#math-and-meta
1 messages · Page 605 of 1
fairly certain this was exactly what the save consisted of, so
satis tools makes that seem SOOO easy and nice
my pipeline that brings 450 oil from the impure well and 150 oil from one of the blue crater impure nodes (all OC'd to 250%) is struggling with throughput but the others pipelines from blue crater seem to do fine. piped it all to the Islands
but then the game's pipe wonkiness makes it hell?
thats 600. thats troublesome
ye. all the issues
and the fact that pipes are slow. also the 50m³ per gen you need to fill
its all soooooo much waiting
also I see why there were issues ultimately with each load
i remember waiting like 30 mins together with you until things seems to stabilize
the 5 cubic meter thing applying to every gen
every machine
totals out to more turbofuel than I'm producing, lol
well no that's just the generators themselves I'm not even talking about the others
i know, but other 7 600 lines of crude i ran seem to work fine
yeah. it absolutely wrecks your setup
what I find awkward is I don't want to trickle down slowly in terms of machines at each step
just to compensate for the 5 missing per machine
if that issue didnt exist, these things would be a bit more easy to handle
i dont even care about the throughput issues
right
or all the other stuff. that loading bug is the worst thing
so if I had cut off like
1 row
25% of the generators, maybe
Would that have helped mitigate the issue?
or, at least, a large part of it
id have turned off 1 row of the like.... 8? and used buffers at the end of each line. plus loops
i remember the funny thing where the fluid ran in circles and actually got faster and faster
it was set up in four 2x100 arrays
do you mean turn off the first one on both sides in each array?
one side
well I mean like
thats 100 gens
which channel would be best to put research of the conveyor lift height glitch?
probably here
500 m³ not deleted plus 450m³/min extra reserved
has CSS acknowledged issues with fluids anywhere? all i've seen is references to snutt saying players dont understand pipes but i cant even confirm the truth of that
that seeeeesm to maybe work
yea, on the streams. they are aware
Update 6: we are removing pipes lol
back to oil barrels on belts
well at least there's hope they'll address it then
well i guess this is here for those you wanted to see
https://www.reddit.com/r/SatisfactoryGame/comments/u28h20/conveyor_height_glitch_research/
Eh, with a bit of creativity you get around the issues. It's very rewarding
God that guy wobbles his camera waaaaay too much
there's some truth to that, but its kinda like a recipe giving you an inaccurate ratio of materials... i don't really care much what the capacity of a pipe/belt is. All i ask for is an accurate tooltip
Well early access, they do warn you 🙂
so since I am at work I can't actually listen to this, what is being said?
I don't even entirely know what this "glitch" is admittedly
Basically showing how you can make super long belt lifts by using floor holes
Yeah it references that at the beginning
ah
honestly if anything at least the save was informative lol
like yeah it was a dumpster fire but you had a lot of things to work with to figure out a more specific reason for why it was a dumpster fire
yeah it was an informative trainwreck
yay? but also fuck
it still took some time (like... 2 months?) ontil we finally worked out that loading bug issue existed.
That video basically says if you "finish" the lift into a floor hole you can make it as long as you want
I see
You can start it at a factory or IS if you like
neat
Also, PSA, setting your train station platforms to unload is helpful
also if you have the micromanager mod, you can make a infinite belt as well
@muted crypt
I don't use mods but I do appreciate the tip there
I have t4 milestones finished in my save so since I'm at work it's time to do anything but work and plan out upgrades 
🤔 I wonder at what point (if ever) trains become a better solution than pumps for raising fluid elevation
package -> lift -> unpackage
@visual grail WIth the water tower method, i don't think that would ever really happen
water tower is so cheaty tho
abusing that a pipeline shares headlift
🤔
e.g. if you put a water extractor high up and then tons of other extractors way down and connect them with the pipe, the water from bottom ones will have the top one's headlift
..mfw
How would you put a water extractor high up? Like in one of the inland lakes?
doesnt need to be a water extractor
You could probably just put a pump somewhere high up too
just had to be any source of water, IE just pump one pipe up and connect it to all the rest, and the rest will work as well
I think that is why my diagram i posted earlier in questions-and-help is going to work too
Hadn't expected it to, but with game logic it does
I wish I remembered what alts I had >.>
can't check until tonight after work
why must the grass fields be so awkward to build in
if you search for a material in the codec it will only show the alt recipes you've unlocked
can't check until tonight after work
Oh right, assumed you just didn't have the opportunity to upload a save somewhere to check 😛
yeah I don't use my laptop to play otherwise I'd have the save here and easily accessible tbh
I wanna rebuild for mk2 miners on everything, since I got those unlocked before I left the house, but to do so reliably I'd need to expand steel infrastructure
and everything is so annoyingly spaced out
I am specifically trying to avoid building a hub factory of sorts where everything is brought to one place but I may have to do that
Its convenient to have everything in one place but it does hurt performance
right, even if it's just a t1-t4 factory
and some just prefer the aesthetic of several smaller factories all over the map
my main question right now is how much of this I even want to use
like do I want to get EVERYTHING in the grass fields? probably not, no, but I could if I was willing to stunt overall progression for the sake of bursty production
I also know these factories won't be permanent so I'm not putting massive detail into them yet
I'm undecided how much detail i'll ever add cuz more objects = less FPS
I am slowly saving money to upgrade some of my more significant parts in my PC
I've just been in "production is fine until it isn't" mode up till now. Currently building a megafactory on the lake above the waterfalls
my next project after this 150GW fuel plant will be a 630 GW nuclear plant
neat
thinking this -
left side of blue line: steel beam, steel pipe, stator, encased industrial beam
right side of blue line: motor, versatile framework, automated wiring
I'm not stupid and missing anything, am I?
looks like you should have all the materials you need. the scale you build at would determine if the quantitiy is enough
I'll probably just plan to use these amounts of resources at most, tbh
mk2 miners should be enough to provide anything I need for earlier levels of production
something just occurred to me about pipes... probably a long shot but has anyone tried building a manifold entirely of mk2 pipes to see if it performs any different? I mean, i normally fun a mk1 from the junction to the machine... if that small pipe was mk2 would it make a difference? I know it shouldn't but with the already odd fluid behavior I wonder if it would make a difference.
generally speaking from my experience mixing mk1 and mk2 pipes in the same system is worse than splitting into different belt tiers
interesting... even though i kinda want to just resign myself to running 49 gens per line, the urge to test and troubleshoot keeps nagging at me
lol
I just like to tinker with things until I understand how and why they work... pipe systems in Satisfactory keep grabbing my attention
anyone know if FPS impacts fluid flow like it does belts?
Quick question about train lines.
I have 6 600 belts of quartz coming into a train station. Do I put both belts into an industrial container before they both feed 3 total platforms or do I give each belt it’s own platform
up tonyou how you wanna do the train thing
supposedly, but im not sure
I think the effect is very similar. Worse mechanics overall the worse FPS get (more sloshing, more flow issues etc)
Giving each belt its own platform can improve throughput if add more freight cars and have a longer distance to travel
They aren’t travelling that far, Idk honestly
I just want to make sure my factory stays turned on
Only way to know for sure is to test it. If you're getting the throughput you want, splitting it among more platforms and more freight cars would likely help. Or you could add another train.
I’ve tested the throughout, the train can move about 1459 items/per car/per minute
I just need a way to make sure the factory it’s feeding stays on during the unloading animations
Double feed an ISC from the station
Ik, but I need a double output from the isc
I’m thinking some sort of smart splitter design
Exploit the pure nodes, consider normal nodes, ignore impures. Then move to new area.
I'd say use any you need, no matter the purity
I’ll be having 360 iron ingots pm coming in for reinforced plate production and what I’ve calculated is using 270 said ingots to make 180 plates pm and the remaining 90 to make 360 screws. Does all that add up?
more advanced parts take longer
and need reinforced iron plates too 
And are more expensive
And if you have the alternates you can further optimise it
hah, you call that optimised
"you call that a knoife? THIS is a knoife!"
Because with 360 iron, 900 coal, 360 copper, 3375 oil, and 1350 water you can produce 2700 reinforced iron plates per minute
That’s the most iron efficient
But there’s decimal numbers. Am I supposed to be rounding?
If I even had alt recipes
Underclock
Nope. Just smelters constructors and assemblers
And this also needs 25 gigawatts lmao
Soon foundries

Just do some alternate hunting, cast screws are a godsend
cast screws, my beloed
It needs more power than is possible
uses all the sulfur, coal, iron, oil, copper and caterium on the map 
yeah but think of the coupons
Nuclear?
20 thousand biomass burners
You need sulfur
Oh ok
is solar ever coming down the pipe for us?
Geothermal?
if you disable compacted steel, the max stays roughly the same
Only 150 geothermal generators
I love how this started from @gentle berry just wanting some mk2 belts
I’ll probably be going straight to mk 3
What else can we completely overproduce
From mk 1
cable
nuclear waste
Alright let’s see
Wires
Let’s do nobelisks
screws 
Yeah but 1 copper ingot equals 1 cable. 1 copper ingot equals 2 wire.
3784 nobelisks
thats without alts
you can make cable without copper
1938730 screws per minute
Good morning math nerds
Supercomputers
Kibz needs to build this https://www.satisfactorytools.com/production?share=Y1ySySu9J2IMUWyXEBFO
Using steel screw recipe?
apparently steel screws don't give the max
steel rod to screw is more efficient
^
apparently more material efficient
is it possible powerwise? or would you need to underclock the machines?
is there a point where two underclocked machines can produce the same/more as one regular machine?
yeah, if the clock speed is more than 50% 🤷♂️
2x50 = 100, 2x51 = 102 (2% more production than one at 100%)
simple math 😄
just remember that you don't gain materials, since consumption is increased in same way
Constructor 100% = 4MW, 10% =0.1MW
thats a roughly 40 fold less power per machine
same production needs 10x machines @brittle willow% the power compared to production @fierce ruin%
10 times the space for 4x less power… I think I’ll pass.
why are there people named 25 and 100
The answer to that must be 42
🤣
@velvet jasper
Pog
it's 10 times the space for 40 times less power
Oh yeh
I can’t math today
40 times per machine, since you need 10x the machines, result is 4 times less power 😉
that's not how math works
space is free. power is not. in the end it comes down to "is it worth spending the time to do the building to save this much power?" and to me the answer is no lol
1 machine @ 100% uses 4MW Producing 10 items/min
1 machine @ 10% uses 0.1MW Producing 1 item/min
10 machines @ 10% use 1MW Producing 10 items/min
Correct me if I'm wrong, but that is a factor 4 power reduction.....
"4 times less power" is kind of a bad way to phrase it, though. You need 10x the machines to equal the output, and it only uses 1/4 the power
Also me having the force of habit giving answers that lack 1 or more crucial bits of information for the answer to make sense....
But I really like to encourage self thinking in my minions the people I supervise
||Or reduce the machines to 1/2.5 and spend ~1.8 times the power
||
relative to the cost & time would getting a pure oil node from over where my player is be worth it in comparison to using 2 impure nodes
It be better to go for the pure. Two impure produce 120 when both are at 100% compare to 240 at 100% for the pure. It's a 1:4 ratio.
Tho if you're in the spire cost I'd just grab the nodes there. It's where most of the oil is located
spire coast?
Or go to the islands where the pure nodes are
The place where your character is now
ahhh
yeah it's got a lot, that's where my power plant is
but it's a pain to get to my base
Do you have trains yet?
i do but the two locations wouldn't snap together smoothly
and i think that'd annoy me more than pulling items over
Suffer with it for 20 hours then fix it when you have your basics done. A little bit of suffering is better than losing resources
it's not possible to snap them together with a save editor is it..?
Sadly not. There's a couple things you could do. 1. Just mess around with building them to see if they snap together or 2. Go onto satisfactory calculator and download worldwide rail network. It saves a lot of time imo. I've used it a couple times actually. Tho I always gather the required materials to make it as legit as possible.
I just stumbled upon this worldwide rail network blueprint and now I'm really thinking about using it when I unlock trains (soon). I'm hesitant because I didn't achieve it myself and it's 'cheating', but it would safe sooo much time and it can still be modified to personal taste...
Well, after messing around a bit with rails myself I can still use it if my creations lack satisfaction
I would recommend doing what I stated above. It saves you 10-20 hours of work but you still "make it." You can easily calculate what it takes
what does it do? i've never heard of it before @novel sonnet
if it's "cheating" to you then it's cheating. I'm 100% in favor of playing games in such a way that bring maximum joy, and if you will find more joy in designing your own rail network, then do it
It's a save file editor along with a map and a calculator, I can send a link if you want
sure
It's set to show coal and bauxite rn
You can find it under blueprints
so, for now, i have one pure oil node feeding 12 fuel generators, no overclocking, no special recipes. how many gens can i get running if i overclock that pure node, or join other nodes to get a full 600 pipe
about 28?
So you're just doing crude oil -> fuel + polymer resin?
You can run 66 gens off of 300 oil/min
Maybe a bit more, that’s rounded
That’s with diluted fuel recipe
240 crude oil -> 160 fuel (via Fuel recipe), which is 13.33 fuel gens. Overclocking to a full 600 pipe results in 400 fuel, which would be 33.33 fuel gens.
They specified no alternate recipes
Oh thank you I read too fast
it happens
no biggie
any obvious improvements to make here when avoiding hand-crafting the first computers? I think this is a decent setup to get computers in T5, then later i can swap out the dilute packaged setup for a blended dilute fuel to do a larger computer factory for supercomputers and radio control units without the added complexity of packagers https://www.satisfactorytools.com/production?share=iVrlwoDp6cPY8iV7MlRi
I figured minimizing quartz would be the most useful since it's so scarce late
it'll actually get way easier later because once i get trains i can offload things like rubber to an entire rubber facility
https://www.satisfactorytools.com/production?share=osfad9UUvNeh2U4dNg0S
personally not a fan of diluted packaged fuel, id just use default rubber until blender diluted fuel
rest seems good
that's a good point
i guess i'll just use a normal rather than impure. there's still plenty of oil to go around
even without the dilute, it's only 160/min vs 60 with dilute
oh that's avoiding HOR too
yeah HOR isn't hugely helpful there
ye its just good old default rubber
brings it below 150 though which is neat if impure is all i can find
the numbers get ugly though. ok i'll keep that in mind when finding a spot
thanks for the help 😄
https://www.satisfactorytools.com/production?share=HHWMN1NnQqoddwIIqnT3 how’s this for aluminium
so i am looking to finally make a megabase after finally doing all research. I need to setup nuclear power and i want to do the space elevator phase 4 items, then pivot into a max-tickets build (or just sink the phase 4 items, im sure its much the same).
So my first step is setting up nuclear. my problem is that i cant find any up to date info on the best way to go about nuclear - generally builds seem to either maximize power at the cost of all other resources, or maximize uranium usage and reduce waste to zero at the cost of sinking plutonium rods as cheaply as possible and thus less power. I'm pretty sure ill go for the latter, or at the very worst, just also burn plutonium rods for more power and just stash the waste.
A lot of the layouts/calculator setups ive seen seem to be working on update 4 numbers. Im pretty sure waste generation was changed in update 5 iirc? which would brick the older u4 layouts. i guess what im asking is does anyone have an up to date nuclear setup?
A second question would be more a question of performance optimisation - how important is it for me to stick power cells in every setup possible to minimize entities? im on a reasonably good system (i5 12600kf, rtx 3070) but i dont want my world to become unplayable and <60fps. Is it worth dealing with the increased power draw and ratio complexity to optimise, or am i screwed either way and should just make it simpler? for example, looking at pure iron alt recipe - at 200% clock you get a neat 6 refineries per t5 belt output of iron ingots (780/130) but the input is still a messy 11.142... refineries per t5 belt, meaning you inevitably end up with either wasted ore or unsaturated belts which are hard to account for in large-scale builds. at 250% clockspeed you dont as nice of an output (4.8 refineries per t5 belt, 780/162.5) and the input is even worse at 8.914... refineries per t5 belt (780/87.5). What do people usually do in these situations?
sorry for the wall of text, just have nowhere else to ask these questions. need some pros here. will say im a factorio veteran and because of the limited ores in satisfactory it makes me change my entire problem solving process because you need to do optimisation calculations and analyze the relative value of each material and how it gets used, whereas usually in factorio i just got as much ore as i needed and set an arbitrary science/per minute goal and made neat ratios.
https://www.satisfactorytools.com will let you figure out how much production of space elevator / advanced parts / tickets you want to go and tell you how much power you need for that
From there you can figure out how many nuclear plants you need to provide the power. Or fuel if you wanted to go that way. I think satisfactory tools has correct production lines for nuclear but you can also just get the in-game stats if needed
You probably don’t need to maximize power generation so you won’t need to worry so much about optimizing uranium usage
As for the Overclocking question - it also depends if you want to edit your save or spend a lot of time collecting power slugs. Personally I put shards in extractors and that’s about it.
Also mk5 belts don’t always carry the maximum amount, especially at poor fps rates. I usually aim for 720-750 as “full”
As for the messy decimals - you can underclock, you can overproduce and sink excess, or you can just leave it at 100% and have flickering lights. Nothing wrong with any of those.
I would recommend actually looking at point density per resource used, as that can get you a clearer picture on how to max out points (screws are more points efficient than Modular frames last I checked)
Update 5 was purely Aesthetics and building recipe changes, no production recipes changed.
Power drain is easier to deal with if you have lots of power infrastructure. If you do normal clock speed/under clock you have to deal with massive amount of space taken and the large build cost
Nuclear: there is three schools of thought: uranium and stashing waste, uranium and sinking plutonium, and plutonium and sinking waste. The only Long Term Viable option is the Sinking of plutonium rods or using them for vehicle fuel. If you do it right, you will have a guaranteed no back up in your system. I am personally working on a full 252 plant complex with modular input and remote throttlability as well as a SCRAM system. It is quite a lot of work, but it is meant to be so.
Holy wall of text hang on
@mystic nexus since I just wanna grab one detail I'm just gonna ping you for it: your means of optimizing are on two separate fronts once you've picked a route. Not using shards increases machine/space usage and adds a non-insignificant amount of complexity to the logistics, but balances out by the fact that you get a LOT more power from your system. On the flip side, you save a lot of time/space by sharding machines but will greatly increase consumption of the power being produced and save less for the rest of the factory (roughly 4.33x as much power if every machine in the production line is overclocked)
Only benefit in overclocking power gens is taking up less space
as everything scales linearly
most people don’t overclock power gens on a large scale
Overclocking is a nice way to scale an existing plant, without doing anything besides upgrading belts and pipes.
true
whats math and meta
Channel Descripiton:
A channel for sharing and discussing factory builds, material ratios, so on and so forth. Useful sites for making/calculating factory designs and outputs will get pinned.
well whats math isnide of satisfactory
How many constructors making iron plates do you need for 10 heavy modular frames/min? Which alt recipe is the best for reinforced plates? Stuff like that
the math of the game comes from optimization of layouts
Can I have a ratio for normal fuel fuel generator?
Or if not, just convert 46.666666-
Hi, thanks for the replies! much appreciated. First, i had tried using the satisfactory tools calculator but the visual diagram ended up a mess and virtually incomprehensible, and also the number of facilities isnt able to account for power cells as far as i can tell.
second, so if i were to do a max reactor + sinking plutonium cell build for power, ive seen you can get up to like 500GW surplus, is that enough power to run the rest of the factory for max tickets for example? what if i were to max overclock everything for performance/space/simplicity's sake? (i have found most of the power slugs on the map and im happy to mod in extra power cells since theres a hard limit and im doing this for optimisation rather than "cheating")
next, thats interesting to hear than mk5 belts are tied to fps rather than an internal tick rate. do we know what fps threshold causes them to start losing throughput?
when talking about messy decimals, my problem is more that if i waste materials then im wasting the finite resources on the map, and thus wasting potential production/tickets/etc. It seems like theres no way to fix this other than inefficiently sinking excess resources.
Thanks for the replies! yeah when i was talking about relative value of resources theres also the consideration of point density, not sure where to find that info (i dont fancy doing all those calculations myself)
As for U5, i thought there was a change to how much waste nuclear plants produced because it was too much in u4, which ruins the ratios of u4 setups that turn uranium waste into plutonium cells into sink. If its still 20 waste/min then it should all be good.
when you say "lots of power infrastructure", how much do you actually mean? If i were to max use uranium and sink plutonium, ive seen setups reach ~500GW net power gain. is that enough to run the rest of the factory on max overclock to save space/performance?
finally, your nuclear setup sounds fascinating. i think im either going to go for uranium + sinking plutonium, or if your answer to the previous question indicates i need more power, then plutonium + stash plutonium waste.
thanks again!
Do I underclock my machines to make the math simpler?
yeah haha sorry about the wall of text, i just have so many questions and its better than just spamming questions one by one and waiting on responses for each. My point essentially is a) is the performance gain/complexity reduction from full overclocking a factory worth (or even viable, assuming i mod in power cells) when considering how much power can be made on the map? like would a full 100+ nuclear reactor overclock setup produce enough power to sustain a full overclock max-ticket factory? or do i need to make concessions in either diverting more resources to power generation (ie some oil going to fuel), or removing overclockers from some setups (taking the hit to fps performance and increasing space reqs)? basically, how much power does an average maxed out factory take, and is there comfortably enough power on the map from nuclear alone to power it all? what about if everything is overclocked?
Also im happy for anyone to answer any of my questions, was just doing the individual replies to directly thank each person and respond specifically to their help.
Satisfactory tools does not yet enable Overclocking but that’s coming. But you can also make the production map easier to view by setting some produced resources as the inputs, and then making other tabs to track those production lines, rather than doing it all at once
You have to do the math to see if your 500GW surplus is enough excess. The full build display on satisfactory tools will tell you the power consumption. You’ve already gotten an estimate scaling coefficient (4.33x) for 250% Overclocking of every building
(( for a more exact value, 2.5^1.6 ))
It’s not immediately clear that there would be waste per se. I would expect that only one material will be the limiting factor for max points - eg you’ll run out of copper first or something. Sinking excess rubber or iron then is just more points, not a waste
And in fact a true “max points” build would be extracting every resource on the map at 100% and making the highest total value items you can and sinking those. Even if that means just sinking like iron plates lol
It’s also not clear that oil will be a constraining factor, so you could always go nuke + fuel or turbofuel.
thanks for the info
at a cursory glance, a megafactory making 100 assembly director/magfieldgen and 25 nuclear pasta/thermal rocket per minute would use 300GW unclocked. so if thats x4.33 it seems like power is way too much of a limiting factor compared to resources - 1.5 TW is needed for the factory assuming full overclock.
https://www.satisfactorytools.com/production?share=PZ1fla0HvnajCtCtqwW8 this is just a rough setup of what i would aim for, seems theres heaps of leftover coal and iron and not much of the other resources, notably oil.
Under that build, yes. There’s some quirks of the calculator though in how it selects recipes - if you play around with it, you’ll find you can set aside more oil (eg for power) and it’ll use up the coal instead
It’s probably going into the steel & iron recipes is my guess because oil steel / iron is more efficient, but that may not be the right optimization for you
ooh interesting. im not intimately familiar with the recipes so i just assumed it was smart. guess not :^)
Eg if you constrain oil to 8,000 instead of the default 11,700, it all still works and uses like 57% of the coal instead of 9%
Look for where the oil enters the supply chain and follow it
I’m on mobile right now so not looking too closely but that’s what it did for my heavy mod frame build
Yeah there’s at least some coke steel ingots being made
You can also deselect those alternate recipes and see how it does
I think basically it tries to optimize for fewest units of resources used
rather than relative value of resources?
like id way rather inefficiently using iron or copper given how plentiful they are compared to oil etc
I think so. I think Greeny said he was working on customized weighting options in the future
But for now you just have to either constrain certain resources or eliminate certain recipes
alrighty.
thanks for your help again, its much appreciated.
guess i have a big job ahead of me, would you recommend making all the resources for nuclear on-site or shipping in all the finished products and then combining with uranium?
I haven’t done nuclear yet myself so I don’t know. I personally like to do outpost-style bases generally (eg make X over here, Y over there, and combine them for Z in a third place), but to each their own
But I do know if something goes wrong with uranium it can be hard to fix
Given the… constantly dying, y’know
eh hazmat suits got me covered ;)
My 10 reactor nuclear power plant (with waste post-processing) does everything at the site except heat sinks because I didn’t feel like figuring out how to do aluminum there. So I just transport them with drones.
I will probably build a huge nuclear plant that uses all the uranium on the map in the near future and for that I will produce everything at the site 🙂
yeah im thinking ill just train in all the raw resources (or at least, the base resources like ingots smelted at the ore site before pickup if possible). probably use the nodes closest to the place i choose to set it up. its a shame that i cant build my nuclear setup near my main base as i have grand visions, but i guess it allows me to be lazy and not make it look pretty since itll be isolated and just doing its own thing.
Correction: "4x the power" or anything bigger than "2x the power" are inaccurate and exaggerated figures ^^
They only take into account how much power one single machine consumes VS an overclocked one.
A more accurate comparison can be: how much more energy does one use to run 1 machine at 250% Vs 2 at 100% and one at 50%?
Answer: about ~1.8 times more energy.
So worst case scenario (unless one includes underclock), one uses almost double the power for 2.5 times the processing speed
Good catch. So fully overclocked might actually work, or close to it, with nukes + fuel gens
oh damn yeah
considering if you go full power gen with uranium + plutonium, you can hit up to 1 TW naturally with no overclocking in the setup
and that leaves a good chunk of oil spare for turbo fuel
so full overclocking seems like it could be viable
Multiply "base power" by 2 and you'll already have a generous estimate of the max power needed (see my previous comment about power scaling).
Imo, there's plenty of power for your needs. Eg: the biggest factory plan I heard about used ~400 GW for complete resource usage. There's plenty of room for overclocking even without burning plutonium rods, meaning if one wants to really go hardcore on points production, they can even make use of the "fertile uranium" plutonium route (that makes more plutonium at the cost of uranium, producing less overall power but consuming less resources) to squeeze out a few more points (~3% more points than using only Uranium power with no waste)
The numbers I just referenced come from linear optimization results (optimizing for sink points), so pretty accurate ^^ (withing the limits of my memory 😅, I can provide links for further reading)
interesting.thanks for that!
yeah i was looking at a factory that used 350 GW unclocked, so if we're going for a 2x multiplier i would need 700GW to run the thing, and thats more power than uranium alone can make. i think you have to at least burn some plutonium or divert some oil to turbo fuel to make up for that power gap.
im pretty sure the most efficient uranium setup with full plutonium sink and no waste is like 650 GW generation, and about 600 GW net.
again assuming no overclocking
so i will probably just end up burning plutonium, idm stashing plutonium waste way out in the middle of nowhere. my main factory will be quite centralized in the north forest so its away from all radioactive stuff.
Yeah, just handle the waste. Less headaches than trying to figure out the least resources you can use to make enough turbofuel to finish overclocking imo (and way more efficient in terms of points)
Again, there is the possibility for Fertile Uranium (changes max power to ~1 TW, of which ~450 GW from Uranium iirc), but it just saves a bit of machines and mainly nitrogen/bauxite
again its not x2 because you also need to build less machines
with everything overclocked to 250% its 73% more power so 605GW
true.
regarding performance, is it better to have lots of small, simpler systems of pipes, or fewer but more complex systems. in essence, when doing refineries for pure ingots, is it better to do sets of 12 (exactly 600 water/min) or 6 (300 water/min)?
600/min is tricky due to pipe bug
oh?
I'd recommend smaller sets
whats the pipe bug?
yeah and game has issues with that
also if you have enough water around, I wouldn't overclock
even if the mk2 pipe is very short range? like in this setup:
why not overclock? less machines is always better, right?
more power usage
if it's so short, I'd definitely do direct input - one extractor to X refineries
weve established that even full overclocking the entire base should in theory use far less power than what i can generate
yeah but generating less power = more resources saved = more possible production
and reducing the number of machines as much as possible is paramount for performance
~10%
if you dont do power at all
well the thing is im always going to do a max uranium setup since otherwise it goes to waste, so theres always a percentage of resources set aside for nuclear.
otherwise it goes to waste
not really, resources are infinite
i mean as in im not utilising the optimal uranium/min
like uranium's relative value is surely way higher considering how rare it is and how much power/points it makes
utilising less resources = using less buildings = more performance
well overclocking is less buildings
^
you can have both
you can overclock and not do full uranium but only as much as you need
how does it balance out? surely the buildings saved from not overclocking and using less power is dwarfed by the number of buildings saved from overclocking
yep 250% oc is roughly 50% less buildings overall (compared to 60% less from the 250% production)
sure, i can not use max uranium but then i wont have enough power to do full overclock
mostly because nuclear power uses almost no machines compared to the gain of overclocking
a very high resource usage factory is like 400-600 GW, and if i want to overclock it all it probably approaches 1 TW and theres no way to get that much power without going full nuclear.
also yeah thats what i was thinking zyranex
also small note that these maximum resource builds are more theoretically since theres no pc in the world that can run these setups
i was using 10% of the resources and had <20 fps
wait what for real
ye the world is pretty big xD
ive seen youtube showcases of maps using all resources and sure they were a bit laggy but not unplayable
I mean that depends
I could "use" all resources by just putting a sink after miner
and have nice 60 fps
i mean as in maps making heaps of turbo motors pre u4
it really depends how far into the production chain the player got
pre u4 is way smaller than u4+ setup
that alone is already 382 miners xD
we got new stuff in U4
u4 didnt introduce that many new resource nodes
it introduced new stuff to produce
well the meta changed in U4
going for max turbomotors in U3 was hard capped by bauxite and used like 10% of the buildings beecause of that
and new alt recipes
ah
its mostly the assembly director systems
maximizing those takes huge amounts of machinees
ah i see
like 7000 iron wire constructors 😆
i was looking to do something like this: https://www.satisfactorytools.com/production?share=e8iOr7BDAqVujL3wofSU
but if thats not feasible, then i guess i can scale down
it's always easier to slowly build smaller chunks and see where do you end
id argue thats not true, at least from my experience in factorio.
I have 2k+ hours in Factorio and I'd argue it's true even there 🤷♂️
if you build like 1/4 of your goal, you then need to leave room for 3/4 expansion
and thats just kinda lame
shame the map is infinite
i dont do giant train mega grid bases in factorio
there's your problem then 🤷♂️
in fact my bases tend to be entirely belt based and compact
ive done like 2.4k spm belt only pre belt optimisation (0.15 i think?)
of course if you apply artificial limits on what you can do, the game plays differently 🤷♂️
but you can't make your assumptions based on your limited experience
point was i couldnt double it to 4.8k because i didnt strive for it initially and i didnt leave space. so if i wanted to go bigger i would have to destroy literally the entire base and start all over
which doesnt sound easy or fun to me.
or copy-paste the base somewhere else
i mean i have 1k hrs in factorio. not that limited.
cant copy paste a 2.4k spm base lmfao
ye did that
ended up with 10 fps
wouldnt suggest
that blueprint alone would probs crash the game
well you can easily copy it part by part
sure if ur base is sweaty modular rails, stamping BPs works
i had rails for ores and then copy pasted my "base" that was 600 SPM like 3 times
and it worked it just destroyed my fps
https://imgur.com/gallery/ecrKl this was the early days of what i built
i did bps for individual factories but the overall structure was handmade, and doubling it was a huge undertaking. the final 2.4k spm base was just impossible to double
my point is satisfactory is kinda like this, you have limited space and especially if you want it to look good you need to pre plan exactly what you want to make
satisfactory has technically unlimited space
hm 3d gives ALOT of eextra space
yeah but even if you overwrite the limit, you either get crashing game or 0 fps due to so many things in the save
it's the same as "full map usage is impossible"
even nonfunctional things like foundations?
you can't really make use of the whole map's space
sure, and i dont plan to build the entire maps space. i want architecturally pleasing bases combined with a non-trival factory output
like i hate when its a huge x resource per min base and the entire thing is just floating platforms and such
my point is that any "space is limited" opinion in satisfactory is based on self-imposed rules
perhaps.
oh you would hate my base xD
#screenshots message
like this is the early designs of some of my areas. probably need to make them bigger, but this will most likely be an area for small things like storage or just aesthetics, idk. but i want my whole production (at least the majority) to be in northern forest and look like this. idm making nuclear ugly and far away since i wont see it cause of radiation.
just store it at height limit 😄
yeah not exactly my cup of tea but theres an element of order and cleanliness in that setup that i like. dont hate it, but dont love it either ;)
I hate that just because bus in satisfactory
well i mean radiation isnt just from waste, still gotta have a huge huge area for all the reactors radiation, and then theres the space consideration of all the production that goes into making nuclear cells
and thats hard to fit in the northern forest and make look pretty
reactors and production doesn't radiate much if you balance it
so im just gonna do my power setup far in the top of the map over water so i dont have to look at it
like it doesn't almost at all
the production/reactors arent that radioactive if you balance the belts
it only gets a problem if you have stockpiles of radioactive stuff
also helps fps i would assume as well
right, in theory you have nothing backing up on belts
still gotta deal with trains carrying 3-4 cars full of uranium ore haha
the only thing is the amount until the machine can cycle once but thats pretty low
dont use scim xD
4 smelters, pretty low number
look at the splitters
if only there was a name for this mechanic
!wikisearch manifold
this aint a manifold
uses the same mechanics to make it work
but yeah, scim usually recommends super weird splitter/merger setups, I wouldn't really follow that
i guess so
yeah
faster 😛
I generally prefer tools that just tell you number of machines and leave logistics up to you
given that there's so many approaches you can take to logistics
i agree
i took one look at that logistics guide on that site and it made me want to cry, so much less clear than doing it in person haha
So scim with simple mode on
I personally don't like scim since it doesn't do any optimisation and some setups are impossible to calculate
At the risk of sounding like a bootlicker, I say SFTools does a great job in that regard
Never tried that one, might have to for my next factory
Could I possibly get a link
It's actually faster than SCIM for planning too (better optimized in that regard)
First one in pins
how is your splitter doing 60,30,30?
shouldnt it be 2 splitters?
one doing 120->60,60 and one 60->30,30
overflow method
The smelters can only process 30 so when they are full the rest gets sent on
Before its full its 40/40/40
Known as manifold warmup
I have no idea where to find it as I was too busy with my nuclear plant to look it up. When I say a lot of power infrastructure, think in the tens to hundreds of GW
As someone who is also building in the northern forest area, I’m gonna have to disillusion you of fitting everything into the zone in an aesthetically pleasing way producing anything close to max points…
yeah ive been constructing my nuclear setup way north over the water and just making a few hundred refineries has been rough
so much space needed
and this is like, 10-20% of the total resources of the map :^)
For example, I am currently building a factory to produce 9,000 steel pipes and 450 mod frames to feed a heavy modular frame factory. This factory is taking up the entire giant lake at the western edge of the northern forest and is currently three refinery floors tall, plus sandwich layers
yeah
I am also using I think every single pure iron node in the northern forest to feed this factory
im thinking what ill do is do a lot of ingot and low level recipe processing offsite and only ship high density stuff to the northern forest for the final stages wherei only need a handful of OC'd big boy machines
My takeaway from this project has been if I want to make things look good in northern forest, I have to basically build the structure first and then figure out what belting / production I can fit in it. Far from maximized or optimal, but things turn out way prettier when I do it that way
yeah thats what ive been doing. ive just been building things to look nice and im gonna figure out what goes in there
heyo i cant think rn
how would i make this 15 per minute
15 raw quartz input per minute rather
underclocking it so that the raw quartz is at 15/min
well yes
but how would i do the math for that
theres no input where i can write 15/min for raw quartz
just underclock the output until it matches what you want the input to be
im sure theres a better way to figure it out but thats what i do
it needs power and an input
you'd only have to do it for one and then you can just copy the settings
Yes there is. If you’ve unlocked Overclocking in the MAM, just type 15 into the output field
It will be in the area of the screen underneath the portion you clipped for the screenshot
Oh my bad I misread input
Just type 15/37.5 to the percentage field
Oooo thank you i needed this for other times i gotta do this aswell lol
do that then x100
i forgot abt that
[equation then x100 not in the % field]
No need to x100
ye but like if i was trying to tell someone the thing]
Oh yeah gotcha
i'd say 40 or 40% rather than 0.4
So I'm using 480 bauxite for sloppy alumina. I already have two refineries (100%), how would I determine how to figure out the remaining 80?
Nevermind to the one above, I figured it out
wdym by 3 into 4
3 outputs into 4 inputs
2 splitters?
i have 3 outputs, i want it to go to 4 inputs, i don't want belt qty compromised
can't manifold
if i split each 3 into 2
just use 2 of the outputs on the splitters
Splitter on each belt, one belt from each splitter goes to machine, merge all the other ones and put to 4th machine
you ever reach that point in playing where you have a task youw ant to do
in my example, set up a battery factory of 2 blenders
but, your brain has just had enough of the math to figure it out
nice, got some screenshots?
I realize I'm several hours late, but are the three outputs all equal in quantity?
Yes, i ended up splitting each into 2, getting six lines, and merging those cause it just fell under the max belt limit
Split the middle in half, merge each half with the outside belts on their sides, then split the merged lines in half
if we have 40 40 40
Split the middle 40, so we have 40 20 20 40
Merge the 20s to the outside, so we have 60 60
Split the two in half, so 30 30 30 30
(Adapt the numbers according to your needs, I just picked a simple example)
This is how I'd do it anyway, it made sense to me in my 7:30am brain
I do, sorry one min!
Basically it's not that complicated. Using a second train station as a fluid (gas) buffer. Since it has fluid outputs rather than just pipe connections it doesn't have the flow issues that fluids buffers do with Nitrogen Gas
Obviously still need to tidy it up and make it look pretty etc 🙂
As proof (though obviously this could be anything else) - here are the 40 nitric acid blenders running green since 3 hours (fed from 3 separate train stations)
heh, you actually went through with that idea.... funny!
If it works well, i won't even complain
Haha, I guess I'll take no complaints as praise then 😄
I'm still waiting for it to slowly seep down and not provide enough
Not sure how many hours of green will make me feel safe
thats an awesome train
An almost useless question: If I set a mk.3 miner on a pure node to output exactly 782, the clock speed shows 162.9167%
However, if I do the same on a calculator with more decimal places, it says I would need a clock speed of 162.916666666 repeating%
If I set the clock speed via the output, will it actually be set to 192.91666666.... just not show it, or will it be set to 192.9167%?
in other words you want to know how precise the game calculates?
Yep, pretty much. I know the display on the overclock is limited to 4 decimal points, and the display on the output is limited to 2 decimal points, but what happens in the background when they mismatch
I know the game itself calculates things to, like, 6-7 decimal points
I always do the amount over the percent if possible
Yeah. I need to know the amount, anyway, to calculate a percent, so I just tell the game house much a need and let it handle the percent calcs
I think Greeny knows for sure but it does at least 4 if not 6 decimals
Displayed value is just rounding
Aye I figured as much, was just curious how far it goes. Thanks!
Is one of the fissile uranium better? My primary interest is getting rid of uranium waste as fast as possible, so the one that uses up more but also requires uranium seems the best.
This seems like it’s much more space intensive and more complicated than a packaging solution
Can’t recall which is which for it. Run through the recipes and see how much waste each uses
With a packaging solution you need buffer for both the packages and the material, right? I've only done a relatively small one in a previous save so cannot speak as to scale comparisons, but all freight transport needs buffers, and this one fits perfectly on top (or below) however you choose, with easy pipe matching. It's really not that clunky. Plus I haven't decorated the base yet
The one that combines with silica and uses up 37.5 per minute, while the other one combines with uranium and uses up 25 per minute. It's kind of a pro and con system really since its not like you have a limit on the number of blenders you can make or anything... silica uses it more quickly, but, you have to make silica, the uranium one uses it less quickly, but you don't have to make silica since combining it with uranium... but on the other hand, you do have to make more sulfuric acid.
Just looked it up . Non fis then plut pellets to process waste cheap
Ok so let’s assume you always need a buffer from stations for both input and output, not always the case but often.
Taking from A to B you’ll have at least two cars one with outgoing filled canisters and one with incoming empty. Each of this will have the buffer as standard. The empty buffer will feed the packaging which will feed the outgoing buffer.
Don’t need to buffer the n gas at all if you’ve got the numbers running to the packaging right.
And it’s been a while but I’m pretty sure packaged n is much more space efficient than gas so you’d be reducing total cars as well as not needing this double station set up.
As usual though I will say what you’re doing isn’t wrong it just depends what you’re aiming to do.
If it solves the gas buffer solution that’s a cool trick btw
True, I'd forgotten about the less "items" required as bottled nitrogen is very efficient compared to piped. And yeah it seems to solve the gas buffer issue. I've been running 40 nitric acid blenders for 8 hours now without a hitch, fed from 3 trains from around the map
Nice 😄 it’s always cool to see a new work around for an issue.
I've got a problem with one of my packaged n setups.. but packing/unpacking by drone or train is definitely the best way to move nitrogen..
I wish I could remember who suggested this as a method, it wasn't my original idea but somebody pointed out that fluid platforms act like factories and "force" out the gas, unlike buffers which just balance
I haven’t looked at a drone set up for it but it looks more fiddly?
I dunno, only thing I move by drone is uranium.
I used a drone nitrogen bottled setup in my first save, went very well
But I'm hard committed to trains on this save 😛 (aside from uranium, I will use drones for that once I'm ready for it)
my issue with my packaged nitrogen setup is probably a lack of containers, or something screwy going on at the well.
What’s the issue you’re having? Almost done my work break so may not be able to reply
Haven't really looked into it much. it's running out of full containers lol
The "unpackager" you mean?
Ah yeah you want more containers than you’ll need behind the packaging in a buffer
yes, the unpackager is running out of full containers between trains.
Add more packages it should be fine to absolutely flood the containers with them
Yeah I added a couple storage *edit< containers and let them fill up, I couldn't be bothered doing the math to figure out how many I needed
If you have loads it can't go wrong
I just kinda hooked it up, and fed the outputs into a sink (of the factory that uses the nitrogen) and left it. when I'm actually ready to use it I'll try resetting the system and see if it fixes itself.
Cause you do t care about max efficiency transfers of containers just that they always exist where they need to be
If you have enough either end it should balance itself, so I'm not sure resetting would help
I've added some more empties to it, but I didn't bother shutting it down to let it reset
Also because the empty containers rely on filled containers getting emptied they depend on one another and will constantly fluctuate.
I always try to reduce or remove any codependent system as much as I can cause they are the fiddliest
It's just odd, the other platforms in this station run fine, and chow through like 7k nitrogen/min but this one wants to act up lol
Recursive dependent production takes careful building 🙂
They're built fine. I probably just didn't start it with enough containers before demanding the full amount out of it xd
it's silly how a train with 4 carriages can move an entire well @ 250% of nitrogen though
Entirely depends on distance 😄 do you use the throughput formula for the trains?
game calculates the clockspeed from the ppm and then rounds to 4 digits so its 192.9167%
The clock speed value is rounded to 4 decimals, both for displaying and for calculations
If you use the output field to chanhe clock speed, it calculates required clock speed for it, rounds it and sets that clock speed to the machine
Plutonium routes:
-All standard recipes: medium resource usage, lowest plutonium output (for the same amount of Uranium->Rods->Waste)
-All alt recipes: maximum resource usage, maximum plutoniun output
-Fertile Uranium + standard recipes: lowest resource usage (slightly less than first route), a bit more plutonium made than the first route at the cost of less Uranium and total power.
Does it always round up?
No, standard rounding rules
I've heard nitrogen gas flow is a bit wonky... Anyone have thoughts on maximum reliable gas flow in a MK2 pipe?
same rules as normal pipes, just that you cannot use buffers
Thanks 👍
I'm building a coal plant and I have 1 belt of 60 coal/m, I want each coal generator to have 15 coal/m, however because of the way splitters work, I end up getting 30 in the 1st coal generator, then 15 in the next, and 7.5 in the rest. I'm wondering how it so that each generator gets 15 per minute, can I have help?
splitters work fine... put the generators on standby and let them fill with coal and then turn them on.
thanks, I'll try that right now
if you want to balance them, just do it like that, each hexagon being a splitter
kk thanks
You can do that.. but I really don't recommend balancers.
not in theory
in practice given the random nature of the game, some belts may have slightly more items, but I don't think it'll be noticeable over shorter periods of time
Yeah but I mean, if you turn off one side of a balancer it will fill and then back up allowing the other side to fill quickly, right?
I usually turn stuff off once they are filled to get the others to fill faster when starting a manifold
But I get your point
well if there's no manifold, there's no need to turn them off 🤷♂️
turning stuff off to make a balancer fill faster takes away the one and only advantage they have lol
True lmao tbf I like the design of balancers but I'm stressed when the slots aren't full
Same, I like full belts.
that's... weird. balancers are made exactly for the reason that the slots won't be full
quick question, is this enough copper?
for what?
I mean... it all depends on how much copper you're gonna need 🤷♂️
it is enough if you'll need less then 12480/min 🤷♂️
depends on recipes you're gonna use and such
I'd recommend starting from the back and calculating how much of everything you're gonna need. And tbh I don't really recommend centralising stuff for this exact reason - any upgrade you're gonna do, you'll need to add more copper to the central production.
yeah but i just checked satisfactory tools, and even not using any alts to save resources 12460 is WAY more than i need
its enough for 10 per minute of everything in fact
ive already put all the stations for copper, onto the iron
Wow! that's a lot of nitrogen... pretty sure a math error
can't hand craft those anyway, but I think they use 25 per so.. probably
i havent fully automated them yet, I have a blender setup near a nitrogen well and storage containers I hand feed with mats. used the to-do list to see how many casing I need and thats when i noticed the N2 number was way off
actually, that might be correct.
its 1000x too much
the game calculates 3 decimals of fluid.
so yeah that's right... it just decided to throw away the decimal lol
so 1100.000 nitrogen gas is needed.
You should try to find the alt recipe for it. Uses 1/3 less alum and don't need to make them into cases for the cheap price of some fuel
@velvet jasper you're welcome.
I’m already gonna be making 2700 rubber…
Oh god lmao
That’s gonna be interesting if I decide to do it
I would.. crystal beacons, rigor motors, etc.. they're useful..
Prob will
What else can I use that 2700 rubber for anyways
I’m def gonna over clock those as well
I’m likely only gonna do like 270 idk
Ratios are also a lot nicer imho
The layout I’m gonna be building lmao
or rather game calculates with dm3/liters instead of m3. I guess they didn't expect fluids to be in todo list (since it doesn't make sense) so they didn't implement the conversion here
That’s a LOT of oscillators
Wouldn't work for me, I'm burning all my fuel in gens.
are you using diluted fuel? there's no way you've run out of fuel with that recipe
All the oil everywhere??
I'm using 11,700 oil to make 3800 rubber, 3800 plastic, 350 resin and 12000 fuel which I feed into 1000 gens
That's with diluted fuel
Ah you’re not using the efficient rubber/plastic recipes
Are you using the HOR recipe before diluted fuel?
Because with the efficient recipes 12000 diluted fuel should be 4500 oil, leaving you with 7k~ oil and the recycled rubber plastic recipes get you 21000 rubber/plastic per min from that
indeed, I didn't have those recipes when I started my current setup. I'll probably tear it down and build a more optimized setup after i get nuclear online
Ah yeah they are amazing rubber and plastic have some great recipes
HOR?
heavy oil residue
Oh makes sense, thanks
Hehehe
Should we tell him
That is nothing compared to later....
Ik lol
Not looking forward to any of the elevator parts in any way shape or form lmao
I mean, my overall plan uses like 90% of total resources and I don't think I'm making anywhere near that many oscilators. I've probably avoided teh recipes that use them though
Like caterium computers not crystal computers, cause 480 comps per minute would be pricey in crystal
Exactly lol
Right ok you're just going for a big build and going heavy on the oscilators XD I need my quartz elsewhere
So brain question - Not a huge issue and it's not causing problems but trying to wrap my head around the why of it
I have 4 nodes of irons mined at different rates 2x high 700s 2x high 500s
Each with their own manifolded line of smelters smelting exact numbers
The 2x 700s ore lines never stop moving
The 2x 500s have their ores stop and start.
Now production is 100%, no stuttering, nor ingots backing up, machines further along never stop start.
Just curious as to why the ores might not have a continuous flow.
Too fast a belt feeding the manifold?
Might not not actually lol, but if I have the spare quartz imma def do it lmao
500 smelters have full stacks, 700s don't?
no all full ish, and the ingots from there don't stutter, and the machines getting fed don't stutter.
You sure your not starving the 500s line?
100% smelters are full to the gills and the things they are feeding are perfect
So how do you know it's stuttering?
Just the belts are stuttering.
It's interesting. It might be because the smelters are being fed with mk1s I guess?
Visually or mechanically?
mechanically
It would guess that because the belt is moving less than its max it is stuttering because stuff gets backed up on the belt but nowhere else. The same thing happens to my belts.
Really? Try draining the belts and reprimiming them
I have a few times 😄 once the whole thing balances it goes back to it.
the 100 beacons pm function perfectly once it stabalises
This wouldn't cause backups unless the smelters are running at 60 p/min or higher
And check the miner(s) to ensure that everything is being transported out and it's producing exactly what you need
Less than 60 per, All smelters and miners are timed right. No belt to belt connections so zero belt throttling.
Rods plates wire all doing great.
No mechanical problem. Just curious really\
wait what even does manifold mean
a manifold is when you use splitters to feed multiple machines or things from one belt
Most people just starting the game I imagine use manifolds without realise what they are called because they just make sense
so an overflow split belt instead of an optimized split belt
yeah. By optimized I guess you mean a Load Balanced system rather than Manifold
oh yeah
The only mechanical difference between the 2 is that it takes a manifold longer to spin up to 100% efficiency
When things get complicated you can make mistakes to make either work not well but both are 100% efficient if you're doing it right
oh well I guess I'll use manifold belts more
visually Load balanced systems tend to be much prettier though
but giant
A view of the beltwork connecting a refining area to an assembly/manufacturing area. The left-side refineries feed the lifts, the right-side ones feed machines on the same floor.
Many of the belts are close to max throughput, but everything still works flawlessly.
yeah, they take up a lot more space, a lot more planning, and can't be modified nearly as easily as manifolds
*they can't be modified at all
I always just load balance except if its a 1:5
With a manifold if you get a new belt speed or miner upgrade you can often just extend them if you have left yourself space
Fair. I never load balanc so didn't want to make an assumption XD
manifolds have "spinup" time, which could be very very long... sometimes they'll never spin up.
Or very short if you prefill machines.
or if you have fast belts I would assume
if you've got the number right even very complex manifolds should get just enough parts in the last machine?
I normally leave the output dissconnected, either at the end of the line, or somewhere inbetween when I power it up, and go work on something else. This lets the machines fillup and stop so they'll be ready to roll when I'm ready to hook it up
that's fair
maxed belts manifolds will never fill.
Also complicated manifold belts that also have pipes can get fidly. Keep them simple
wait how complex do manifolds get
they are just a conveyor belt with a bunch of splitters
I wouldnt imagine they could get that complicated
Well for example if you split a belt of ore 3 ways but each manifold consumes different amounts it can stutter strangely
uh... well you see what happened here lol...
And with fluids stutters can keep the stutter going
manifolds are simple, but sometimes you need a lot of material.
and you're left over with a lot at the end.
Left over? As in you're overfeeding?
In my case it was I have 480 rubber, and each machine uses 75, and that doesn't divide.
oh
Couldn't clock them differently for some reason?
and I needed every last bit of it for this build. So I ended up with 4 belts of 480 feeding 4 machines, and recombining the rest
I couldn't.
I would overclock them to 120 or underclock to 60.
odd! well overflow combining isn't too hard
I clock my Bauxite refineries so that 450 solution pm is used and piped directly to 1 scrap refinery in front of it. Sooo simple
overclocking throws off the other numbers really bad, I think 200% worked out nicely, but that's 780 screws into a single machine
Ah. Screws. My enemy.
hmf is really bad for ratios and numbers
If you insist on using screws having steel screws directly underneath whatever is using them makes life easier
here's the machine line in question
Curse you screws!
it's 1:1 constructor to mfg though x: it's really nice.
simple screws
It's still a manifold though
BuT mAnIfOlDs ArE lEsS eFfIcIeNt
Screenshot of the lines?
Feeling really sick atm. Will send tomorrow though it’s probably an in person job to look at. Not very clear with just a single shot
Whatever you prefer. I'm just interested in seeing if I can figure it out ^^
Manifolds are 100% efficient when used correctly
manifolds are always 100% efficient
or rather they are never less efficient than any other setup
That’s true when the inputs of the machines are fully saturated. But with items that are produced slowly, like uranium fuel rods, achieving this might take very long time.
Which is why nuclear power plant is the only place where I would consider load balancer instead of manifold 🙂
they still are 100% efficient though
solvee it by using a sushi manifold with precise inputs 
Do rods inside a splitter cause radiation?
Or does that magical void stop them from doing so?
lately belts arent radioactive at all so id say magic void stop spicy air
In that case, sushi manifold it with the splitter shoved so close there can't be a rod on the belt.
Easy.
They don't lose any product, nor use any fuel or power
... ok? I know, that's pretty much what I said 🤷♂️
Doubt. What seems buggy is how you're affected by radiation
Eg: sometimes, after equipping certain body equipments, radiation seems to be "dampened" to the point that low radiation doesn't even register
what do you guys think is the way to go if you want to "go really big", like trying to mine out the map. Would you build a factory for each product and ship the ressources (like ingots and stuff ONLY) from ressource-hubs to the factory, to cook it from the start up there. Or would you make all iron products at the iron factory basically. and so on? What do you think?
exactly
but still I think it would be fun to collect all the iron that is on the map at one central iron-hub and ship the ore/ingots to the product-factories.
with trains of course
how you gonna redistribute that
via train. you collect it at one place, build for example like 10 big train stations. from there you let trains run to all the factories that need iron at the bottom of their production chain.
no, HOW will you redistribute it, dont just write it off as "via train"
it would maybe give you great central control over ressource distribution. besides world domination.
you get ALL the iron from the map in and need to get it back out
"via train" is not a complete solution
you're writing off a major logistical task
o_O put conveyor belts into TONS of stations. whats the matter?
right. and wait 50 million years for the destination to overflow? unless you make the destination eat exactly a multiple of a belt
also, train traffic will be a problem
just send as much trains as are needed for the factory to be satisfied in a way that you wish for
you can overbuild every factory anyway and control it via trains
thats one good aspect is what I am saying
im insofar not a fan of central processing because, if your source and target are right next to each other, shipping the resources off to a central factory to processing is a bit.... of a meme
yes I see your point. BUT if you want to go local, it is really hard work to make it all balanced and not ship ressources around like crazy. It wont end up clean in a way.
its not that hard to do local. in the end either way is a logistical mess simply because of the scale of it
I will try my best on iron 😄 maybe I can show you the results 😄
only difference is in one solution you are not sending all the trains through one logistical chokepoint
you call it chokepoint, I call it hub 😄
I don't see why a transfer hub would be needed
because its a funny meme
I think its more flexible to manipulate centrally, later on.
not really. you have a much harder time to change anything in a big HUB
if you can change ressource distribution on the fly, to single factories for single items, you can overbuild each factory and produce more of item x, than in a non-central production.
later on you want a factory that processes local nodes to a final product
not move thousands of materials over the map
non central production means simply using up all local resources smartly
not as long as you have more ressources than you would need to distribute anyway, I suppose, mcgalleon
yes but you have to be fixed on your item output
so is everything in this game
factories are fixed. not dynamic
if you overbuild factories for items, you can make it like-dynamic.
sure, you can undersupply them to get less out
but your cap is the production at 100% efficiency
yes exactly, overbuild factories from the get go. all the factories.
so overbuild local ones too. process all the parts around
its not that hard
you group a bunch of nodes
but overbuilding locally seems really off?!
and overbuilding centrally doesnt?!
i mean in the end the best control you will get is how many miner belts or trains you attach to your factory
one thing hats really not needed through is processing all ore in one place. make regional centers, not a map wide single center
If you shove everything in the center of dune desert or wherever it will be a logistics nightmare to transport precise counts of items to the right place in extremely large quantities with several major factories combined into 1
the safest bet for central processing is that only one train line from one local node cluster supplies one part of the production line
else you need to deal with balancing iron ore internally
another thing to add: you do NOT want to play a game of "wheres the piping error" in a big factory
a single local factory is far less likely to be affected by that than one large one
no really, for big factories, this will be your biggest nightmare
it either works or fails horribly
i made a nice big factory but now i need to completely change it to change its power source
many smalls make one big too.
also the game will thank you for not having to render a mega cluster
And basically im done with the save now lmao
Need to properly plan for all that kindof stuff beforehand
yes true, it is a learning curve
why is changing the power source such a difficult task now?
Location
caaaaables?
Base is near a river but miles of water piping would suck
Or rails
Cause the river isnt deep enough
make the power source somewher else and wire the power over
you dont NEED to build it near your base
Always try to keep fluid processing relatively near the source to save on headaches
ooor find coal locally
Do the smart thing and use packaged water and drones
Thats the closest coal
Belting is easier AND cheaper than piping
go to the coal and build the power there
Oh.. now this just isn't fair..
That is not Smart. Not at all
Yes
Join the fused wire club
droning water 
ye i'll just start a new save prob anyways cause the friend i was playing with quit
I don't think there's enough caterium...
the amount of drones you need will offset the water you transport by how much water you need for all that aluminum for the batteries
build next to water? iono XD
join the insulated cable club 
You could probably use a fleet of factory carts to transport water jugs
we got a great deal: 20 cables for the price of 4.5
Then I'll run out of oil D:
I'm looking at different ways. but iron wire seems to be the best option. I'm not done figuring out what I have available yet in common resourses, but I don't have much oil, and I should barely have enough aluminum for superstate computers.
if you wanna save some, use insulated caterium cable or something
I just want to transport water so I can name the train The Water Boy
Pipes? water those?

I'll think about it some more, and play around on satistools with it. I have my production goal, which is 60 ADS/min now I have to figure out a way to do it, reducing machine count where possible, and make it happen with what I have leftover on my save.
hopefully not kill the save dead.. that'll probably happen anyway :/
even with overclocking, it'll probably increase the machine count in my save to over 6k.
... build the coal power station right next to coal next to water and use cables to hook up your factory?
If I'm producing and thus using 9.6 fuel rods per minute, that's 50 x 9.6 uranium waste per minute, yes?
what is the most efficient way to use the coal generators?
Not sure what you’re asking. How would you use coal generators inefficiently?
https://satisfactory.fandom.com/wiki/Nuclear_Power_Plant yes, assuming you mean uranium fuel rods
Hrm, I find myself wanting to set up a container that fills up, then stops filling until its empty, then fills up again 🤔
Only using common mathematical symbols (such as: +, -, /, x, !, and square roots. Note that using external numbers or symbols that require external numbers such as cube root are not allowed), make each true.
probably should go to some offtopic channel
This channel is for the math and meta of in-game content.
Ah I see
You can try #off-topic-general though
posted in #off-topic-general
@median heath max map like this
Imagine automating Project Parts 😏😏
show iron wire 
if I can find it
Also which Concrete recipe? I'm curious 😂
6717 😂😂
6717 machines 🖤
I know
That's so fucking many 😂😂
Wow... no Rubber? 😥
no. also no idea why not wet concrete all the way 🤔
Probably water limit given you're using it in other things 🤷♂️
tho if you want to play with it there's a tester role you can get through
discord
Imagine not being able to use your own tools
||sarcasm disclaimer||
imagine playing the game
BRUH...
Thats real optimization ahahah
When you use the normal concrete recipe because the power save leads to more points than making "efficient concrete" 
oooh true havent thought of that
I'm still using the u4 version and it likes to try to default to rubber concrete xd
huh, any reason for using U4 (except for not being able to transfer production lines)?
not being able to transfer production lines lol.
good morning (( it is 2pm)) frens
though U5 version also defaults to rubber concrete
since it's really most resource efficient 🤷♂️
I need to go and screenshot the production lines that're important to me though. although I could figure out what's what in game.


