overclocked the generators...I didnt want to build 30 of the damn things
Ah if you want to expand it in the future you might want to consider building Up. That way you reduce massive sprawl.
If you do that you might want to consider over clocking the pumps more since endless fields of extractors are ugly.
I've avoided that issue with a small mod that has a more expensive to make and run water extractor that pulls tons of water out. I cannot express my loathing for them enough. They need a mk3 extractor.
So I arranged my primery and secondary processing so they can be expanded in the same direction as they are. At least to double capacity
The issue at this point is the radiation
taking it apart now would be suicide lol
Gotta carry enough filters like your life depends on them
satisfactory is so cool until x/16 appeared
suddenly realizing how rarely used oil products are
... what?
plastic and rubber are amazing in the game
adding a bit of plastic to iron plates just pumps steroids into that factory.
Rubber for cabe saves you SO much effort
maybe im referencing the wrong alt tier list because they only appeared twice all the way down here
or im not taking map limits into account and all of this will be for nothing
which will prove the fact that its almost impossible to plan in advance before unlocking every tier
Ah ok, yeah you can play the game avoiding a lot of oil products, they they significantly improve a lot of production with alt recipes
yeah going through the reference list again they work more like enhancers
Yeah not many absolute bottle necks with them.
They more change how other resource bottle necks work.
Like the pic you shared a touch of rubber almost halves the crystal use of oscilators
And this is just crazy good
With how i planned this out up to this point i might have accidentally eliminated most cable usage
what bothers me most is the ridiculous demand for steel
Doing solid steel and using the encased pipe recipes right?
yeah
Yeah fair I've got to make 21k~ steel ingots pm. It is annoying. Any big steel plans I'd recomend the dune desert tbh
id worry about coal, but it doesnt look like a bottleneck now
Dune desert is probbably the place for coal yeah
fun fact; 19 is an odd number
It behaves strangely in social situations, we know
i dont even know why im making this list
i could always just tap more nodes if i run out
ill have no idea if im trying to use more stuff than the map can offer anyway
Check out https://www.satisfactorytools.com you can see or change the limits you want to play around with pretty easily
i tried putting everything in one tab but it just gets too cluttered to be meaningful
havent tried using the maximize option on processed raw resources but thats for future me to worry about
good news
i made 25 a functional number
kinda
there's still a bug to work out but that's a future-me problem
I checked and they really are rarely used. Overall tho rubber has like twice the usage of pastic
12 recipes or so for rubber usage
Only 1200 each might be enough get me to the end of time
time for fuel power empire
is it already well known to place industrial storage bins before and after a train station to increase the throughput of the line?
okay, didnt know if i just discovered something or if it was already a known thing.
on a 780 line I seems to have increased it by like 50~ ipm up from 730
So, what you're observing isn't any weird bugs or anything.
The station physically does not accept input or provide output while a train is docking
Using an industrial storage container allows you to get some of that lost throughput back
it seems to be 100% of the lost throughput no?
like the bin fills on one line, and then empty's on 2
Up to a point yes
so nothing is lost and the miner can keep going
If you're pumping two saturated conveyors into there you're not going to see any benefit
But for anything less yeah there's a benefit
I think "production lubricant" fits 
i was originally going to say "water from automation empire"
so many options
It's not going to get you the ~66 items/minute lost to the load block though
(2x mk5 belts)
Oil is very versatile :)
maximum throughput of a train' each line denotes a different stack size: red is 500, blue is 200, green is 100 and purple is 50
desmos.com/calculator/uvv7u9ijob
link to the graph, the graph has two sliders for conveyor type and number of input/output conveyors.
is the bottom axis time in minutes?
that graph doesn' look right to me
yeah it looks left
i'm assuming the x axis is time in minutes, then all stack sizes should start at the same maximum throughput cap
not necessarily
it's not "max throughput of a belt", it's "max average throughput of the setup"
what kind og quantity is max average?
max average = maximum from averages at each moment in time
the reason why stack size impacts the throughput in the first place is stacks bottleneck inside the freight car. the entire point of the graph is to illustrate that. but there is a condition this bottleneck doesn't have effect, very short runs, so the belt bottleneck applies instead. but belt bottleneck is always the same. unless i'm stupid
the main point is that bigger stack size = less trains/min needed to fulfil a given ipm requirement
the more trains/min, the less throughput is possible to get, since they block input/output
but if you have a 2 minute train loop, then your throughput is same regardless of stack size.
not really
yes, because it's a belt limitation, not stack limitation
2 minute train loop including or excluding the time it takes to load/unload?
doesn't matter, comparison is the same
i guess it does matter for the stack size of 50, because at 2 minutes it's already running into stack bottleneck
Can you guys doublecheck my ratios.
Maximizing my 300 uranium output from the unpure uranium
Hmm, for mine when I did my plant for 600U/min.
Primary: I had 12 blenders, 15 manufacturers, 30 nuclear power plants
Secondary (reprocessing waste, using fertile uranium): 6 blenders, 6 particle accelerators, 18 assembler, 12 manufactuers
keep in mind, the uranium waste reprocessing takes an additional uranium (with fertile uranium)
So I actually consume 750 uranium/min in total
if you want to run everything off 600U/min, then multiply all the numbers by 0.8 and round up
Not doing fertile and foing 300U/min
Im setting up my processing stuff rn
My goal is to get the maxium amount of rods out of 300U and to dump the plutonium rods
I got confused with that 900 with the ore picture 😆 the rates at least seems good 🤔
Processing time
Asuming 400 uranium waste despite knowing ill only do 360 for safety sake
All other things can overflow no problem
but the 36 nuclear reactor output isn't 180 p/m?
I beliee its 360/m
if you are doing 300 U, it shoudl be 15 nuclear plants
36 are fine with alternatives
I have 7.2 uranium rods/min
they consume 3 fuel rods per minute for 15 plants
Im not overclocking
oh hmm what alternative are you using?
and yes, I messed up
Thank you for checking.
but then, the rates are a bit odd in the end, laking of 40 waste
I could underclock some machines if i wanted to but id rather overflow them
Like -10% on all of them (underclock)
I didn't worked out with radioactive materials yet, hard to tell how to handle it
but I like the look of what u did there
did u saw instant plutonium cell recipe tho?
could get a bit more of plutonium rods in exchange with aluminum
Ill check
Assuming the last ingredient of the first picture is quickwire, yes, the numbers are right
Why would you suggest someone to use fertile uranium? 
You get substantially more non-fissile uranium
I'd suggest "simply" overcklocking one or more machines to account for possible overflow, if you really want to do so. At least you wouldn't end up needing more machines ^^
Most people do plutonium to sink the rods, so that's a downside in most scenarios 😅
Btw, and I'm not trying to be a party pooper, just trying to avoid you a possible headache: producing more plutonium through the fertile recipe (assuming the same amount of uranium ore used) saves a little bit of resources, but produces less power than using standard plutonium recipes (assuming one uses the plutonium rods).
The recipe is unbalanced imo, too little gain
its ok, power is plentiful so I chose that route
in the end I cant change it now, too much radioactivity to rebuild it
And that's why it's worth load-balancing nuclear (at at the very least the radioactive inputs) :P
I think the same (even if I OC), but the savings in resources are so small... AND the ratios are nicer (imo) with standard recipes
I mean I can diisable primary processing and let it clear the radioactivity, but its not worth it
I have a nice setup right now, dont need the power
I have no plans to build the entire map, honestly trying to figure out what to do now
since Ive done most things
There is literally no reason to change from one recipe to the other imo 
The differences are just so small outside of maximized scenarios... and even in those scenarios, it's not all that much of a difference (eg: allowing for plutonium power and fertile recipe in a maximized plan for sink points increases the points by less than 3% compared to a normal uranium power plan)
MMmmmm delicious sushi. XD
Thats not sushi. that just a bunch of belts 😛
Took the whole day but here it is. A stack of conveyors with the right throuputs to put up a full 36 nuclear plants based on 300u/min and plutonium rod all the waste
Ok Need to walk a thing through with outside brains.
I've got 14 machines that collectively make 778.5 wire pm with mk1 lifts feeding into the mk5 manifold
I have no belt to belt connection leading to throttling - everything is belt to merger or the belts have been welded.
The belt however doesn't have clean flow being dumped into a sink and the machines AREN'T
backing up.
It seems like an odd mix to me? If the machines aren't backing up it suggests I'm getting full througput right?
Edit: The set up has been running for hours
Belt being belt. Pretend its purely visual
is there a way to set the satisfactory calculator to create a production line with maximum efficiency based off one of the inputs?
Im making 400 steel pipes per minute and want to know how many assemblers for stators and rotors are needed, as well as how many for motors.
I'm not sure. You definitely can do it with
though
IK i have gone a little bit in reverse here. Normally you go for output first
So I'm trying to maximize EIBs and steel beams out of 240 coal, iron, and limestone
with the solid steel recipe (no pure iron yet)
isn't it always most optimal to put it into iron ingots first then into steel with the recipe
but the tool returns me this
kinda confused
The tool is saying to turn it into iron ingots frist? Not sure what you mean?
Ah because it's trying to use the set coal
I think?
but theoretically all of them should go into the recipe
I think its a quirk on the site
does it say update 5 in the corner?
yeah
It might be a thing about you trying to maximise BOTH the things
It can send things a bit wonky
yeah true
i messed around a bit by sending in only 210 coal, it reduced the limestone as well, and both outputs are 15.75
so for some reason the maximal value of both outputs had to be the same
even though in theory steel beams should be more
Yeah I think set 1 to maximum for any particular plan
alright
there might be a way to properly juggle multiple 'maximise' in the tool but fuck if I know how to do it
yeah hahaha im trying to mess around with it and not getting much
because it doesnt have a 'priority' system yet
my train of thought was to maximize EIB, then turn the remaining steel ingots into steel beams
but it tries to weigh both equally
There used to be a priority setting on it I think where you coudl weight things. But even when properly implemented it's a very hard thing to use
I think Greeny coded it just fine, but just trying to use it as a human and control the numbers in a useful way was a fucking pain.
Better to have an idea of what you want to make tbh
set the output you want and play around until the resources needed fit whta you have
yeah i messed around and landed at 16 eibs and 26 steel beams
Try to get the Encased Pipe alt btw. Save some steel
You can almost cut Steel Beams out of your game
you save something like 1/3 of the steel from the basic encased recipe and you can funnel almost all your steel into pipes
so beams just for mk3 and screws?
for mk3s, which will be obsolete
and... you CAN keep them for screws.... but I recomend cutting screws out of your game tbh XD
oh yeah, cutting screws from your life is a project. Gear up and hunt down tons of hard drives.
Benefit is.. lots of nice alt recipes and never having to make screws again
nice
Wait... so you can completely 100% eliminate the need for screw production w/ alt recipes?
say less ill be back in a few days.
I mean I guess its possible they may introduce new items in future updates that might need screws and have no screwless alts? But right now yo ucan never make screws again
Well yeah... until that happens... they can go to hell. Time to find those drives...
Also my friend keeps coming all the way back to drop hard drives in mam....
Should I tell him to just build one or let him suffer? 🙃🙃🙃
depends how much you like him
and how much he's annoyed you lately
ignorance is bliss
I mean he made me walk across the entire map only to find out he's been dying because he keeps picking up uranium
if you hate him don't tell him you can eyedrop buildings with the middle mouse button to select them to build
So maybe I let him suffer
Next time you "accidentally drive him over with a truck and cause him to roll off a cliff"
basically:
- all maximises output the same amount of things. If you have two maximises, they have to produce the same amount.
- when using maximise, the tool doesn't optimise for raw resources. You should use items/min to get the most optimal setup
both of these will be "resolved" in next big update (although they are technically not bugs).
ah nice
thanks for the awesome tool 👍
bruh no way i've been needing this forever.
But copper rotor
But Bolted plate.
But steel screw
Funnily enough i have mostly cut out copper plates out my production lines XD
Only thing that use them are AI limiters
my reason to actually gather alt recipes was to get "steel screw" just to end up without use it and instead use all the recipes I got in the way without screws... that was weird... but bolted plate is really nice when u want speed for plates
Bolted plates are crap
it's worth tho?
When you need speed, you build more buildings
Screw that rotor 😛
but from 3/5 p/m to 15 is a big jump
Bolted plates allows for a small Rplate factory if you dont wanna build a big stitched one
Eh, over clock or add another floor to the factory.
nobody prefers the adhered tho?
Also Steel Rotor Life 4ever
Even with the efficient oil products you need a lot of them? ... it's... fine? If you're not doing a big buid, but it's also v slow. Which isn't a deal breaker on its own but eh.
Also with Iron Wire recipe you can make Stitched Plate JUST from Iron
it's an intense amount of iron to process that way
Iron is the most abundant resource in the game
It's so abundant I generally don't do the Pure Ingot recipe and I'm building big
It's less than with bolted
also I'm using plastic for iron plates and other things in my case so just went into the adhered approach but probably stitched is better... if not because I still need to figure out the wire intake of my factory
Put it this way, I have a hub plan set up for 315 HMF per min, and I can use smelters just because there's so much god damn iron in the area
wire being really tempting to produce out of pure caterium or maybe pure copper... also have the copper + caterium way is really hard to choose
It's a great recipe! And perfect if you're not building truly huge plans
and as wires are high consumption probably gonna need to put the factory inside the main factory using them
Sorry which one? I mentioned the 3 recipes on that message, lol
Yeah always produce screws, wire and quickwire 1:1
cop cat wire
all of my wire is iron these days though
Need the copper for other things
what are u using the copper for?
Minor peeve that pure recipes are 35 to 65 instead of a nicer number
I know u can underclock but still
Why is it 35
probably the main reason I don't like cat+cop is they use big assemblers so even if I bring copper and caterium for main factory wire would be hard to fit them in a layout on some cases.
The nice thing about the pure ingot recipe is that you can evenly fill a mk5 conveyor belt with 12 refineries
LOL XD
Nah you learn how to make space for them 🙂 Wire is often made eithe directly under or in a seperate building right next door so it can be consumed straight off
My copper is basically exclusively being used for Copper Sheets, Fused Quickwire and Copper Powder
2 things that cannot be made with anything else and 1 thing where caterium is in short supply
using normal wire or fused wire?
normal wire I mean
it's a pricey exchange but there just isn't enough cat on the map
for stators or things u can't replace it
Iron Wire
All my reg wire is iron wire XD Eh it happens, not going to force you to remember everything about what I say
I save that for my class rooms
It's a very boring recipe after all :(
My mind was like: "Eh, I'm not using that recipe, forget it"
I'm very much enjoying making beacons puretly out of iron tbh
all the plates, rods, wire and cable
I'm doing kinda the same but with steel. rods, screws, pipes, beams, plates... can't really blame you
for huge amounts of iron plates I'll use coated steel mind you XD
iron wire is meh tbh
instead, do copper alloy to regular wire
thats what i do if im running a lil short on copper
works wonders
not sure if its trully better though
i just think it is
right now, I'm literally not using copper at all so hard to say I'm running short lol
never used any iron plate alt never do intend to.
There is not enough copper for this
Well specifically insulated there is but for not much more
why do yu need so much cable tho?
and yes you are probably right
allll of the assembler directories. Main plan right now is to do 30 30 120 120 pm of hte final space parts
so... coated cable is not an option?
Coated cables is an AMAZING option.
the plan will probably change with future updates so just doing my main nuclear plan since that wil take a while
ohh
i feel like when i remake my oil setup ima use coated cable
its so much better than i thought, but then again idk what to do with cable atm, so probably wont touch it alot
actually insulted is kinda the same with the right rubber setup... even better on copper consume, didn't knew it
and with the right rubber setup I mean recycled
sorry misread. No I won't use coated cable
Unsulated cable is much much better
I have completed the project where i asked about numbers the other day.
300U into 36 plants into dump plutonium
Imma turn it on now and hope it works
Everything is connected exept uranium. (I dont have anti radiation gear XD)
Shit sems to be working. Was missing 3 belts on the particle accelerators outputs otherwhies all good
Newish player here, about to start on tier4. Because of lack of experience, when building my factories I don't know how big to go. What kind of item per minute figures should I be shooting for for mid game?
my current 'end game' is to get to trucks and trains and have fun with logistics
it depends on the material and what u are comfortable with factory size mostly, u could get to t8 by just doing enough to feed essentials, if I have to say some number I would try for example with 60 p/m on middle tier resources (aka steel pipe, steel beams, rotor, stators, etc) I find that number to be a good starter for "small factories"
But there is no correct answer at all. taste thing, could just aim to get at least 1 complete production of each new resource u start to need. (for example try to get 1 computer that is 25 circuits, 22.5 cables, 45 plastic, 130 screws per minute)
Pretty much what Cold said. I try to do 1 node at max out put for each basic part when starting a new world. I tend to avoid making permanent production lines and just branch new feeds when I get new parts to create. This works well in the long run because eventually the feeds will have full containers that I can work with even if they aren't all working at max speed there and then.
While they fill up I go explore for hard drives or build new structures and come back for parts. It has the added bonus that not all my machines will ever be running at the same time so I can have a much larger factory than my power station could generally provide for.
As to 'how to build' build up. Create sections that do a thing with at least 1 foundation width between. Try to leave one side open that you could build out for when you get higher mk miners and belts.
Build up 🙂 and try to have sections of the factory dedicated for logistics like belts and pipes going up and down. Not critical but it can help you keep track of things.
Great advice thanks to both of you guys
Also this game greatly benefits from being able to look back on what you've built with all the new skills you've made and go 'this is utter garbarge and having to deal with it is causing me endless problems dismantles everything' And then building with all your brand new skills
agh... I really know about that (god save mass dismantle)
still on process of dismantle all my old infrastructure but need to finish the new one first
Do you use Area Actions?
No, I didn't needed that amount of mass dismantle yet lol, 50 selects are enough for now
So you SAY
I said yet, I'm probably gonna have to dismantle all my ore-ingot production and move it somewhere else (for double it or just for remove it of the main factory) 😅
cram a bunch of power cores in it and juice it up instead?
I take it you're working through the tiers on this map right?
Yeah but if for some reason I would want to use the pure ingot recipes would be a pain to move
so instead make a big ingot production close to the water was a partial idea I had
the same with steel as I'm gonna need a big amount of them so I could just make it close to that pure iron factory (in the case I actually use that recipe)
Ah yeah then you're talking about redoing the recipe/building line. Can't do much apart from demolish at that point yeah :\
yeah, pure ingot sounds really tempting if manage to reach somehow the end-game resource consumption 😅
but imagine remaking all the factory at that point, lol
Basically when I unlocked everything and could finalise plans I demolished every single factory and jsut kept large stores of parts to work from
You don't need world consuming production to use pure recipes either.
A lot of times use pure recipes so you don't have to import raw materials to an area and make your life simpler
but u weren't on the point of have tapped even half of the resource nodes... were you?
pure recipes are more like when u literally consumed every node or preparing for that so... if u reach that point remake every smelter facility would be a hell 😆
well, u may be right there... i thought only a out-of-nodes would use it
That's also a fair way to think about it? For me I wanted a map that had as little importing exporting as I could. So I made some plans, typed up some zones with resource pm, then planned the hubs in hte areas that had everything or near to it that I needed
I find it's actually less work just put a train station in a node than actually make a pure ingot facility 
XD
That is a good way... I did totally the opposite
And if that's how you want it... why not right?
moved what I needed to the starter zone (and know I feel like I'm far from everything)
the first starter zone is literally in the most south part and far from a lot of things after all 
I did have great satisfaction though in locating a spot for a world max uranium rod production site that only has to import 1 node of sulfur and the uranium. Everything else is less than 1k away. SO satisfying
oh yeah I hate the plains XD
well, I'm working there but I'm too lazy to move at this point haha
gonna move if someday decide to restart the game (on update 6 likely)
Not a bad plan. I always liked the northern forest for it's proximity to everything you need. And it forces you to build tall which is a good skill
It's a really good place... but only have 2 things I dont like
on ground level it have some weird bushes u can't actually cut (I didn't tried to nobelisk them) and it's really dangerous! on amount of hostiles at least
You don't mean the red forest do you?
Green with lots of cliffs and to the north is a desert canyon
the Red forest is... well very red on a high plateau in the centre of the map
Stetches to the west coast clifs
the one with weird rocks-liketrees with more weird trees on the top? (that also have some weird collision boxes)
it's curious, I can't really recall that forest even when I passed by while collecting drop pods
It's not very thick in trees, has lots of rock and cliff faces. But it's called the Northern Forest. The starting drop location is more the right side of the blue bubble
it sounds like a nice place, it also have that big lake close by, oil upside and also a oil node with sulfur close to make turbofuel (I just know because I used those 2 and the lake at the side for my setup)
gonna take note for another run 😆
Yeah it has basically everything you need until you hit bauxite. And that's an easy train and pipe for gas away
My fav spot is the left most part of the blue bubble.
I have no idea of how gas works yet so hard to tell... but a nice place to make a world wide train station too 
still not a big fan of mass piping-belt busses building (Although they are really tempting with the best output/transport of the game) 
hmm you guys are making me want to move out of the plains haha
I'm not that far in but not that great at building up yet
ehm, it's not impossible to make a great base on the plains and to be honest I'm gonna stay there... but yeah, some spots are just better
my recommendation is just, don't thought too much about it haha
Yeah you just need a couple longish logistic lines
Gas need to be packaged to move efficiently. Or use pipes. Fluid cars are bad because their flow rate is based on how full the buffer is behind them so as the storage empties it slows.
The plus side is pipes don't need pumps
<- a lazy person: or trains
*gas
they don't actually go up from the pipes, right? lol
Wdym?
I mean, gas usually goes up instead of down as water... well, I doubt CSS would actually do something that annoying
Ah gas is about pressure which in real life can be considered boyancy ect ect.
In game gas ignores all headlift and moves towards the buffer with less gas in it.
Doesn't matter if it's down up angle whatever.
oh, they did something similar annoying in the end
still, a 2 buffer connected to both fluid station input wouldn't make the trick for train stations? of course if the train travel and consume is too high the problem would start anyway
god fluids are a head pain in this game
not reallllly.. Not if you care about getting proper througput. If you just want 'some gas' and not worried about getting all of the flow then sure, train it over
if you have a 1200 gas node and go 'well I need all 1200 of that' you either want to pipe it or package it over to you
Packaging is only kinda annoying anyway. Not a huge deal
I was thinking on something like this: But that would be useless if they use a different logic than the whole thing would be useless
Don't think that would work no
where?
Northern Forests. Lots of sulfur caterium copper iron. Just need to bring in Uranium and a touch more sulfur
Oh and I droned in 'waste' rubber. But considering it's a waste product from my TF power station I don't really count it. Also there's oil close enough that I could have made it on the spot
oh, thats where I have my main base
So basically everything i just used for my steel plant 💀
Sadness
I put my nuclear plant in the NW of the map
then I just drone everything in
its not that far from my base (for most of the adv materials), there is local concrete, and its out of the way so I dont deal with radiation
My setup
oh your base is like mine, a big skyblock but still look nicer than mine 😆
basically underneath is most of the basic smelting and base materials for the local iron and copper nodes
then I belt everything into a giant bus (3 different towers of belts)
which I syphon off to make stuff, then I load them back in to the buss
I made everything in a line, so if I need to expand any one resource (ie I need more rotors) then I just add more machines to the right of the picture
its not pretty right now, but its efficient
well, never mind, yours is a lot better... also because not using the lazy trains and doing a proper bus instead
easy to build up
Its because I have never done endgame stuff, so I was like "I have no idea what I will need or how much". So I just built a bus with everything
I figured out later some stuff is needed later, others are not
and it's perfect, I'm using trains just because I can't even imagine to take the effort in a world-wide or at least big buss belt
sounds like a hell to make, but the output is still tempting
to use the splitters and joiners
I cant even imagine using trains to do this. 80% of the stuff is made right there
only thing I belt in is the aluminum stuff, the plastic/rubber and caterium wire
everything else is from local nodes underneath and the processing off the bus
I practically plan to import everything I'm missing on trains
what could you be missing? In the norther forest where I am at there is a ton of iron, copper, etc
exactly, I'm on plains
uff
imagine making a bus from everything I'm gonna need from the node to the plain (also 1 node won't be enough anyway)
no thanks, lol
Still I'm praying for the devs to actually remove the train pause
This is primary processing which is on the floor below, in this case iron rods. Half of the machines are idle, because I have a line just like it making plates. The idea is if I don't need as many plates, the overflows goes into the rods line and vice versa. Both lines can use the full production of the miner/smelters
Pause?
The line returns it back to the start and then up to the bus system. That way when I expanded this line I was able to add more machines easily on the end wihtout chainging anything (other than upgrading the main belts for mk5)
I've got a quick question about satisfactory-calculator website. I've been using it for ages now doing "normal" amounts of production and not a lot, if any, alternate recipes
But I'm now trying to get numbers for a seriously large base build and it just keeps giving me really strange numbers
you may try satisfactory tools (side note: I made it so I may be biased 😄 )
Well, that's the thing, that website does work it seems
But satisfactory-calculator is telling me I need 114k oil per mminute just for the ADS
They both have all alts selected
satisfactory tools optimises your build towards lowest resource consumption
It's also doing this which makes no sense:
I don't think sfcalc does that
in SFTools, the website will pick recipes out of those you selected. It will only pick those that lead to least resources used.
SF calculator just uses whatever recipes you selected without thinking
Hmmm, ok I guess it may be time to switch then
But sfcalc does hvae some weird issue with plutonium rods
sftools rather*
If I want to make say, 5 of them, it just says can't calculate
if you mean the "can't calculate", that's because you need to add uranium waste as input
since you can't make uranium waste in any way (it doesn't know about generators yet)
But then I'm skipping a bunch of the production - I can't just make uranium waste
you're just "skipping" the nuclear reactor part. You can add uranium fuel rods as a production goal
True. Though I'd need to figure out how many of those I need
Is there some easy ratio that's knowwn?
I agree that this isn't ideal, I'm working on adding support for generators to SF tools. However it'll be some time before it's added
I think SF wiki has some ratios displayed
Recipe: water + fuel rod = waste
Cost of power: - 2500 Mw 
I know it's a joke but I'm still gonna link you to relevant issue on github 😛 https://github.com/greeny/SatisfactoryTools/issues/100#issuecomment-1027687525
According to sfcalc I'd need to be feeding power plants with 50.4 uranium rods to get enough waste (with the right alts) to make 22.4 plutonium rods
But I need teh powah
Oh I shall!
Thanks very much for your help and awesome website btw @wind spade
Much better! Though I'm not sure how to use more limestone for high level items. Already using cheap silica
besides concrete for encased beams or silica on circuit boards/high speed connectors not sure limestone have many more uses 
Does sftools take into account the building limit?
wdym by building limit?
Nope it doesnt
The Object limit is too mysterious
And the site cant possibly keep track of it
Ok, no worries I guess it really depends on what you also add in terms of power cables/grid and transport
One more question though! 😄 And thanks again for all of the help so far
I've come up with my final output, but I want to build the power part of it first for obvious reasons. Is there a way to split out the uranium/plutonium rods part of the build without it re-calculating and using different alts?
And I just thought of one more question - if I tell it I have say, 200 power shards, will it tell me which buildings to put it into to minimise buildings required?
I think you can set what you want overlocks on specific things but it's up to you to get the right number of sharks for it. There's like 1400 possible in game vanilla
you can't set overclocking yet (though it's a feature that will be in soon). Also pretty much anywhere you put your shards, it saves same amount of buildings. Though it costs more power, so be careful 😉
You overclock building, you save building, i dont think there is a "best building to overclock"
I mean, if you have to build 1.3 constructors, then putting 3 shards in a constructor saves less than putting it somewhere else, but other than that it really doesn't save much
@oblique hollow there u go building over clock
This looks like im playing factorio XD
This is a belt of 780 + 600 going into 5 different floors for the factory above. All is going to be turned to cheap silica
120 assemblers lets goo
Its just enough for 122 but eh
Under construction. 🙂
some credit, he managed to make the clipping looks awesome... still... 🤢
No lifts to avoid clipping, 0/5 😂
Maybe if it was symmetrical
oof
Well atleast it makes a weird fractal pattern. If you like fractal patterns
#satisfactory-memes 😉
||I'm not complaining for you posting it here, I'm just saying it's a worthy meme imo :)||
Unasked funfact: cheap silica can make for some simple (requiring little splitters ) sushi-balancing ^^
https://media.discordapp.net/attachments/558721941410807812/899438167453745183/Screenshot20211018-01101100000.png
(I forgot to add a reply)
@frosty owl That is a funfact I might consider that for something later. Kinda soon done here though
But it clips 
I can’t stand this cause it takes years to kickstart
I dont start it untill its saturated so its all good
Dont care about how long it takes to kickstart, dont wanna waste 5 years building a balancer tbh
Just cram a stack of materials in before you turn it on. You know, like sex.
Makes sence to me
Usually just a few minutes. It'll run at 1pp% before you finish the next bit of factory
What the normies have said. OR you can mix (eg) 150 quartz/min with 270 limestone/min and have a balanced sushi-feed for cheap silica 
VeRy CoMpLeX bAlAnCiNg
Stop trying to push your UNNATURAL sushibalancing lifestyle
Hey, it's sexy AND is safe for work, unlike other suggestions 
Just manifold clip like the rest of us :p
Manifold without clip
Normies 
Clip without manifold galaxybrain . Jpg
Unironically, there's a mod for "that" (no manifolds)
Teleports inputs into a "mega storage" of sorts from which you can pull with any other Teleports output.
#howtomakelogisticsirrelevant 😆
if want to mention a manifold destroyer mod that would be "inserters" but that practically would be factorio, lol
Ah yeah, Nogs Inserters
of course, in satisfactory could just ignore the extra energy consumption, u couldn't on factorio as they don't have direct input (and only reason manifold didn't existed there)
Yeah
ugh I don't like to call a item as what they do, I mean there was no need for one crafted by belt...
I have no idea what I'm saying now 😆 I feel like it's not the same but it's the same
It's different to an extent
The Factorio standard is sushi manifold with inserters
The satisfactory standard is several belts with splitters
Inserters and splitters perform the same function: remove item from belt and insert into machine
same thing for the.... er.... pulleys (idk their name) in DSP
I have never played DSP so I can't really comment
worse, in dsp they are called sorters
factory game properly naming robotic arms challenge
Factorio standard definitely isn't sushi
Bcs that requires some circuit network knowledge
well, they have that feature of be like 2 belts in 1 and smart enough inserter to use them, close enough
Hey guys, if im feeding water to 24 generators should i stick with 9 pumps or use a few extra to make sure it works?
if you have enough ressources you can always build more.
Also then you have enough if you decide to build more generators
Im actually doing 120 generators but in chunks of 24. Just want to make sure its most efficient when i connect everything up
there is no reason to do more than nessesary. 3:8 gogogo
As seen here im doing 10:2 and having no problems. Just a different type of generator
You said that just in time lol. Thanks!
Now should i struggle making them look pretty or just whack them under the nice factory 🤔
Just make sure you never have more than your pipe capacity in a pipe at a time. Just saying cause its a common mistake
Each section needs 1080 m^3 so if i feed the water in in 3 places the pipes should balance out fine
uhh Either you have mk1s and that is 300 and you would need four or you have mk2s and you would only need 2 places
I’m a fan of under
Largely because I hate the look of fields of water extractors.
Got mk2s but the 3 inlets just balances it out a bit more, and looks good
Same. I need to put them under it anyway but making them fit the style was too hard
What do you mean fit the style? Made the structure too tall? Cause you can just make the water extractors be encased on wall and be a basement
I hate extractors enough that I got a mod for them. An extractor that can pull a lot more water but sucks up even more power. Uses like 2500MW. Worth it to not have fields
Trying to fit them under a circle. Crater lake power
Ah yeah, that’s a tough one. The only thing I can think of is make the circle big enough to cover all the extractors? Placing the actual extractors in a circles wastes too much realestate to pull water from
somebody alredy did it, so it's possible at least.
Math question for all those math whizzes out there... If I have 200 caterium ingots, and I have access to the caterium wire alt, and I need to use the ingots and turn them into wire and then cable, and also caterium wire for some high speed connectors, how many constructors of each recipe do I need? The quickwire scales at 210 per minute, and the cable scales at 37.5
If nobody has an answer, that's fine, I'll do it myself, but I'm not very good at this sort of thing.
Cable recipe is 60 wire to 30 cable (aka x 0.5). So a demand of 37.5 cable = 75 wire (37.5/30 *60).
The Caterium Wire alt turns 1 ingot to 8 wire. So 75 wire / 8 = 9.375 ingots/min
Thats one constructor for caterium wire at 62.5% and a cable constructor at 125% (or 2 at 62.5%, up to you how you handle that)
The quickwire part should be easy enough
210 needed, one constructor makes 60/min. 210/60 = 3.5 quickwire constructors, which need 3.5 x 12 = 42 ingots/min
For a grand total of 51.375 ingots/min
Thanks! I didn't really expect anyone to do it
so uhhh
I just realized I did math wrong
rigor motors are way better than I thought
Twice as good to be specific
I was thinking 6 stators + 6 rotors + 1 oscillator = 6 motors
it's 3 + 3 + 1 = 6
I feel dumb for not using this earlier
(this is versus 2s + 2r = 1m)
Oh definitely possible but it significantly reduces the maximum water you can pull
Need to send the pipes straight up, to imminence space per extractor
About 2.5x2.5 foundation needed per extractor
i like the belt mechanics in factorio, until the part where the inserters insert objects to the opposite first, and vice versa it effects speed when grabbing things from the closer side.
sheeeeesh thats neat 😩
Thank you.
I see no difference between a single conveyor of smart splitters and a single conveyor of whatever inputs are needed for a machine with inserters in Factorio other than method to make sure nothing backs up
sushi belt = belt of mixed items
if you consider factorio's belt lanes as two separate conveyors (which they basically are), then factorio's standard isn't sushi belts (mixed items), but one item type per "belt" (or rather belt lane)
It's two items per conveyor, the seperate lanes make no practical difference
practical difference is that they aren't mixed unless you intentionally mix them
one lane can move independently to the other, you can put stuff just on one lane, if one lane backs up, the other can move, it works basically as two belts
only "difference" being that inserters can pick up from both sides
As for the circuit requirement; blatantly false. An easy Google search can find plenty of people talking about designs using zero circuits
zero circuit designs can deadlock afaik
This guy reports a design going for over 24 hours without issue at time of posting
Belt lanes are basically 2 belts for the price of 1
And half the designs here are using splitters to create rate limiters
it's a lot easier to do a sushi there than here in the end, and doesn't actually need the belt input to be full all the time 😅
uh... I don't think one guy claiming that it works for him in limited amount of time can prove 100% working in any conditions
The better rate limiter is simply not merging all machine outputs
Just about all of these are in the context of science packs
but sure, it usually requires circuit network knowledge
Only one example has been something else
but my point is still that sushi is not factorio's standard
that was my first playthrough, before I found out how the two belt lanes worked 🙂
I never even finished playing it
I haven't either (vanilla)
already did 8 hours challenge, and lazy (no manual build) thing. But that? that sounds like a hell 
I got to oil and then realized i hated the factorio research tree
I finished a few modded playthroughs, but I haven't finished a single vanilla one in my 2k hours 😄
At least thats more than you played satis. At all 
interesting, mind telling me why? (we can move to DMs or #off-topic-general ). I'd have a few people telling me they don't like Factorio for one reason or another and I'm always interested in those opinions.
Uh sure
you know what sounds more like hell? play with this mod enabled https://mods.factorio.com/mod/belt-overflow
My general complaint about Factorio is not liking working in 2D space (same reason I prefer Minecraft over Terraria and Starbound despite them being very similar)
let's move to off topic, gonna search for another hell mode
uh fun fact of the day i guess?
the cyberwagon has its own vehicle map symbol now
that's obviously the most important change
You should try Avorion… 3D space sandbox. Build all kinds of ships and stations 🙂
Spengineers 🙂
Starbase is supposed to have some logistics gameplay in the future, but the game seems a bit dead rn
I sent a while making a foundry setup to make 1800 copper ore into 3600 ingots with the help of some iron laying about.
Only to realize 3600 isnt from enough so i have to bypass that entire project to make 120 refineries to make 4500 using the pure recipie instead. XD
Pain
Atleast i have had some practice making giant refinery towers at this point
Just a sence of scale right here.
Refineries take a LOT of space.
Both those porcess the SAME amount.
Well atleast they will make the next steps math easier. 37.5 copper per refinery into assemblers requiering 37.5 copper each
Caterium wire lets GOOOO
9000 wire/m is the goal of this operation.
20 lines of 450
wire is better to produce onsite 🤔
This is the site
12 lines are getting shipped off to my eventual nuclear setup
other 8 are for other things reqired for said setup
Control rods and whatnot
My goal is to repeat this X6
Ended up with a triangular layout which fit them all in nicely
Nice 😄
Is there anyway to fine tune how many items a minute a tractor/truck move?
only by timing either the trip lengths or how much the belt feeds into the truck
If you're wanting to have multiple drop offs you'll want big enough filled buffers at them so the delivery evens out
And now i realised that even 9000 wire is not enough...
Pain
The construction of AI limiters for the controll rods will reqire 4400 wire/m that is more than my 8 line quota i had hoped would be enough...
ouch
I'm pretty sure Greeny's point is: those 12 lines of wire could be just 3 lines of ore depending on where you decide to process the ore into wire (very straightforward process with the standard wire recipe)
If you change the time it stops at a station, you can limit the number of stacks it transfers (120 stacks/min is the max iirc)
Indeed
If transporting the item takes >2x the space the raw material takes to transport it's generally better to to move the raw material
Opposite also applies
Unless its more handy to do it the other way around for some reason
Ore to ingots, meh if im too lazy to process it near my factory ill just do it near the mines again
Ingots to plates would be worth it again to transport
The only time it could work against you is if you decide to change what you're doing, and you need more rods than plates for example. transporting ingots gives you the most flexibility.
just do everything near mines 
never.
I mean why not 🤷♂️ leads to nice separate factories as well
"Moving the mines" (moving ores before processing) can bring the exact same result. Plus more choice in resources aviable per-factory
but results in more transport 🤷♂️ and there's usually tons of space around nodes anyway
Yep. Wasted space otherwise imo
I dont care if it inflates my belts
I got space there, i will use it. Keeps the other factories more tidy
Wether it results in more transport or not is quite doubtful and depends far too much on your very own building preference to be generalized imo
Simple example: turning iron ore into HMFs near-miner can mean better logistics if you need to simply output them to another factory (or overflow them to multiple ones) . But in any case where you may want to output just a portion of the items, or not high-level enough items (eg: plates or RIPs Vs HMFs), the logistics can become more complex than if one just split the ore for transport instead.
Oh thats easy: group your ore smelters / foundries / refineries in a way that you can merger their outputs for the destination factory
That's pretty much what I do
I would say there's an exception with one of my steel production areas but actually the iron node that's feeding it is right under the factory
Actually, aluminum is the exception
It's easier to build one factory than than three
Just build one and copy it three times 
And you just discovered the basics for easy sushi too 
Doesn't quite work that way when each location is putting out wildly different amounts of ore
In my current setup the entire site is made to build the materials for the huge nuclear powerplant. The plant itself will not be that far away from the facory
I kinda do that already in one factory
I sushi coke and rubber into my electrode board assemblers
But i use overflow there so no perfect sushi xd
Not trying to be rude, but I don't see what you're trying to say with that 😅
I prefer to make nuclear all in one place (from ores), but that's just my preference 🤷♂️
Ye wahat im trying to do is make a site slightly off from the radioactive stuff and make a belt line to it
So produce everything before the uranium comes in
"Perfect sushi" isn't too different from wanting a perfectly flat power draw imo: something very few are interested putting effort into. Overflow works great for anything but nuclear anyway ^^
That's a good plan to keep radiation in check, but doesn't really impact your logistics (ie: bringing in copper ore or wire), it just means you'll have to prefill everything before allowing uranium in ^^
Fun thing that you mentioned that: i sushi-trained my nuclear production 
... What? 
I irradiated half a biome.. there's something not right about a nuclear setup that doesn't a km away.
I loaded shid onto my train sushi style
Its still sushi if sushi goes in and sushi goes out
Oh, right, I remember you talking about it xD
Tbh, not making use of mixed belts in nuclear is just a waste of belts, considering the throughputs involved ahahah (yeas, even at max uranium)
Spicy tuna sushi?
Spicy Wasabi sushi
ooh.
Current setup radioactivity 🙂
that's one.. and here's the other. just enough to give that nice skin on fire sensation.
Oh, you guys don't use the hoverpack in your nuclear factories? 
#math-and-meta message
#teambalance
The pain doesn't stop me from hovering when I please.
I dont have enough wasabi there to force me to not use thr hover pack
||Also, reminder that plutonium cells are still too radioactive
||
#Team1NukeOnly
Ye thats what you can see on my map
just bring lots of water to.. inhale while visiting wolf's nuclear plant if you want to hover.
and stay out of the plutonium fuel rod mfg room.. that's max pain.
I know. But I also notice other (relatively big) radiation blobs. Which make me want to try guessing:
Are the manufacturers/blenders making the uranium cells still filling up with uranium ore?
I'm assuming you manifolded everything but the items you could feed 1:1 between the machines
Ye also blanced radioactive stuff
That seems doubtful 
Why is there a blob of radiation around parts of the uranium processing if the uranium input is balanced?
No idea havent been there in a while
I'm fairly certain your machines are piling up radioactive items, judging by the radiation levels ^^
For reference, when balanced, uranium processing should look like this (NO radiation outside the machines)
https://media.discordapp.net/attachments/558721941410807812/951568615805681724/Uranium_radiation_1.JPG
@dense hedge alt wiring isn't useless even with game "completed", it can still bring tons of sink points. Other two alts are also good in some situations
Made this back when plutonium was added, was trying to make a max power world, I have no idea if the math is right but I gave up after awhile
you can check against some of the online tools
I could, but I gave up on that project long ago
Also I was too frustrated to realize that at the time
but yeah 50.4 uranium rods is max we can make
Ya when I did the math the only limiting factor was uranium
it still is
Ya, that's why I started the production line with how many uranium cells I could make
Yeah I’m working through that production line now. It’s a bit of a time but fun
Hate to break it to ya, but there is a website that can do this
not like we've discussed that a few messages above lol
||Yeah, but your SeLf-PrOmO
||
some of the online tools
is hardly a self promo 🤔
Yeah, but I still wanted to make the joke 
Whoops, i just skimmed through
Quick question for anyone familiar with sftools
I made a production for 132 ADS, 132 MFG, 33 pasta and 33 Rockets, along with 50.4 uranium rods and plutonium rods
It uses most of the resources on the map. I could probably tweak it more to get closer to 100% but I think I will regret that later when I'm trying to split a 100th of an aluminum ingot per minute so I left a bit of leeway on the available resources
I want to build the nuclear power first for obvious reasons, but I'm finding it hard to calculate the resources required for that separately. I copied all of the factories required for it and their inputs/outputs to a spreadsheet, all the way down to the ores/fluids. I then went back to sftools, used those values (with a buffer of 10/min on each) as input limits, and tried to solve for 50.4 uranium and 22.4 plutonium again (with the manual 2520 waste input). And it refuses to calculate
I can't just do a straight calc for it without resource limits since it'll use different recipes
So my question is - how can I most easily split out the base resources required from an sftools build for part of the build
You can just disable recipes to force it to use the ones you want.
sftools won't show me which basic recipes are used though, just the alts
I could manually go through the visualisation I suppose but it's quite tedious
I don't suppose there's a feature I'm missing to "lock" the currently used recipes and use them for a different build? That would make my life a lot easier
And even if I do that, I know it's mixing default screws and cast screws to achieve my output, so I'm not sure it will use the same split if I make a separate build
Disable all the alts? and look in the overview tab, it lists the alts, you can just look in the items tab for the default recipes.
Clone tab also clones the recipe settings if that's what you're looking for.
Yea, it's annoyingly done that to me too, just disable the default recipe.
Well no, it needs to 🙂
But it probably won' use the same split of default vs cast in my new build
But I'll try. Maybe I can just limit down the iron input to force it
Oh you're trying to make it have both? There's no way of telling it to use both. I've seen it do what you're describing in some circumstances, but not in a controllable way.
are you using maximise?
items/min
Working on listing the recipes for now to retry on just 50.4 uranium and 22.4 plutonium, will report back 🙂
items/min works better indeed, so that's fine
you're like 4th person in recent days that asked for basic recipe list, so I think I'll have to add that lol
I am not worthy enough to be in this part of the discord forums yet O.O
\o/
It worked! Though the heavy oil/fuel/plastic and screw/cast screw balances are not quite the same
But it's close enough 🙂
I should have checked my stuff earlier
Good thing i WAY overproduce power
My copper plate refineries were strangled resulting in controll rods not getting there
yabe
I have now turned it all off
So I'm new to this so it's probably gonna sound dumb but please bear with me.
So right now I'm at tier 2 with 3 milestones down (1,2, &4). I have 6 iron mines and I'm trying to find the most efficient way to get all the stuff I need to be constantly constructed without having to fully sacrifice stuff. An example being having my screw production come directly out of my rod production. While I understand that I have to make rods for screws how to I get it all to flow together cause some lines are going to need more than one constructor and on top of that I'm now trying to add assemblers in the mix.
The basic screw line is a straight up thing
Have a number of smelters dedicated to screw
Then split to 2 then split to 3
So a single smelter doues 3 full constructors of screws
Oh that makes sense
@wind mirage Have my crude drawing XD
So not this?
This would require changing clock speeds (assuming you expect machines to run at full efficiency)
Clock speed?
If you don't know about it, you probably have yet to unlock overclocking in the MAM
Yea I haven't gotten that yet
1 smelter can feed 2 constructors for rods. 3 are too much unless you downclock them or expect them to run at 66% efficiency
Oh wait I think I just understood his drawing
Ye not that. 2rods per smelt and 3 screw for 2 rods
Ye the S is splitter M is merger
im in a dillema. I have a oil setup that will theoretically create 4730 m^3 of fuel...
I would like to use this to create power, and doing a direct conversion leads to 59125MW of power...
problem is, I would like to overproduce, becuz pipe glitch, but i also dont want to backfill the fuel blenders, as this will stop the flow of HOR, stopping the entire factory. is tere a way to create a small overflow into a packager, that i can use my remaining 20 empty canisters/min to create some sort of packaged fuel overflow, to prevent backing up the HOR?
I got it now
Overflow junctions
(see piping manual or ask away)
Now is that from one miner mk1?
@wind mirage depends on your source
Best to talk in ore/min 😉
If you only have MK1 belts and a normal or rich node it would be 60ore/m
Enough for 2 smelters
If its inpure that would be 30 ore so 1 smelter
Awesome, thank you
the one in the pins right? will check rn
Is 2 of these too many for only 6 mines? The other 4 are going to be split between plates and rods I'd assume
That sounds like a good ratio for the start
im under the impression that a smart maifold is better than a normal, because when starting up, or if some issue in the factory, it will be one that is very starved, compared to many which are all a llil bit starved... is this true, an if so, is smart truly better?
If its properly fed it wont matter
The impression is true, but saying the whole idea being better also needs to consider the time and resource required
idk what do you mean tbh
I second greeny. I'd appreciate it if you could explain your question so e more, @ebon crater ^^
As kalle and Ooferine have pointed out, there are multiple factors at play in what makes one better than the other (circumstances are important too)
i don even know what my question realy was animore
Something about the advantages/disadvantages of using smart splitters for manifolds rather than normal splitters?
So I'm stuck on the maths for my iron alloy ingot line.
I have 1890 of each, requiring 38 machines if all are at 100%. However using mk 4 belts, this means that instead of 38 machines I need like 10 each for the first few pairs of belts with one foundry underclocked to 60% to have it outputting full lines of belts. This, then, makes the input belts really weird
Does anyone have any easy solutions to this?
usually any issues with "I have weird numbers of machines/belts/items" are solved by either doing 1:1/1:n/n:1 ratios of buildings or building manifold(s)
is there a video/doc that goes into what exactly you mean?
no, it's very easy anyway
doing buildings in ratio:
- f.e. if building A produces 20/min and building B requires 15/min, you build same amount of buildings A and B, underclock As to 75% so that they produce 15/min only and connect them directly (one A to one B), repeating the setup as many times as you need.
Or if machine A produces 30/min and B requires 15/min, for each building A you build two buildings B and just split the items from each A to two Bs.
manifolds:
>--S--S--S--S--S
| | | | |
X X X X X
| | | | |
<--M--M--M--M--M
S = splitter
M = merger
X = any building (they can even have different clock speeds)
you can even combine these approaches, e.g.:
>--S--S--S--S--S
| | | | |
X X X X X
| | | | |
Y Y Y Y Y
| | | | |
<--M--M--M--M--M
@abstract thorn ^ let me know if you have questions about that 🙂
Are you just explaining manifold to me?
yeah
Oh okay yeah so I'm using manifolds!
so yeah, they can deal with any clock speeds and stuffs, so you should be ok as long as you don't go over max belt speed 😉
Well, what I mean is, what's the easy way to balance the outputs here
what do you mean by that?
well, firstly is it better to underclock for input or output?
not sure what do you mean. If you underclock a machine, both its input and output get reduced
Right, but you underclock to match belt speed right?
so if I have two mk4 lines of copper/iron coming through for my iron alloy ingot recipe which requires a 1:1 ratio of copper to iron I can underclock to be 100% efficient with my input belts so they don't have to send any overflow into the next line, or I can underclock for output belts so that I don't have to balance output belt lines
but I can't solve for both can I? So I either have to balance one or the other. But whenever I do that it gets really messy
you underclock based on what do you need 🤷♂️ for your example, you're making iron ingots, those most likely have somewhere to go, right? for example if there's a plate production that needs 500 ingots/min, you want to make a set of machines that produces 500/min
and separate output from that set of machines from rest of output
using recycled rubber & plastic recipes, if I want even outputs of rubber & plastic, rubber should be split 2 rubber as output, 1 to get fuel mixed for plastic.
Correct?
nvm. brain farting
depends where you are putting residual rubber
General idea:
First 'input': Resin to rubber, Rubber + fuel for plastic
Convert enough plastic to rubber to supplement resin rubber. If that makes sense
so the hard numbers are:
6800 fuel/minute
1700 resin converted to 850 rubber/minute
Now, I want to have an even split of rubber & plastic for the outputs
consuming all/most of the fuel
yeah but i figure ima just keep using smart splitters aniways
There might consequences on FPS if you only use smart splitters
@wind spade could you get me a link to your tools github; the one that contains the .json for recipes and the like?
it's on the website, top right corner 🙂
which website? 😛
I always get confused between SCIM and sattools; I found it. Thanks man
In order to maintain maximum troughput on my trainline would I need to place a transfer station to double the trains working the line
Or well at what point would i need such a station
10 cars that i want to have max belt speed
Loading and unloading can be done with 2xmk5 belt. Im aiming for 1mk5 belt output from the final station
there's no clock speed to set it exactly to 30
if you want slightly under, then 246.23% is a good bet (or 246.2% or 246%). The exact number is between 246.2288% and 246.2289%
246.2288%
see above
oh sorry, didnt see you said it
i realise. i've got terrible internet so every message is sent/recived 5s late
it's fine, I'm just pointing out that 246.2288% isn't exactly 30/min 😉
yea, unfortunatley its not possible to gt it exactly right
but its close enough that you probably wont often have problems
and your power graph will show exactly 75MW per generator
So if you’re like me you won’t get bothered by funky numbers
Water is more easily clocked to generators. Just do the math for how much your over clocked water extractors are pulling up and how much your gens are using. I'd avoid jusing oc extractors early on though because they really suck up the power
Any resources for load balancing setups? Stuff like 1 to 7 or 3 to 8 aren't easy to pull off, so much that I either do something approximate or daisy chain it.
Fun fact if you want to save power. If you underclock 4 pumps that makes enough water to 2:1 with coal generators and save you power
4pumps:8gens
facebook = meta
Just manifolding stuff works as well
^^^ yeah balancing is a lot of effort. Looks very pretty, but tons of effort
If only there was an extendable splitter
