#math-and-meta
1 messages Β· Page 603 of 1
that would be heavy encased frame
Fyi, encased frames are horrible for clock-matching, unless one goes for big numbers (16/min +?)
but you can save a lot of resources for other items as well
(for ingredients needed for HMF)
Standard has the easiest numbers to match, flexible is second best imo.
Encased is doable as long as you scale it up enough
in my factory i was producing 24/min
with 9 manufacturers
The more flexible you can be with numbers, the easier time you'll have matching the inputs π
Still, an overflow here and there can take away many headaches too~ π
Making the nuclear fuel rods seems to be not that hard, it's just the production on how many power plants it needs
Fuel rods are the easier part. The rest is more annoying.
Also scaling the fuel rods to stupid quantities gets complex
And if nothing else time consuming
Each power plant is 0.2 rods a minute, so its easy to work out
Hm
Just make 84*2 manufacturers
84 for cells and 84 for rods
And that is all the uranium
252 plants
56 blenders for enriched
28 accelerators
84 assemblers to encase
and finaly 54 manufacturers to make plutonium rods for sinking
And have fun getting the mats for all those machines π
;-;
I believe those numbers are accurate i just took my setup from memory and scaled up by 7
My current project is ^than *(6/7)
Cause last 1/7th is already done in my first plant
is there a base (minimum) power draw for underclocked factories ? or can you make lot and lots of slow ones to get better power efficiency ?
You could try setting them to 0.1% production rate?
well I forgot to do that , just closed satisfactory and going to sleep soon
I think you reach impracticallity of production speed before you hit a hard limit on power effeciency.
Creating 1,000 smelters instead of 1 is a bit much
yes , the investment in factory parts would become very significant too
In terms of practicallity even setting everything to 10% is ROUGH
mostly it'd be too taxing to the pc I suppose
for largish set ups yeah. I've got a few spots with a thousand machines but they're all overclocked
but this means that , given a superior enough gaming pc , there are ways to outperform other factories for a given access to power resources
ehhhh there's a hard limit to objects the game can actually handle.
Also the best rigs get stuttery with lots of things
Besides more people don't bother because power isn't a bottle neck in the game. You can make 600GW just with nuclear
I imagine a specific youtuber would be overjoyed to find out about that mechanic
oh right
isn't waste disposal an issue however ?
LGIO makes local spag - You need world wide nonsense to hit the object counts
It requires a bunch of different parts to sink it - and to set up it takes some propper sorting out - but it's not expensive
oh ok
I thought it was still in the "tomorrow's problem" stage
with no final way to automate it
almost a year ago now?
Before U5
oh.
Can't remember if it was U4 or in between
my knowledge of satisfactory is patchy , mostly deliberately to avoid spoilers
how high of a wall should there be for a train to go under it?
like
Foundation
Train[How big should this gap be?]
Foundation
8m is safe.
Just.
the model says 6m tall for the train loco but I think it sits a bit higher on the track?
crap, it does it just barely fits
It's the space I hav efor my stacked rail line
I remember doing that by head...
Fun times 
Tbh, I doubt the savings on resources for fuel production can bring all that much benefit 
Eg: for a base planned for max sink points, saving on 50% nuclear fuel resources might yeald an increase in points of <10% imo
As above I built aluminium processing with a feedback to use the water byproducts
But I kept having problems with not enough water getting back around to the solution production... I think its sorted now but it just seems like any little hiccup starts a cascade...
yeah that happens a lot with fluids. Good to fill up the buffers before getting it going
if you feed it one to one, it takes a long time for it to get started
since
- alumina solution refineries need water
- part of that comes from scrap refineries, which need alumina
- No alumima no water, no water no alumina. its a vicious cycle
Yeah I know π€
fill a buffer up with water and then connect that to your system
that should get it started
make sure the buffer is not on the main pipe though. it should be on a sideline
going form 252 nuclear plants with waste management (630,000 MW) to 0 gives 9.63% more sink points
?
name of the channel? Meta is often used to describe overall strategy or concepts within a thing
sips tea I love the block function
Meh :/
(How did you get the data, plan on tools?
What's the most iron-efficient way to make Heavy Modular Frames?
This and plenty of other questions are answered everyday!
Especially curious ones can even read the previous messages to get an idea of the kind of conversation that happen here daily π
The guy has a few other comments on other channels is is obvs trying to get a rise out of people. It's not an honest question
It's not an off topic nor irrelevant question either π€·ββοΈ
my tolerance for people being butts is pretty low atm though
https://www.satisfactory-planner.net/?f=v3_U5,7ffffffffffffffffffffffffffffffffffffffffffffffffffff,points:maximize:20,,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|0:1:1,0,10000:0:0:0
vs
https://www.satisfactory-planner.net/?f=v3_U5,7fffffffbffdff7ffffffffffffffffffffffffffffffffffffff,points:maximize:20|plutonium_fuel_rod:per_minute:12.6,,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|0:1:1,0,10000:0:0:0
(306.51*543632+33.37*732956)/(273.463*543632+34.972*732956)=1.0963
A tool for planning factories in Satisfactory
A tool for planning factories in Satisfactory
which recipes to pick, what resources to use, when it's better to balance and when just manifold, etc etc.
Funfact: optimizing for using fertile uranium an allowing to burn plutonium for power increases points by ~3%
(this is a more "realistic" comparison)
Could find a link to the Reddit post if interested
well ye burning plutonium is pretty good xD
Eh, not so much imo π
Honestly, I'm quite disappointed by the (imo) small increase in sink points.
With fertile you're already saving on tons of resources and yet it just gives a measly ~3%
This loops back to my statement: Fertile recipe doesn't offer enough advantages yet
I have 720 aluminum ingots / min and i dont know how to distrubute it among casings and alclad sheets and ingots
how would u guys distrubute it?
Just ship ingots
Whatever needs casing you can place constructor close to make them
And not many things need alclad
so same there make on spot
make a random amount since you have no idea how much you need for other products
made 360 casings/min and the rest became alclad
Station A makes Plastic and circuit boards
Station B Makes Nails and cable
is it more efficient to transport cable and nails to station B, or Plastic and circuit boards to Station A to produce computers?
or both to station C where computers are made π€
A computer algorithm would answer:
If you build a train station that is equal or longer than distance between A and B, the resources will be simultaneously at start and the end, thus transport is no longer necessary
question! what is the item per minute if you transfer items with a train, do you assume that the item/min is the same?
if you use buffers on each platform and limit it to one belt per platform, then yeah
There is a formula on the wiki where you can calculate the maximum item per minute based on stack and travel time which COULD let you feed in more than 1 belt.
But yeah generally save to assume 1 belt 1 car. If it's a LONG trip 1 mk5 split to two cars.
Can anyone assist me in how im going to split this 533.34 compacted coal into 35.56 refineries, my brain is melted https://i.imgur.com/n7Tp9jO.png
what is your max belt speed?
Mk4
just split your coal and sulfur in 2 and make 2 manifolds
Thats how i was thinking of it, having 1 line of 480 and the other of the remaining 70 something
2 sets of 18 refineries , each clocked to take 533.34/2 cCoal pm
Or i could do that yea
Symitry is often easier to design around and expand but it depends on your layout and what future things you want to do
So 2 sets of 10 assemblers and 1 extra per( set to 66.5%) feeding into 2 sets of 17 turbo fuel with 1 extra per ( set to 78%)
If im correct
if you don't want to overclock at al lthe 35.~ refineries will have to be rounded up to 36 and then have 18 refineries in each set pretty sure
And you could just divide the underclocking to each assembler and refinery just for symitry.
Yea im planning on having 2 sets of 17 at 100% and then 2 extras at the end underclocked to 78% to make up the 1.56 id be missing, that works yea?
its still feeding in the 276.67 per set which makes for 17.78 refineries, times that by 2 to give me the 35.56 which i need
or have i fk'd up my math
Use Satisfactorytools.com just in case XD or a spreadsheet.
Split into 36 refineries?
Also how do you have a decimal number of coal
Yes 36 refineries and im not sure what you mean by how do i, thats just whats needed for the compacted coal
I mean how did you end up with a decimal number of ccpm
Or you mean splitting it into the refineries
Do 14 in all refineries and 15 in one
As in have all refineries underlocked to 14p/m and 1 at 15p/m?
I guess. Thatβs what my calculations gave me
Im confused, did you do 35 refineries at 14p/m and a 36th at 15?
I mean that kinda works, id need 37 refineries mainly and then a 38th (i think)
the main thing is that you need to split it into 2 distinct groups. Theres essentially infinite combinations and clockings you can accomplish that with.
I just default to even split becaues symatry and easier to remember and deal with unless you have a specific out put you need from the split refineries later
Makes sense yea, symmetrical is much easier
Ill figure it out tomorrow after some sleep
Like the split ratio is not mechanically important unless you have specific demands after π night!
So for my screw production I have 60 rods per minute coming in, and screws are 40 per minute. Should I be doing 2 constructers each doing 30 screws per minute or 1 contructor?
you should have 4 constructors since iron rod : screw is 1:4
6 constructors they take 10 rods pm
It's 15 rods per minute
Yeah
so you'll have ot have 6 constructors each taking 10 rods pm
Wait. Do mats in and mats out for constructors have different values?
A recipe will make X number of Item pm.
Another recipe that uses Item is not guaranteed to use X number per minute.
In fact it rarely does unless you change clock speeds
So if you want you can overclock your screw machines and have 1 rod constructor feed 1 screw constructor (at 150%) and make 60 screws pm
OR you can UNDER clock your rod machine to make 10 rods pm and just feed 1 machine to the next
Wouldn't it still be 40 screws pm?
You're increasing your Screw machine to take 15 rods per minute right? That's 150% more parts it's using and 150% more parts it produces
40x 1.5 = 60
My brain hurts
XD learn to use a spread sheet π it'll help and keep track of what you're doing
and to help, go in game and increase the speed of the machine to 150% it'll tell you it's out put
what ever happened with the project that was bruteforcing all the possible recipes, did that ever get finished
maybe it was greenie i can't remember now 
bruteforcing recipes?
probably just using a rough set up to make the items
probably including manual input
it didn't because we didn't get to a stage where the calculations won't take millennia to finish
and in the end it was scraped due to that (although it might have been possible to reduce the time needed to a reasonable amount, e.g. a few days)
ohhh im sorry to hear that, it seemed like a cool idea
Bruteforcing recipes π€
So the idea being that a calculator would go through all recipe combinations to make turbo motors for example?
the premise was to analyse production of every single item with every possible recipe path and from gathered data figure out kinda objective statistics about alt recipes which could maybe help with rating them
Ooh
however I'm not in the mood to wait 10^12 years for the results, and there was no big breakthrough in reducing that to reasonable amount
Could multithread it π€ would it really take that long
yeah
even doing like 1000 calculations per second, there's like 150 ish recipes in satisfactory. So that's (worst case) 2^150 combinations per item
which is 10^34 years
multithreading it wouldn't save a reasonable amount of time
not to mention the terrabytes of storage needed for results
reason why rather than objective, ive implemented a subjective recipe analysis segment on some wiki pages
You donβt have a university rated supercomputer or computer network is the problem.
Heh.
and i try to keep alt recipe cross-linking to a minimum
Or do I, you'll never know
the problem is that "how good is this recipe" is just a bad question in general
"what does this recipe do differently" is a better one
But yea, with 80 something recipes, the combinations are enormous.
it's like asking "how good is this car"
Car salesperson says βAWESOME!β
without knowing how big trunk space you need, how powerful engine, if you want electric or gas powered, if you want space for 7 people or if you're fine with 2 seats only, etc etc.
how good is this recipe
juice: "So good I'll Instant Crap my pants!"
Exactly, itβs not something you can easily reduce to just numbers. Plus adding that creases the list exponentially.
Is there a spreadsheet somewhere with the list of all recipes?
Where is this ππ
Thanks!
Oooh I see you've already got a calculator to find the most optimal production line for a group of resources
indeed
Man I was running my coal generators on overtime and totally ignoring how easy it is to set up fuel generators
It is "easy" to set up fuel power. It is complicated and power-intensive to do so to maximum efficiency.
but that answer is garbage, just ask all the people I've told that any given alt recipe is very situational in its effectiveness
which answer? π€
that 'how good is this recipe" is a generally bad question
less answer and more response I guess
I mean if someone asks about a recipe (or what to pick out of three), I never say "that's a bad question". But they also won't get the response they probably want (e.g. "pick this one" or "this recipe is best"), but rather they'll get info about what the recipe(s) do, how can they be used and to what effect.
Unless its biocoal/charcoal, then they get a definitive 'pick the other one'
Heya, can someone point me to a guide on how to maximise aluminum production or give me tl;dr?
Currently railing Oil From the Gold Coast to the Dune Desert in tanker cars. Having a little doubt whether transporting it packaged might be better?
Hm... gotta calculate that
Transporting it packaged is more efficient assuming you're not running anything else on the same train, since you can ship back the empty containers at the cost of two extra station stops, which, considering the length of the route, is pretty negligible time.
"biocoal" is basically extending the supply problem from biofuel burners , isn't it
Yep
on the other hand, there's only 1800 oil/min to transport from the 2 pure and 2 normal nodes (clocked @ 250%). And I would require 4 stations (with 3 platforms each, as I decided to use 1 engine and 3 cars on the network), The 2 extra stations alone use an extra 400MW power, and of course pack/unpack machines on both ends, 60 packagers and 30 unpackagers on each end (at 100% clock) consuming another 900MW....
solution: process oil on-site
why bother with the transport
the end product is usually less anyway
... unless of course you do the funny loop-de-loop setup for fuel to rubber and plastic
I have problem. I have aluminium factory that needs 600m2 water/min and i am producing just that BUT it gets overfilled. Why?
What does your pipe network look like? Do you have it looped?
I plan to do the funny Loop-the-Loop setup for plastic and rubber
And Cokes for steel and Aluminium
also using polymer resin byproduct for plastic, rubber and fabric
i have it connected to 3 refiners producing 120 water. (360 tot). then 2 water extractors making 240 tot. and thats 600 total. but still it gets clogged
Yea, I was gonna say put a valve, or use a VIP valve (see guide in wiki).
Anyone willing to share the spreadsheet they use for keeping track of production?
In relation to what greeny asked- do you mean a sheet used to calculate production or a sheet to keep records and layout plans?
all this for a mere 240+240 plastic and rubber per minute?
i feel like the recycled rubber and recycled plastic is just a pyramid scheme
Records and layout plans
Ahh for that I'd recomend you make your own style. Doing layout and records on spread sheet probably works best when you use your own short hand to work with a layout as you like it. for example this is a small section of one of my spreadsheets https://media.discordapp.net/attachments/553550566991724545/958154751294439424/unknown.png
x4 ASS x2
to me this includes location of source items, number of machines,clock speed, items per min on belt, destination ect
It's record and belt management with estimating space needed and an idea of the lay out of the seperate factories needed to work together in order to have items feed to the next parts right next door whenever possible
Similarly a section of a bauxite station with more complex parts being produced and shifted. These are basically just my translations and records to implement the numbers and processes after using an online tool for how I particularly want to lay things out. The language works for me same with my short hand and with the way I want to lay things out. You'll probably hav ea different way you'd prefer lay out and might develop a better method for you
oh hey, thats open office, isnt it?
i know that layout. definitely not excel
can someone help me with coal and water power machine? i am new to game
just write your questions down here or attach screenshots if needed
btw you don't really need the splitter/merger things
manifolds exist π
but anyway, would be nice to have recipes on the buildings
even more important than the building name
What are those?
also purity of the iron nodes should be mentioned
I only have up to Tier 4
splitting one input to X outputs
--S--S--S--S--S
| | | | |
X X X X X
relies on first machine getting full and items overflowing to the next one, etc etc
Updated to show purity of Iron nodes
It is! Microsoft annoys me
its literally a pyramid scheme in this case
Hello guys.. So I already played satisfactory but now iβm coming back, any tips for build my stuffs correctly?
like, on math
Iβm stealing this
what is the name of the mod that u are using for the foundations?
That's vanilla content
... Remember to check the numbers for input/outputs?
That's kind of a generic question π
You could take from my org chart i posted earlier today
are u sure?
Still confused on this
overload system. each S is splitter, X is machine from what i can tell
Oh ok
This is what a manifold setup looks like in practice. Super easy to scale up/add more machines, and very compact.
the higher the rate of items relative to stack size, the more quickly a manifold balances itself out
but you wouldn't want to use one for something slow/low-volume (the absolute nightmarish never-do-this example being fuel rods)
Itβs great for base ores and their derivatives. More advanced production manifolds are only good once you start producing more in the first place to balance out the machines better.
9000 plastic/rubber
Yeah, update 5 got new foundation materials at the awesome shop
Yeah thats Concrete foundations from the base game, they can be bought in the Awesome Shop with coupons. I dont plan to do mods till after 1.0
Yes βοΈ
I'm not sure my math is right here:
Given 100 Heavy Oil Residue/m, if I convert that into 300 Petroleum Coke/m and put all of that into a coal power plant, I get 900MW of power
if I convert the same 100 HOR to Fuel and pipe that into fuel generators, I get 66.67 fuel/m, which could feed about 5.55 fuel generators, producing 833.35 MW.
So by this math, fuel power generation is slightly less efficient than petroleum coke? I imagine factoring in water pumps and the refineries makes fuel come out slightly ahead in reality (plus simpler logistics), but I mainly wanted to check that my math is correct on this
if you use diluted fuel recipe you get way better results for oil
(yeah, my water pumps for 300 coke/m to power use 16.9*5 = 84.5MW, so the net power before looking at refineries is 815.5MW, so fuel slightly wins there)
i remember doing the math, they are about equal when you consider the cost for water extractors
diluted fuel is 100 HOR -> 200 fuel
so 3x as efficient as residual fuel
(ignoring power costs of blenders and water extractors, but they won't have as big impact)
Hmm if I underclock a fuel generator to 55% so I can have 5.55 generators going, the ui says it'll produce 94.7 MW, instead of the 82.5MW I'd expect (0.55*150=82.5), so underclocking to 55% produces 63.1% production. Does that mean it will consume fuel at 55% or 63.1%? I imagine the latter as the former would mean free power. (I don't have generators and stuff set up yet to test it)
underclocking isn't linear
The ratio between fuel consumed and power produced is always the same
it follows a formula of (clock speed/100)^(1/1.3)
Ah, so to use fuel at 55% rate, I need to underclock by <some lower number i'll calculate later>?
so 200% clock speed -> (200/100)^(1/1.3) = ~1.7, so roughly 1.7 times as fast
(that's for generators only)
to calculate 55% rate, you reverse the formula: 0.55^1.3 = ~0.4597 or 45.97% clock speed
yup, i got the same number, thanks
Does anyone know how often a doggo's inventory resets (either an average, or min/max times for the random interval?)
no turbofuel best turbofuel
I have 24 (full) mk4 belts of bauxite and they need to go into 33 refineries using the default alumina solution recipe at 250%
that or 81 refineries at 100%
Blended Turbo Fuel best turbo fuel.
Down side is you have to wait for blenders
fully agree
Normal fuel is better than turbofuel, change my mind
Getting all the resources to the manufacturing site is more expensive than you get from turbofuel
What are good numbers to shoot for when building factories that produce building materials?
I go for ~5-10 of the tier 2+ products (reinforced plates, modular frames etc) per minute, can usually do that with a couple nodes. But I'm a very slow player so others might go for more
how can i divide the .5 part of 2.5 out so im only left with 2. I've been trying to get this for half an hour now but i cant figure it out when i can only divide by 2 or 3
as in, take a conveyer and split it into 1/5th and 4/5ths?
split it into 6, then merge one of the 6 branches back into the source conveyor. each branch will end up with exactly 1/5
Sorry could you explain that in a tad bit more detail? Not sure I quite understand it right.
or actually, you don't technically need to fully split into six, just split part of it into sixTHs. like so:
you can extend this to other awkward numbers too; just split into the next highest cleanly-divisible number, and merge the extra back in.
so to divide by 5, you can just divide by 6 and then merge the remainder back in. or divide by 7 via 9, and so forth.
Alright, took me a second to figure out, but now i think i understand. Thanks alot!
does someone know how to make perfect setup for engine factory?
i need to make everything from the start
step 1
step 2
step 3
and step 4
Have you used Satisfactorytools?
https://www.satisfactorytools.com/ It's a planner.
You select stuff you want to make and the amounts and you can select recipies on the other tab.
whats the iron plate per metre of belt
Per minute, not meter.
"perfect" is kinda subjective, especially with the alt recipes for motors (and the parts they're made from). motor factories especially can be really simple and tidy, or absurdly complex (but highly efficient)
if we're talking early game and nothing but default recipes, there's not much more to tell than what the planner is giving you.
BUT, I will say that for default-recipe motors, the clock speeds on your machines will work out real nicely if you aim for a multiple of 1.5 (so ie, 9 motors/min will be tidier than 10/min, for finicky ratio reasons in some of the steps)
ty for help
2 normal or 1 pure node dedicated to each basic part then belt those where you need them. If youre talking about factories to tier up not end game stuff
As others have said - there's no real perfect.
And I'd wait until you get some better recipes maybe?
And by 'wait' I mean wait to make a 'perfect' factory. There are more interesting ways to make them
yeah i just need them to make other machines nothing more i just unlocked oil so i need a lot of that XD
generally:
start with some small number
expand if you find out you need more
there's no right answer
i dont need to make #/m just to make anything
Yeah why my suggetion of 'just make a bunch of basic parts and belt them to where you need them'
thats what i am gonna do but it was worth to ask
On that satis calculator you have this
Do I have to see it like, left is what it's producing and right is what it being used?
left: whats being made
right: whats needed
the darker spots is what you could have if some machines that are on stanbdby or whatever were running
Thanks @oblique hollow
You can't have drones do alternate pick ups can you? π€ Like one trip it picks up product A and then the next trip product B... and just alternates like that?
Port 1 fills with A, empies at Port 2, then drone goes to port 3 and fills with B, empies at port 4 π€
Then back to port 1
you can have many ports target one, but not have one target many
its only back-and-forth trips
How do you split into 45/m?
depends on what you're splitting from
but starting with a full Mk 1 belt, you'd split into 30/30, then 30/15/15, then merge to 45/15
wait, I need some help before I fuck it up. I have a 600 uranium per minute and produce Uranium Rods in 15 Manufactures, meaning I can power 30 Reactors. If I do the math correct I get 30*50 which equals 15*100. To get non fissile uranium you need 37.5 uranium waste, tho you need 100 non fissile, means that you need 75 Uranium Waste/min. Plus the production to the Pallets you need 25 more, meaning you need 100 Uranium Waste/min to produce 30 Plutonium Pallets. which can produce 15 Encased Plutonium Cells. Which then can be used to produce 0.5 Plutonium Fuel Rod through 2 Mactators, meaning it can power 5 Reactors. So it means per 100 Uranium Waste I get 5 Reactors in Plutonium Power? So it would be 5*15 since I have 1500 Uranium Waste/min.
just wanna make sure I dont build 75 Reactors cause they are a pain to build in a large scale lol
Does it matter if i merge here? or behind the first splitter
that's where you should merge, yeah
if you merged behind the first splitter, that just becomes a very wacky way of splitting 40/20
my aluminim water line keeps on getting over flowed even tho it gets 600m2 water/min and produces the same??
put in a valve from the side of water extractors, lets the other water that gets recycled more time to flow
Yeah I know π€ What I want it to do is go from A to B, then B to C, then C to D, then D to A...
nope, wont work out
unlesss.....
yeah, you could possibly chain em like that.
just need to give each port one drone
and then make one port target the next
cant have one drone do all the jumps though
Hrm
I could see it being chained, yea.
Feels like that defeats the purpose tho, just build one A to B, and build another C to D and let em go back and forth π€ Oh well, was worth a thought.
my recommendation is not to loop the recycled water back into the source feed at all. instead, have some Alumina refineries running entirely off extracted water, and then a few more running entirely off the recycled water
that way, full pipes will never deadlock anything
Or just run off of extractors and use the byproduct to make wet concrete which can be shredded
whats a good number to go for on elevator parts?
problem is i am using the alternitive recipe which uses 200m2/min instead of 120m2/min (water) This makes looping a have too
nope, you never have to loop. just gotta fiddle with clock speeds to make it work
You can use the byproduct water to cycle back in, and it will work, but just be aware that everything has to run 100%, perfectly, all the time. Any tiny hiccup and its a cascade, this means you always have to be producing and using all of the aluminum you make, even if you end up overflowing it to a shredder... hence why I avoid the problem by using extractors and using the byproduct water to make concrete.
the thing is, it is perfect but still fuckes up
I've had this problem. You're using 1 water extractor right? Valve that and put it at 180 to make sure nothing can back flow into that pipe, also put a water tank between the byproduct water and the solution maker and a valve set to 420 between the tank and the solution maker to prevent any water going back into the tank or the extractor filling up those pipes... I had one running flawelessly after I keep tinkering and tinkering with it but as I say, even a tiny fraction of a second of anything in the whole process getting backed up, leads to a cascading failure.
That's why I use the KISS solution of wet concrete for byproduct water.
What about a VIP valve?
i feel like using the byproduct for more alumina is simpler because it's right there
I would 100% agree if we had some kind of overflow option for fluids. Like I say, I made it work, but fiddling with it endlessly, counting out exactly how much scrap I was using and making sure every bit of it was being coverted into ingots quickly enough and that those ingots were always being used at a 100% rate... Or I just make wet concrete, and I don't care if things get backed up anywhere, I've always got enough water for solution, I never get backed up at scrap production π€·ββοΈ
I use 2 extractors producing 240 m/2. and have a industial tank as a buffer,
Oh, hrm, π€ Your numbers may be different, but I recall mine distinctly becuase of how much I messed with it. 420 water from by product, 180 from extractor(s), I needed 600 water total so there I was.
as said im using alternitive recipies eheh
you don't have to worry about fluid overflow if you send the recycled water into separate alumina refineries instead of looping it back in. just have a smart splitter sink any overflow scrap
Yeah, sloppy, alternate electrode, you may or may not be using pure ingots but that doesn't matter for this. You're probably just producing more than I was is all. I was translating it out to 600 ingots with pure ingots, so I needed 720 solution which needs 600 water.
See to me, I was sinking something somewhere to make sure the whole system kept working. I choose concrete, your system would work just fine too.
idk man. I need 600 water and the byproducts of aluminium scrap is 360m/2 water
The numbers may be different but the process still the same, and as I said, I feel you... I had endless problems making it work, it finally did work, but after much ado.
you just have to fiddle with clock speeds is all
if you're getting 360 byproduct water, then set up some separate refineries tuned to consume exactly 360, and some refineries tuned to consume only the extracted water (240? you said 600 total, right? so 240). the groups will have different clock speeds but that's fine
im on the bus and dont remember the ratios for Sloppy haha
200 + 200 for 240
yeah so 3 refineries at 60% can consume that byproduct water
then you just need to tune the initial refineries
most power efficient way to make reinforced plates π
For modular design do many people supply items to factories from a central storage or directly from other factories?
i kinda split between primary/secondary production
so i make all my ingots/concrete/plubber etc, then send it all around to various destinations. lets you change/upgrade the way you make those primary items without disrupting the final product factories, and vice versa
usually try to manufacture most on site, and only ferry the low volume stuff between sites
And always make sure to manufacture high volume products right next to the machine that needs it. (Like steel screws, the steel beams ride the belt up to the point where they are made into screws, and have a short as possible belt into the machine that needs them)
yo
I'm new to this game, if I want to get the screw usage down to 120 what do I have to underclock to? How do I work this out
You can type the exact amount you want in the lower left where it says ### per minute
Ooh
I don't need an exact output I just want to know how I calculate the underclock I need for it to only use a certain amount of screws
So I can load balance
If thats the correct term
if the recipe uses 140 and you only want to supply 120, just divide 120 by 140.
unfortunately this specific example gives a repeating decimal, 85.7142857143...%, so it won't be able to operate at perfect efficiency. but in principle that's how you figure it out
Ah Ok cool ty
So how do I efficiently load balance assemblers then?
Giving me tricky numbers
Overclock the supply just a tad
Of course, you need faster belts to handle it.... but hey... no biggie.. LOL
Cries in mk2
Welcome to the world of Satisfactory Addicts. LOL
pretty crappy alternate recipe I got then If I want to load balance
At the MK2 level, load balancing won't come out exact.
Just set the assembler to 85.714 percent and call it a day
Or I could not use that alternate recipe, because I can handle the default one
Just wanted to try that one because I have a surplus of screws
There ya go, problem solved, for now.
Good lord I have so many screws
If you use a manifold, then as long as the manifold is being fed at least slightly more than is being consumed, it's fine. you can even use a smart splitter to collect the overflow for other uses
but early on, i would say you don't necessarily need to sweat those decimal points. a lot of the stuff you build early on will get fully replaced. just something you can put a pin in to think about
I like manifolds myself... LOL
I used one of those for mah coal factory
I think
Just fills up the coal plants and the excess gets sunk, is that a manifold?
yep, that is a manifold... first machine fills first, the rest wait in turn.
Coolio
All three are amazing but Iβm the beam recipe is fantastic. You can almost stop producing beams entirely and saves a ton on steel
Are you sinking the excess coal?
Yeah
Smart spliters or reg ones?
reg
Ok so because each splits youβre just kinda wasting coal and may actually have power generation issues in the long run.
Calculate how much your belt/miner can bring and just build that many coal gens
Less problems and youβll absolutely need more power anyway
A manifold without smart spliters each set to overflow will waste a lot without filling the system
It's temporary until I need more power, then the rest of that coal will go to use.
Ah fair enough. I tend to just go ham and max them out as soon as I have the tech. Resetting your power after a brown out gets worse and worse the bigger you get unless you have the backup set
About that upgrade
How does one "go ham"
I have plenty of resources
Go nuts, max out how many gens you can put out. Best way to deal with faster miners and belts is to make sure you can just make the manifolds longer to upgrade
heyo
do i care about the extra 50% iron rods that are produced while making screws or should i just do 1-1 rods->screws
please tag me
You need rods as well as screws. So I have 4 constructors making rod, and then 2 of those go into screw constructors while the rest of the rods go into their own storage.
Are you just starting out? New to the game? @balmy bolt
Relatively
https://youtu.be/BB1t-vy_yaM If you want a guide, this is great for your first factory layout. It makes all the basic parts and is 100% efficient (except for limestone)
The PERFECT Starter Factory? | Satisfactory Update 5
Satisfactory Update 5 The perfect beginner factory
--- Read More Below ---
Today we're starting over to show off the perfect factory for Satisfactory beginners and if you want to skip the building and download the map yourself, check out the save over on satisfactorytips.com
Get the save he...
I found it very helpful.
hey how do i split 2 lanes into 3 evenly
split each one into 3, then merge pairs
(this is assuming you don't have a belt that can handle merging-then-splitting)
I have wayyy too many items and I need to put something in place of their containers, how can I get rid of them? (sink is waaaaay too slow)
oh my this is the wrong channel
mb
You can drag an item in inventory while holding ctrl and move all like items in one go. Including trash
anyone have a perfect uranium fuel rod production?
I'm sure youtube/google does
what is perfect production to you
ughhh whyyyyyy
right or middle one is a good choice
what's the problem with steeled frame?
I am personally not a fan of using a higher tier item to replace a lower tier item. not tryin to use caterium for copper and coal in frames when copper and iron are so abundant
that's fair, but steel is not really that rare
imo once your dedicated steel production is set up, the complexity of being made from two resources is kind of reduced out, and you can just start treating steel as its own resource to spend as you wish
at which point, a lot of steel recipes become very attractive over iron ones
hmmm... im debaiting making a combined oil + bauxite + steel factory. I could make all items in the game(excluding nuclear) with a setup like this...
it would be a megafactory but i think it would be cool
what underclocking percentage is 100% efficiency for concrete at mk 1 converyor belts?
100% efficiency is if you supply enough limestone to the production π
i normally do 3 constructors and one at 70 percent
the rest at 100
as soon as i unlock steel
i just afk for like 3/4 hours and never touch mk 2 again lmfao
wooo im now using a fuel recycling loop
and im lost haha
its hard because if i want less rubber then i need to make less plastic
and its like a loop of figuring out hte right numbers
less rubber?
There is no 'less' in recycled loop, there is only adding more fuel π€£
you can get any combination of plastic and rubber from a recycled loop
they are interchangeable
I need a certain ammount of rubber for my production areas. I need... lets say 60 rubber. I make 60 rubber from the polymer resin from the HOR alt, but I also need 120 plastic. so I need to use 60 rubber to make 120 plastic, use 60 plastic to make 120 rubber, then use 30 rubber to get back my 60 plastic, for a total yield of 90 rubber and 120 plastic. but I dont wana "waste" fuel, since im using it for a power plant, so i need to make less rubber, so i need to make less plastic, and so on... if that makes sense
it just takes me a while to do the maths
what i ended up doing to get my required 440 rubber and 360 plastic was turn
880 resin --> 440 rubber --> 480 plastic + 200 extra rubber --> 240 rubber + 360 extra plastic for a total of 360 plastic + 440 rubber
Unless you're going for crazy builds a drop of caterium into your copper for wire is amazing
Why is my production changing to meet consumption? I am using only coal and they aren't burning extra or anything
Looks like you still have a few biomass burners on your grid somewhere?
Yeah but they are all either disconnected, empty or on standby
Are the ones on the hub on standby?
These are off, I'll go check my hub
Those would total to +40 MW
bloody hell yeah it's these ones
stay on standby damnit
Guess I'm gonna have to unlock miner mk2 so I can expand my coal plant
yaaaay
My water extractors are generating 300u/m each, why is it not enough for 10 coal plants?
its 75 water/min per power plant. that setup you've got is 30 water/ plant.
ideally you would make a multiple of 4
oh yea 45, but still same problem
says 45 :(
10*45 =/= 300
what is =/=?
not equal to
Yeah it's 450
wel...
so I am generating 600
mk1 pipe is limited to 300/min
ooooooh
yea
I should just be able to separate the extractors into their own pipes then and I should be good?
also quick tip, use all the available coal. so if you're using mk1 miner on pure node, make 8 generators, 15 coal, times 8, makes 120 coal/min, which is what can be supplied by a mk1 miner on a pure node
yup! water is unidirectional, but make sure you seperate them by enough(one pipe from each side would work) so that no single pipe segment gets overflowed
I've just been sinking it and adding more generators when I need
ah ok, just know that coal power is modular(3 generators at 100% per 8 coal generators) so it might be easier to add generators in groups of eight
modular? You are speaking big brain I do not understand lol
basically, you can add groups of eight infinitley, and you will not make too many recource
for example in that case you need 450 water, but are making 600
instead, if you build eight with three generators, you will use 120 coal, 360 water
1 mk1 miner(pure) + 3 water extractors(120 each)
credit to AndersPottemager on reddit
so with my 128 coal generators, i divide each of them into groups of eight and feed them seperatley with one pipe(mk2, so 600/min) and that pipe is connected to no more, no less than three water extractors
8, 16, 32, 64, 128 are better numbers.
8 is a mk1 miner, 16 is a mk2 miner, 32 is a mk2 miner at 200%, and so on
weee
epic
if you have mk2 miners, i would go for 32 generators
its a very solid number that will last you a good steel setup and get you moving on oil(i think)
hmm ok
Alright I'll give this redesign a go
for all your pipe needs, can also be found in the pins
no worries
good luck! I love coal power more than oil power(havent touched nuclear yet) i hope you enjoy it too
Yeah I love it a whole lot more than bio that's for sure. So glad to not have to do that anymore hehe
oh yeah its a blessing
the game flies by after coal and once you start steel
that being said though after steel i made oil then i redesigned steel and now im redesigning oil + doing bauxite... havent progressed very much in the past 50 hours, but i've certainly learned a lot!
I started steel but realised I was running on my backup gennies so that's why I'm upgrading my power lol
I've been playing for 61 hours and I'm not even phase 2 lul
Yeah I've never been good at aesthetics in any game
Part of the reason I keep redesigning my stuff
i spent so darn long making things look good
at one point i did trigonometry for my train tracks
This would require overclock right?
yes, 200% on a pure node
cool
though
that requires mk4 belts
its just that 32 is such a nice number to work with
max belt speed at 780 is more anoying because its 52 coal gens... not a nice number to work with if you ask me
I do not have mk4
and honestly if you have mk5 you should be on oil at least haha
easy to unlock, and you dont need many *of the encased beams as you can use a spitter to split into 3 mk2 belts or 2 mk3 belts... your choice
maybe your inventory is full and it dropped as a crate
No crate
I cant get mk4 until phase 2 which is why I'm doing this lol
ha
eh, you can always do 16, expanding to 32 is easy after that
well damn, my last autosave was after I dismantled it lol
alternitivley you can find a second pure coal node and make 32 using two miners, than swap to one mk2 miner at 200%
you can press esc, then load, then pick a autosave of your choice to revert to
Yeah I mean the oldest autosave
I dunno if I just deleted the stuff on autopilot but I guess I'm going back to base
First chunk done! (Except for pipes underneath)
Love this design, thank you.
Actually doesn't hurt to look at unlike all my other builds
haha
I find I spent a lot of time making neat setups and 90 degree angles, but not enough time building a support structure, walls, or a roof
I will not lie the pipes are an absolute NIGHTMARE, but as long as they work I can seal them away forever lol
And because I did it through the floor it still looks nice topside
it's recommended to feed generators from top, not from bottom
Yes I have realised my blunder
using so much of my power on pumps and it still isn't working
god damnit
Time to relocate the factory to water level I guess
Professional Time Waster
It's water
water is fluid
You want me to freeze it or something
bringing the coal down is free and reliable. bringing the water up is tricky and costs pump power
Yeah that's my next move
This coal thing is on a cliff that's only like 50-100m down to water
Thought it would be enough
Worst part is that stupid spit dog is down there
if it's more than 10m, it's not worth
Yeah but I wouldn't have to split up my pipes because it has higher max flow
So I don't have to place more pumps
you'd still have to use pumps which isn't ideal π€·ββοΈ
Half though, but yeah def avoiding this
god damn it there's kittens below me too aaa
are you running 1 water extractor per coal factory?
or are you splitting them and running 4 tubes up with 4x the pumps? XD
if you bridge together the pipes just after a pump, that one pump can boost all of them for that stretch of height
but it's still a much bigger mess than just resigning to the power of gravity
3 per 8 coal facs
thats fine, but where are you splitting the pipes
I think If you want a screenshot of the pipes I'm gonna have to give you a gore warning
so as the other guy said, you could save a lot of pumps if you run 1 pipe up and split it on even ground
there are some cool layouts on the wiki, one sec
I basically just rebuild this and only needed around 2 pumps for 4 coal plants
Yeah thats why I said I needed better pipes, so I can merge these ones and use less pumps
you need 0 pupms if you do it at water levels
But mk1 pipes are cringe
why
Yep I'm going to
mk1 can support enough water
Oh yeah I forgot about that
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
^^
both perhaps
π
how the heck can I do both
oh
I think I get you
Yes I will make use of this
but damn it's gonna take a while to dismantle this
Hey what it happened again
Twice in a row my MK2 miner hasn't given me the items back when I dismantle it
wait nvm it's here??
what on earth
It was full but the drop box was in really weird spot
I still haven't found the drop from last time, unless that was it lol
What would be the cheapest way of moving 240 items per minute? I don't have mk3 production yet
Ooh nvm I had brain blast
2 mk 2 
If you are looking for pump efficiency just use 2 pumps for 13 coal gens. You have to do this in a loop so both sides can carry up to 300m3
How are the belts on top of the pipes in this bp?
they are... just higher up? π€
How do I get them higher up
you build them higher π€·ββοΈ
And how do I place splitters in mid-air
you don't
you place a splitter and then another on top
I tried that
or just put splitter on the belt
cant do that
Everytime I do that it doesn't work
then you're doing it wrong π€·ββοΈ hard to help you if the only info is "it doesn't work"
there's a few ways to build conveyors in midair
you can put temporary foundations up to where you want the belts. you can use conveyor poles (stackable works best). you can pile up mergers/splitters, then delete the lower ones, to get them into place
But how am I supposed to build on a grid?
all of those methods work for grid building
foundations. or don't, nobody's forcing you
This blueprint is forcing me
you don't have to build same as the blueprint
Well technically I don't but if I want, y'know.. a functioning conveyor line I kind of do
Sometimes problem is you not itself.
You lads are fun ay
no, you can just build 8 generators in straight line and hook everything to them. Or build them in any other shape
Last time I tried to do it my own way I wasted 2 hours
on wiki there are like 50 different setups that all work the same because it doesn't matter what shape your belts and pipes are, all that matters is that you can get water to the gens (build close to water level), have enough extractors (3 to 8 gens), have enough coal (120/min to 8 gens), have fast enough belt to carry that much (mk2+ or two mk1s) and no pipe section has more than 300m3 (so usually two pipes)
I already shared this
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
alright so.
- build 3 extractors in the water
- connect them all with the pipe
- put 4 gens on one side of the pipe
- put 4 gens on other side of the pipe
- connect pipes to gens
- connect belts to gens
nothing else really matters (e.g. how are they rotated, in what position, etc.)
I'm just trying to help π€·ββοΈ
you spent last 20 minutes complaining how the design doesn't work π€·ββοΈ
Show me one of my messages where I said the design didn't work?
greeny literally described the setup you shared
I was just asking how to replicate the bp
we gave you the answer, you said it doesn't work π€·ββοΈ
if you cant build splitters on belts you better find out how
This dude answered my question in one message?
Where?
supercar answered you. that not enough?
then you're doing something wrong π€·ββοΈ because building splitters on conveyors is normally possible by aiming at the belt
but because you weren't able to do that for some reason, I suggested that you don't have to follow the BP exactly and that the position of belts and pipes doesn't matter
I also suggested several other setups and said wiki has a lot of them as well
And I said I didn't want to change my setup. What's the big deal guy. I never said any of them didn't work.
I mean if you can't build it for some reason, then it doesn't work π€·ββοΈ
Not being able to place splitters on the end of conveyers = Design doesn't work?
what
Ooooooh
there's your problem
Jesus christ how did it take this long for someone to explain this
you never said how you fail to make it work
"aim at the belt to place splitter on it"
i would have expected you tried anywhere on the belt, not just the ends
Never though of that lol
well now you know
Yes
and whaat about stacking splitters?
And maybe we can stop arguing about an issue that was solved 10 minutes ago
you said you cant find out how to do thaat either
I just ended up doing what that racecar guy said with the foundations
if it works well for you, great
So, if I wanna do a coal fabric
is 3 water 8 goal facory the correct math? Anyone has "a build plan"?
if you scroll up there's a few pictures and there's a few set ups on the wiki but basically any combination of 3 extractors to 8 generators where you don't have more than 300 water flow on any 1 part of the pipe and you're good
Ah thanks π
funny story, the calculator said i needed 13.(irational number) foundrys for my steel, so i went fuck it and cheated in 12 power shards to allow me the ability to look nice
you could underclock and make it 14
but then that would be an absolute nightmare to belt, as i have 3 inputs of 200 each, so its so much easier to belt 12 up
3 inputs of 200 each? Sounds like somethig one belt can handle 
Hi Guys
hello
any thoughts about upcoming updates?
i dont know honestly, not much more they can do with the game
maybe a story, but thats all i can think of
that convo is better suited for #satisfactory though
why so? merge to two, each belt goes to 7
300>270
then do 15 machines and each belt to 5 π€·ββοΈ
eh, its done now
problem solved
are smart/programmable splitters Turing complete?
Iβm not actually gonna try any funny business with them but Iβm curious
Huh apparently even non programmable buildings are Turing complete
satisfactory is turing complete
On a related note, is there a faster way to unblock a belt line when items are flowing in along another? Basically a transistor
Faster than what?
faster than an assembler
since it has startup time
it's the limiting factor I'm running into
You can do similar switches with belts, but it incurs in throughput limitations.
Example: belt with item A carries 480/min (mk4 belt). Merge that with a belt carrying B 2 times so you have 120/min of A and the rest is B. Smart-split with item A in one side (limited to mk2, going to be merged back with main input), item B on the other (free the belt from B) and overflow in the middle. Result: overflows with 360 item A/min only when B isn't present (or comes at less than 360/min)
There are more examples to be digged up in Reddit
What I need is for the belt with A to halt when B is not present
e.g. this is my not gate
I'm working on backwards logic
but what you're asking for is probably not possible or reasonable
well it's possible via both being inputs into an assembler, but it's not reasonable at the moment
alternatively, belt A can't flow if belt B is flowing
that's exactly what I have above - a not gate π€·ββοΈ
but a not gate for forwards stuff
wdym forwards stuff?
forwards:
1=items on belt
0=no items on belt
backwards:
1=items on belt are moving
0=items on belt aren't moving
forwards transfers signals in the same direction as the belt, whilst backwards transfers the other way
backwards makes an AND trivial, but my current backwards NOT design requires a forwards to backwards converter
in my case items on the belt are always moving, so it's the same
it's still different bc of signal direction and actual schematics
and is trivial nevertheless, just an assembler
that suffers from the same problem my B->F gate suffers from: assembler startup time
I mean my F->B gate. B->F is just a B AND gate but with a different output
Resources are only limited to per minute, so we dont really need special logic
wdym special logic?
logic in general
why do it. you dont have variance
your nodes never run dry
so the only shift is if you set up a production line thats unstable / dynamic to begin with
i did it too for the sake of doing it. personal conclusion right now: belt and pipe gates are slow and lame
what happens when the output of a full belt opens up? Do all the items start consecutively, like cars, or concurrently?
kinda all at once
theres no noticable delay from the other end of a belt
pipes.... not so much xd
with not you need a normal and an inverted output
so its basically just a toggle
the inverted output needs to be dealt with somehow
sink
that's what I'm using
the problem is, overflow takes a backwards input and gives me a forwards output
and converting from forwards to backwards is the slow part
Quick question, what are the must-use alternates, I need a list of alternate recipients I should use for my tier 5-6 factory.
that really depends what do you mean by must use. Some alts are good for resource saving, some for power saving, some for complexity saving, some for changing items needed to different set and some for getting rid of screws entirely π€·ββοΈ
Because screw screws
not really, screws are cool
... ye if they are steel and you have good belts
it seems that a lot of choices are meaningful
a lot of recipes seem well balanced and may as well be picked based on personal preference / playstyle
there's the odd very poor (bio coal) or too good (iron ingot to steel) recipes but most seem to have balanced costs and benefits
for instance , pure iron is NOT trivial to setup
takes a lot of power gobbling refineries AND water intake as well
the yield in ingots is preposterous but the space required to build is staggering as well
oh and to make it fun , it makes everything off ratio :p
so , more suited to brute forcing a factory's iron supply rather than making everything just right
Exactly why i love it
As stated Alts are all about playstyle
Woo I just built most of an early game factory and I've just discovered that modular frames take reinforced plates and not plates
Can someone tell me how this makes sense? why is my efficiency not at 100%
judging by the machine's screw stack being nearly full, im guessing the output is backed up, so it keeps having to stop
@magic island that was it thank you
Can't explain this either... or can't find it.. think i might have the same kind of issue...
I think i just got the best early game bug, inf biomass and all i gotta do is click
check for yellow lights. i see one already in that screenshot. when light are yellow they dont use as much power(0.1MW)
yeah there are a few trees that do that, its nice though i've never found one myself
actually so nice for the desert
considering we havent quite gotten coal power finished yet so this will be nice for the next few hours
im at about 10k leaves now lmfao
any tips on finding my descrepancy? it appears all my machines are running at 100
alr have auto biomass maker lmfao
Hi everyone!!!
Question re Power Storage
I have an excess of storage at around 144kMWh, all connected to a single power grid.
Ive been using some heavy duty factories recently that used like half.
While depleting the storage, I got the "One of your Power Storages is depleted" messasge a few different times, which seems unusual to me if they all charge / discharge equally
Am i missing something?
depleting or depleted?
Depleted, its just a notification like when MAM research finishes
i used 2-1 water extracter->coal because it's easier
just use separate water systems for them aswell
in that case they must not discharge equally, or something must not be connected properly. this might be something to take to the official site and make a bug report if everything is hooked up correctly.
Man. I played this game a year or two ago and apparently I never learned or forgot that power generators don't underclock linearly
I just spent like an hour trying to figure out why this stupid compacted coal plant wasn't running at 100%
you may also want to know that fluid loss on load bug exists, so you should overproduce water a bit π
I am overproducing a little, that's one of the first things I tried while troubleshooting. π
Now everything is running all the time but the total capacity still isn't what it should be, which makes me wonder if I miswired it somehow. >_<
I'm going to disconnect one generator at a time and check that my production drops in each case. That's what I've sunk to. >_>
men...i build a perfect fabric for my first better metalplates (dont know the name atm xd) and I was wondering why it wasnt working perfect, checked everything twice, stopped playing and checked again....
and suddenly I find 1 "piece" of belt mk1 directly at the start of the miner -.-
only took me 2 days -.-
reinforced iron plates is the name.
also thats a classic issue xd
Seems like you had fluctuating power demand. When it spikes up, the batteries might be drained in <30 min, causing a notification for you, then power denan drops leaving >30min battery-life and the chance for another notification next time the power spikes again
A) Go somewhere you can see ALL machines' lights and check whichever turns yellow even for an instant. That's where you have issues
-
If the grid is big, create subsections of it and power them individually to find what group of machines is giving issues
-
(longest method) check the input-output inventories of all machines. Any that don't have a full input inventory and empty output might not be running at 100%
I have 12 constructors and one line of rods, how many splitters do I need and how would I set them up to go equally into those constructors
7, I guess
put 4 splitters with 3 outputs closest to the constructors, then 2 splitters with 2 outputs each, then 1 last splitter
could you draw this, Im having trouble trying to imagine this LOL
if you had only 3 constructors, a single splitter does the job. Then if you need 6, then build twice the same thing, and add a splitter to choose between these two parts. Then if you need 12, then it's again 2x6, so build that twice and add a splitter
in the end it's a tree with 3 levels, the root becomes two branches, which become 2x2=4, which become 4x3=12
C C C C C C C C C C C C
| ^ | | ^ | | ^ | | ^ |
\<s>/ \<S>/ \<S>/ \<S>/
| | | |
\-<S>-/ \-<S>-/
| |
\----<S>----/
|
^ In
C=Constructor
S=Splitter
<^>v=output
thank you π
tysm guys
np
12, one in front of each constructor π
@bold fox while we're at it, I looked at what you were trying to do yesterday, a backward logic NOT. This simple version is not quite there but it takes a signal on A[out] where either 60/min or 0/min items A are consumed, and it responds by consuming on C either 30/min or 60/min (so 60->30 and 0->60):
^
|
B ------30---------. |
| |
V B
|
A ------60------> M --120---> SS ---60/0---> A[out]```
the problem is turning a 30/60 signal into a 0/60 signal
maybe we should change globally the meanings, and say that 30/min means "0" and 60/min means "1" and all signals should always be running at either 30 or 60/min
hmm
I'll try that
tho that does make it harder to trigger stuff with it since it'll always be moving a little
maybe we're OK if that is the harder part, and the logic circuitry itself can be easier
yeah
^
| overflow 30/0
|
A --- 60 ---> SS --- 30/60 ---> A[out]```
this would turn a 30/60 backward signal into a 30/0 forward signal
F->B is just a merger, if the conveyor speeds are well chosen
Backwards OR is
src-\
/--- 30 ---> M --- 30/60 ---> X[in]
Z[in] --- 30/60 ---> S
\--- 30 ---> M --- 30/60 ---> Y[in]
src-/
Would a packagers-driven-signal be too slow? They can be decently reactive
hmm?
hum, they can but they only take a single non-liquid input
Packager-unpackager where the packaged input block a sushi belt that has priority-merged the important item on it
@bold fox what is "src" in your diagram?
some item source
Higher clock makes for faster reactions
it's necessary bc we have 30/60 coming in and 60/120 coming out
@bold fox ah I see now, but there is a problem, if X=30 and Y=60 or vice-versa, it will run Z at 45
Btw, you've accounted for the max-throughput bug with belt, right?
the what?
Belt-belt connections "lag" at max throughput (items pile up at source)
in that case we could use mk2 belts to transfer the signal
Using a single low tier segment can be enough to choke throughput at key points
hmm
...and what about duplicator logic, that turns one signal into two identical signals?
^
| A only
A -------> |
M ---fast---> SS ---30/60--->
B ------->
updated the NOT diagram to get 30/60 or 60/30 at both ends:
Y --60/30--> \
M ----- 90/60 ---> M ----120---> sink
src --30--> / ^
|
| B, 30/60 forward
src B -> \ |
M ---60/120--> SS ---X-30/60--> X
src X -> /
I was just checking that it can really be done to get from an input X=30/60 to an output Y=60/30
you could use F->B & B->F to make an OR
ah, yes. the B->F produces a forward 0/30, so by merging them we get a forward 0/30/60, but we can apply F->B which takes 0/30 and if it was 60 then the extra forward stuff is overflowed to a sink
so that's technically a full logic system
src 60 ---> SS --- 30/60 ---> X
|
| src 60
overflow 30/0 | |
v v
M --> SS ---max.30--> M --max.60--> Z
|
^ |overflow
overflow 30/0 | |
| sink
|
src 60 ---> SS --- 30/60 ---> Y
yes
it seems we need conveyor belts at speeds "max 30", "max 60" or "unlimited", so maybe it would be easier to implement if we choose "60/120" instead of "30/60"
π
uh nonsense at the end of my last diagram
|
| [Z]
overflow 30/0 | | 30/60
v |
v
M ----------> M --max.60--> sink
^
overflow 30/0 |
|
|
src 60 ---> SS --- 30/60 ---> [Y]
we want Z to be a conveyor input, i.e. a logic output
on the central "---->" there could be 0/30/60 depending on the two inputs, but really it's limited to 30 by the merger at the right, which means in this case the two overflows at the left will only run at 15 each, but it's not a problem
for reference, a variant of that idea that only sinks 30/min instead of 60/min...
| |
src 30 | |
| | overflow 30/0 |
v | v
|
---> M ---> S M --max.30--> sink
|
^ | ^
| | overflow 30/0 |
src 30 | |
| |
'---45/60/60---> SS --- 30/60 ---> [Y]
and finally (stopping now!) yet another simplification, with only 3 splitter/mergers:
How do I split this?
[Z]---max.60
|
v
/--- 30/60 ---> [X]
src 60 --> M --> SS ---60/90/120--> S
| \--- 30/60 ---> [Y]
|
| overflow max.30
v
sink
...which needs to be written like that actually:
[Z]---max.60
|
v
/--- 30/60 ---> [X]
src 30 --> M --> SS ---60/90/120--> S
| \--- 30/60 ---> [Y]
^ |
| | overflow max.30
src 30 v
sink
merge all, manifold output
is that the only way?
it's the easiest way
I want to load balance
then do so π€·ββοΈ
I'm asking how...
in this case it's only three steel pipe constructors, so yes, you can simply merge all and then use one splitter
ah
maybe the easiest is to make them all on 66.6667%
(it's also easier for load-balancing, and it also consumes less electricity in total)
...sorry, 250/3 = 83.3333%
find out how many buildings you have, search for 1:X balancer
if it's three buildings, it's literally just one splitter π
Best kind of balancers 
Ari one problem with the 30/60 is that it would have a ~2s buffer for the next signal that can be sent on that line
60/120 would have a ~1s delay, and 120/240 a ~.5s delay
hmmmm this doesn't seem right
Why not?
wouldn't 33% clock speed be slower than 100%?
oh wait no this means in addition to
nvm
I need help with splitters π
What I have is a line of 10 items / s, and i want to use splitters to make 5 lines of 2/s, how would I do this? (a diagram would be amazing if possible and thank you so much in advance)
https://satisfactory.fandom.com/wiki/Tutorial:Prime_splitter_arrays has a 1/5 splitter diagram in it.
This tutorial is an essay from a personal perspective that serves as a guide to the creation of "prime splitter arrays"; collections of splitters and mergers that split resources by precise prime fractions. This is not possible for prime fractions above three using standard methods, but the application of some light mathematics can allow for pla...
ah thank you so much!
what have more weight on that resource table people does, 24 oil vs 113 coal. Just trying to figure out the best "modular frame" recipe cost wise.
forgot to add my iron plate alternative to the recipe, I need to recalculate the numbers there π€
24 oil vs 113 coal, I wonder what would have more weight on the long run
or 1:~5
You can also use manifolds
There's some documents people have postesd on Reddit you can find pretty easily.
Yeah manifolds are much simpler
10 items per minute isnt very high volume, and if it needs to go to 5 machines then it could take like half an hour for the lines to fill (if the stack size is 50, that is; much longer if it's bigger stacks). i personally wouldn't manifold that
you just pre-fill machines and there's no startup time
also even during the startup machines will work
if 5 machines only need 10 ppm then manifolding it with that number won't take very long.
If it's last stage production that extra spin up time won't be really meaningful since you can go out and do other things like normal
What is a good way to give smelters and constucters a good amount so it will 100% efficient, because sometimes it is not easy?
well you can use balancers or manifolds, manifolds take time to fill up and rely on overflow but they are easier and much more compact, balancer work to take input(s) and divide it into outputs that distribute evenly
balancers make your brain hurt
Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...
Thx
np
Both manifolds and balancers are 100% efficient and if you're worried about brain hurt don't do balancers
Only problem I have with them; They do not split well into 5's ands 7's. And the space. Otherwise they're amazing because it forces machines within the line to work ALL THE TIME when used at 100% efficiency, basically disabling power fluctuations.
You know how much power you need at the time instead of being worried about 'maximum consumption.' I usually just meet the current consumption when I have one or more lines offline (because the storage is full, I don't need it or it was temporary [plus I almost never have all lines running]), and build more power generators to meet max consumption but have them offline because I don't need them.
Otherwise they're amazing because it forces machines within the line to work ALL THE TIME when used at 100% efficiency
that's also true for manifolds, after it's filled
I don't think there's a reason to have power generators disabled
resources are infinite, you're not wasting anything by having them running
and you can also keep all production lines running as well and sink overflow for some cool extra coupons
valid, but still, I think I'd rather have as many still lines as possible for lag optimization, a mistake I didn't fix in my first save. lol
That's one thing I didn't think of for concrete, but even so I wouldn't be able to do it because my storage system already had a shitton of belts it had to deal with [so concrete couldn't fit + they all merged into one line for the sink (which had a buffer)]