#math-and-meta
1 messages Β· Page 610 of 1
though my tool doesn't show miners, so idk if those will change things
if you could calculate the amount of miners required and their clock speeds, I can update it
I'm blanking on where I got the 4 items from, looks like he updated the sheet i linked
although according to the tool that uses all of the oil, iron, copper and caterium
check how many plutonium rods, convert to nuclear waste required and derive total nuke power from it? Should be more than what miners + factory uses
I'm really pulling for that linear change to overlcocking lol
the tool optimises power to be exactly as needed, so it's not wasting any resources on nuclear production and rather uses them for production of ADS and TPR
so unless I add support for miners (not in the mood for that, would take a few days of work), I can only estimate
unless you put in the plutonium rods and rate as well but you'd need to add the amount of uranium rods you're producing as well
based on the sheet, it needs ~118 GW of power to mine, I've set mine to 150 GW to have some extra (trains and stuff), and got this result
in no way I've been able to have nuclear pasta in there though
right cause it takes a bajillion copper
for right now I'm using magic machines to fill in the gaps and test inputs. I'll ditch my pasta build then....frick
so wait question. Which is better? Copper/Iron alloy or pure copper/iron? The tool says pure https://www.satisfactorytools.com/production?share=1KUj4nNMb1dHcncjTlon
Better is subjective.
What can i read to better understand clock speeds
What's your question about them?
i was reading about the 81 rule, and clean numbers. I don't understand it
Ok say a recipe puts out 60/min of something but you want 20, right?
That's impossible to do because 1/3 would require a clock speed of 0.33333333333333333-, and clock speeds are capped at the 4th decimal.
Telling the machine in the ppm slot to give you 20 would set the speed to 33.3333%
Which is only 19.99998 per minute, not 20.
Being able to type in a precise ppm to a machine is just there to make you feel better. The game doesn't really care because it doesn't work in ppm. It works in cycle times with respect to clock speed.
how many fuel generators one refinery can keep on. sorry my math is not good
Depends on what recipes you are using.
Each gen takes 12/min fuel.
So fuel amount / 12 = gens
That is per cycle. How much per minute
and put a buffer at the end and flush it from time to time
the tool says what's "better" for your production request + your limits + your recipes + optimisation for lowest weighted resource consumption. Change any of those and the "better" may change
It's going to be interesting to see what resources they add to spire coast. Honestly I'm not sure how I feel about that, the intersection of Northern Forest and Rocky Desert is already really strong, adding resources to the Spire Coast just makes the area even better.
Mark said "supplemental" and then mentioned sulfur.
π€·ββοΈ
So at a guess, sulfur, baux, and maybe a copper.
If it gets sulfur+bauxite that'd make that watery passage at the border even better, as sulfur and bauxite are probably the most constrained resources.
He also mentions iron, so easier coke steel is always a nice option.
doubt about bauxite so far north
Why does "north" mean "no baux"?
bauxite nodes are generally located in the center of the map. it's kind of a theme
Sure....
do you think it would be a good idea to break that pattern?
if you put bauxite and sulphur near the cliffside spawn of northern forest, that would be a real powerhouse spawn
I would say it's more that bauxite isn't in any start locations.
the most western bauxite node is quite close to rocky desert spawn, it's just high up
more sulfur just means instant scrap becomes even better 
technically you can already lower weight on
beta and see what it prefers π
oil is pretty cheap though π€
I just checked, even adding 100k sulfur won't make instant scrap better π€
I guess that's because it's 5 bauxite -> 10 scrap in both cases. Electrode scrap needs just water (free) and 0.5 oil, instant needs 1.666 sulfur and 3.333 coal. So for instant to be beeter, 3.333 coal needs to be weighted lower than 0.5 oil, which isn't. So actually the key to making scrap better is adding more sulfur and more coal π
dumb calc doesnt realize sulfur is rarely ever used

flashbacks to people maxing turbofuel and thinking it's good
turbo bad
instead maximize nuclear and instant, and behold yo only use 1/3 and 1/2 of all sulfur
also even if you make sulfur free, it still doesn't pick instant because of the coal cost π€·ββοΈ
3.333 coal vs 0.5 oil
there would have to be 6.66 times more coal than oil
there's only 2.64 times more coal
on beta π
oh? that exists?
yeah π
yeah sometimes it's a bit weird regarding byproducts
if I understand it correctly, it tries to minimise byproducts if possible
and since power is free (for now), it just makes a few recipes to deal with byproduct
idk why it uses extra coal though π€
it uses more oil too
Gas filters are the byproduct made during the interaction between your lungs and poisonous gases...
No wait... That wasn't it...
This.
Putting one far north in the Spire Coast guarded by some poison pillars or mobs, or heck put some rocks on top you have to detonate. That sounds fine by me.
I don't think the goal of baux is "only in the middle of the map"
?
all the spawns are reasonably far away from the middle of the map
and so is bauxite
Spawns being reasonably far away from each other automatically makes them reasonably far away from the middle as well.
whatever the large mountain in the middle of the map is made of, it seems to be made of a lot of bauxite
making bauxite equidistant from nearly all spawns too
you should then find bauxite from the southeast corner of the map as well. i think bauxite is meant to be hard to access, but in spire coast it never can be
Yay! for "never" in an unconfirmed discussion.
If you're both against them putting a node up there, so be it.
I see zero harm in them adding on though.
Logical Fallacy.
Bauxite must be hard to get to =/= All hard places to get to has Bauxite
how is ir fallacy, southeast corner isn't hard to get
if it was about distance from spawns, i think we could have bauxite there but we don't
of course it's all speculation in the end from my part
Given the remaining zones to be touched on the map, if you were to add +1 to baux, where would YOU put it?
The top of the unfinished mountain between desert and north coast would be interesting but it would make everything too close together next to a start zone. Even more so than speedrunner cliff.
SW in the death zone would be interesting but there's probably story things coming for that
first of all, i'm not against anything, i'm just thinking it's unlikely, because there seems to be a unique pattern to bauxite nodes, and i think it's intentional
Second of all- ?
Pick a biome? Plz.
second of all, i'd add another bauxite node to red forest
Ew.
because i think this pattern is cool π€·ββοΈ
That's like adding more oil nodes to the Oil Islands...
Another red forest node would be Very annoying for me XD
And I think you're seeing a pattern where you wish to see one, personally.
would you rather have a completely homogenous resource distribution all over the map, with all resources equally available and viable from all spawns?
i know it's hyperbole and i'm sorry
It's all generally moot, I wouldn't really take any of the mentioned Spire Coast resources as commitment. They're clearly thinking it over.
Putting 1 baux node in Spire Coast does not result in homogeny...
that's true actually. it would be an exception
And gating it behind gas and/or rocks you need Nobs to blow makes it the same level of difficulty to achieve as any other node. Harder than several, tbh.
The high one bordering Gold Coast is super easy as has been pointed out, basically no gate except concrete. There's another slightly into the jungle nearby from there. It wouldn't take much to match the difficulty of these.
i don't think gad or rocks on it's own is a good enough argument. it's a tier 8 resource, you don't care about these obstacles that far into the game
You stop caring about literally everything in the Red Forest at T5....
Basher + Gas Mask and the world is your oyster.
Even with the coming AI changes I think they've made it clear that combat in this game is never going to be difficult.
Precisely.
so we get back to geography
If anything, better pathing make combat easier.
Geography where you see a pattern somewhere and I do not. π€·ββοΈ
i guess we'll see whose right in the end
They may not even add a node and then it's moot.
no then it's like i win i think
It's gonna be the best SAM mining zone π²
Lol.
maybe it's gonna be just one of those transfer biomes with not much interesting going on besides the views and exploration
like the purple forest
Transfer biome with not much going on besides the highest oil concentration on the entire map...
Yeah. "Transfer".
There's that large mesa that I think is technically part of the dune desert. It wouldn't surprise me if there's a bunch of nodes up there and perhaps it even becomes its own biome.
another one in the swamp 
then area with lake?
Put a cave in the Spire Coast π
cave entrance: spire coast
cave location: underneath the lake craters / red jungle

Easy solution. Drone in the cave, clip through the terrain. Solved.
As I was saying π
make the cave low enough so no drone port fits
exception: more room above the bauxite node
so a miner fits
You can clip buildings into walls pretty easily
AND all the drone ports are on one side. Have 90% of the port in the wall. Boom. Modern solutions
you still have to pull power line so it's alot of work and pretty unique situation
It's a drill drone
Drillne
Or a... Drone.
Automated Autominer recipe π
Or an... Autominer?
But you have the handcraft and automated methods to make those.
Nah it's a mix of the two words Automated and Autominer. Auto and Miner π
MinerMated
The advantage of Turbofuel is the lower flow rate in the pipes for the generators. And it's also the only real advantage over diluted fuel.
It's only 24 refineries and 21 blenders to make Turbofuel for, I think 89-ish generators @250% slurping 800 Turbofuel/min made from 600 oil/min.
The plumbing for Turbofuel is easily split in 2 for the whole process, avoiding any flow problems.
My diluted fuel powerplant was a lot more work to setup, compared to my Turbofuel powerplant...
All that time that could have been spent making nuclear progress...
Also not sure how Turbo was less work given it requires more resources brought in and configured...
HOR + Water = Fuel.
Simple.
Vs. HOR + Water = Fuel, + HOR, + Sulfur, + HOR = Coke
Using the turboblend recipe, you only need to bring sulfer in
Sending HOR 1 place vs. splitting it to 3 places does not sound like Turbo is simpler.
Well it is more simple than nuclear
1 set of Refineries for HOR, 1 set of Blenders for Diluted
Vs.
1 set R for HOR, 1 set B for Diluted, 1 set R for Coke, drop-off for Sulfur. 1 set B for Blend
Also doesn't sound like Turbo is simpler...
Fair. But that isn't the comparison?
20 ref for HOR, 4 ref for Coke, 3 Blenders for diluted fuel (and 3 water extractors), then 18 blenders for Turbofuel.
Fair enough. But I will say that I would rather set up 30 refineries and 8 blenders for TF than dozens upon dozens of blenders for DF
And only bring sulfur in
Starting Oil amount?
600 oil
Sec
That gives 800 Turbofuel (using turboblend recipe)
I wanna say 900... It was three pipes, but it's been a while. I want to say is was the 6 eastmost nodes
600 Oil is 20 Ref for 800 HOR which means 16 Blenders for Diluted.
"Dozens upon dozens"?
Look. I wasn't trying to be right, I was trying to make a point
900 would be 30 and 24
@frank mesa what's your building count for 600 Oil into Turbo?
24 ref, 21 blenders, 3 water Extractors, 2 MK3 miners.
For diluted you need a lot more water Extractors than 3
45 vs 36 if you take out extractors.
48 vs. 49.3333- if you put them in.
Still not seeing how Turbo is simpler π€·ββοΈ
Less piping towards the generators
The argument for turbofuel is that you can have your final space elevator power infrastructure ready to go before you even have unlocked nuclear power. I think 100-200 fuel generators is as much as would make sense. Even then, doubling that (if you have nearby nodes with available capacity) is simpler than starting entirely new power infrastructure, if that's all you'd need to finish your space elevator factory.
Never said that. However, the slight increase of production complexity pays off for the increased power production
You can do the entire game on Diluted π€·ββοΈ
Either one can finish the game or carry you to nuclear.
I find Diluted far simpler π€·ββοΈ
Yeah, diluted is God-tier.
Aye, you did not.
But the discussion you jumped into was predicated on which is simpler.
You can also do the entire game on biomass. Doesn't mean that there isn't other better methods
Finishing the game on diluted is a realistic suggestion, especially if you're talking with someone who doesn't care for exploring.
You can get Turbo Blend with the same level of exploration as Diluted.
Diluted blend fuel is quite simple too, except for the high volume flow causing trouble.
It isn't tied to Compacted or any other Turbo recipe.
Both it and Diluted just require you to have Blenders.
You can't guarantee any particular recipe will pop up in HDDs, though.
and it's also big disadvantage, because fluid loss on load hits you way more
Yeah, playing on a dedicated server kind of negates that issue.
I don't want to set up dedi server for SP play π
I'm playing with some friends, so Dedi makes sense. For SP I wouldn't bother with a Dedi either
Trusting other people to play this game correctly...
I could never.
People build wrong π
Also running less generators on the fuel than theoretically possible, which mitigates the loss on load issue with fluids.
Part of the fun (for me) is tearing their kludged stuff down and build something orderly back in way less time than building building the kludge took them π€ͺ
I would be too busy finding and beating the person IRL for building that way in the first place on my world.
LoL
My friends are building way more organized factories now than when we started.
Guess they started to see that a little more time spent planning makes building the factory a lot easier
Our next big project is building a warehouse with train tracks running through to make loading up the construction trains more efficient.
And also the mega factory to supply the warehouse.
When that's done we'll probably go nuclear, just because we can.
So I'm building my first aluminium chain. What do you recommend: 300 Sheets and an additional Casings Production OR a combined 60 Sheets/120 Casings Production? π
You are the only one who can make that determination based on what you need to make in your world for your own production.
Stuff like the battery recipe you're going to use matters, so it's hard for us to say. There's no such thing as too many sheets due to MK5 belts, but you use casings for many buildings too.
What you COULD do, if you don't feel this is a super permanent factory, build enough infrastructure to use all your al ingots for casings AND sheets.
That way you can tweak it to your desires. Or like if you end up using more casings and less sheets the sheets will back up and you'll get max use of your casings
Flexible crafting for flexible futures
I feel like those are both longer ways of saying what I said π
I mean... you basically said 'you decide on what number of each you want to build for'
I said craft a variable system that'll change based on your consumption changes.
Semi automatically change too
And the changes to match consumption are going to be decisions on what numbers are needed to build for π
Yes yes but generally when people ask how much of X and Y there isn't the consideration or idea of making it self variable : P
Or auto variable maybe?
or you could just make ingots and keep them for when you need sheets/casings and make the exact amount you need
Now you're just taking the fun out of it like a fun vampire greeny.

that's one way to look at it I guess
but imo that's the best way to answer all those "in what ratio should I make X and Y" - answer is "don't make any and keep the intermediate product for when you need X or Y and you know the exact amount to produce" π€·ββοΈ
Wow. I feel like my answer is the best way because it's accurate. π
This is a good point! Casings and sheets use the same machines and inputs (in very different quantities tho). You could just set up a few rows of assemblers and change your outputs with minimal rework. @untold burrow
This is what I went with, just because the numbers are tidy and I need sheets for batteries. Didn't think too much about it.
It's pretty much how I made my main starter base.
Lots of basic parts overflowing to machines that would consume more than is produced but when containers filled the other manifolds worked faster.
Most of my base was shut down at any point in time until I took parts out of containers and the entire production line down stream roared back to life
Small sheets. More needed.
how much ore would i use if i need 400 screws per min and 100 rods
It depends on what recipes youβre using
But I would suggest doing the math yourself. Youβll want to be able to do that a lot
Hello Boys and Girls, im back in the Game and im asking me, is anyone a List what are good Alternate Recipes? Thx for a Answer ^^
there are no "good" or "bad" alternate recipes. Everything is situational, depends what you want to produce, what resources you have available, what are your goals and preferences
They all ave pros and cons and change depending on the location you want to build or what you're doing.
Some pure recipes? basically just trade power/space for more.
Others using different resources that might make it easier to set up factories for things in different locations.
A few of the alts are almost no brainers: downsides so negligible they're almost non issues but not many.
Oh and any recipe that stops screws from getting used. You can kill screws entirely with enough recipes.
but... copper rotor...
steel rotors are worse than normal rotors with steel screws
They go to the Bad Place
(regarding resource consumption)
True but it's a good saving on copper if you need it and a bunch simpler if you're trying to squeeze copper with double refineries to get the sheets
saving on copper? it's 8 copper -> 10 rotors, that's like nothing
(yeah everything is situational, I'm just trying to say that
is U3 meta, since U4 it's no longer as good)
Fair I guess? But 'not dealing with screws' has a ton of value to me XD
in U3 all screwless recipes were strictly better, which is main reason for 
in U4 some screw recipes are pretty good
oh I never used the screwless recipes for resources. I just hate screws
"not dealing with screws"? you just place a constructor in front of the building that needs them, you don't belt them across the map
Lingering hatred from early days and the belting involved. I could be biased but the repeated steps from ingot to rod to screw to make a million screws stoked a hatred that won't go away
steel beam ->
π
I've considered some steel screws for the final plans but the trauma is still there XD
I mean
you can make steel rotors with iron and steel
dont need copper for it at all
That's one of the reasons I argue for it even though it consumes more resources.
I find it hard to come up with situations where I value iron over copper. At least situations that aren't more easily solved by shifting production a bit, but that's a personal taste.
Iron wire is so nice
God I love it so much.
Only hard part of iron wire is when you're trying to math it all out correctly - that and when you're making automated wiring automated
Every copper ore of mine gets run through a refinery system.
I can have crap smelters for iron.
Iron wire -> insulated cable. HUGE output, don't even need that much oil or iron
insulated cable is like a 400% output of cable. It's crazy.
Yeah i know
But, Im going to use the alt automated wiring recipe - and that cuts down the wire usage by like
a large margin - which saves some iron for me to use to make other things in the chain that i'm working on
I wish I ever needed to save on iron 
Well, i'm making crystal computers
so i need to make sure i'm making enough oscillators
the question is, what would you value more?
8 copper or 25 iron + 13 coal? π
8 copper hands down.
even though copper is as rare as coal pretty much? π
When I kept looking at making a lot of end tier items they always came up in excess
the thing is, copper never is the bottleneck either
(unless making tons of pasta)
True, unless you're doing a lot of pasta you're fine
But again it's a personal thing, I want to reduce logistics as much as possible and it looks like a massive way of doing that is copper conservation
fyi that's the difference you "pay" when doing steel rotor over copper rotor
(per 10 rotor)
power wise they are pretty much identical
Power is basically a never bottle neck as far as I can tell?
(steel rotor using 71.2 MW over copper rotor's 70.25 MW)
if you're doing nuclear, you're fine with pretty much any power requirements. But I mentioned it for completion sake
But yeah copper conservation has saved me a lot of vehicle logistics and kept things local. Very little muss and fuss with trains and where there is it's very straight forward
building-count-wise, copper rotor uses 7.88 machines/10 rotor, while steel rotor is 7 machines/10 rotor
That's interesting- is that taking into account the pure ingot recipes?
yeah it's all recipes enabled
though it uses steel rod -> normal screw
with steel screws (a bit more iron and coal usage), it's 53.38 MW (way less than steel rotor) and 3.59 buildings/10 rotors
That's really interesting. Steel screws really do a lot of work there
changes to 8 copper vs 24 iron + 11.2 coal (per 10 rotors)
Eventually, once I'm done with uni assignments and I can really get to work on my ur rod factory I'd like to show you around. You might appreciate the coordination of the logistics
so if you don't need to save 1 iron and 1.8 coal per 10 rotors, steel screws are just great to use
||that would require me to install the game||
Screen shares also work XD
I appreciate any logistics that use trains properly and don't do main bus or balancers π
(and before you ask, balancing nuclear is OKish, but direct 1:2/1:3 is even better π )
Honestly I was wanting to use trains for it but it's basically just a few belts and 10~ drones
1:2/1:3? Don't understand sorry
uranium fuel rods are produced in nice items/min. Depending on recipe, one uranium fuel rod machine feeds 2 or 3 power plants exactly
ooooh ok no this is just the Rod factory working at making 50.4pm. Post that I'm planning on droning them to the power station
Haven't decided where the actual power station will be. That's a future problem once this nightmare of arcs is done
Thinking about it, once I've gotten the pure copper ingots set up the rest should fall in nicely. I spent like 2 hours trying to figure out a nice configuration of pipes and belts that's aesthetic, streamlined and won't caues backflow
Reason why I always make use of those when dealing with screws <3
Sure, having to deal with steel where I could have avoided needing coal can be a hassle, but it pays off
1 to >1 is balancing 

The copper is mostly if not only used for caterium wire. Atleast in my setup. Each refinery doues exacly one assembler of fused wire. you just have to bring in a belt or 2 of caterium ingots
I belive its 6300 Wire/m for full nuclear power
All for the fuel cell production
well that depends on recipes
Copper is used for Caterium Wire...
That's physically impossible given the CtWire recipe is CtIngot = Wire.
Much confused.
Perhaps he was talking about alt recipe for quickwire
So if I have 16 foundries making steel ingots, should I only have 4 constructors turning those into steel beams? (Since 16 foundries divided by 4 is 4 and each beam takes 4 ingots)
Also, will I need to do a balancer for this? Or could I use a manifold?
- which recipe are you using?
- you should calculate in items/min rather than absolute items
- you can use whatever you want, I prefer direct input or manifold
Yes this
The recipie is called fused caterium wire
the recipe is called fused quickwire
caterium wire is a recipe that makes wire out of caterium
pog
Well, it doesnβt matter how you place splitters - eventually structures will fill up with resources and start operating at same rate anyway
Manifold is easier to set up, so majority of people use it
And speaking of constructors, I prefer making 1 steel pipes and 1 steel beams constructor for every 2 foundries
(With default recipes because Iβm too lazy to search for pods)
And copper sheets
Yes
I would have loved to have my copper refineries feed directly into 1 assembler, sadly the aesthetics of it all stops that from being possible π¦
I do that with other things though
Why? 
why would 1:1 be a balancer
1 to >1
1:1 is direct feed, but 1:2 or 1:3 is balanced imo
for me it's also direct feed if you have row of machines and each is 1:2, instead of merging all the machines and balancing them
yes, technically it's a row of small 1:2 balancers, but the whole setup is direct fed
It could be argued that as long as the belts don't go out of the production area, the machines can be considered "directly fed" 
Blurring the difference between between manifold and balancing
IMO it doesn't feel like a balancer if you're not merging outputs and putting it into a different number of inputs. I like the direct feed distinction.
I'd probably say 1:[1-4] or [1-4]:1 setups are not balancers.
or
it's a balancer only if you merge more inputs than needed (if you can direct feed 1:2, then doing 2:4 is a balancer)
maybe simply 1:N or N:1 aren't balancers ?
1:5 with feedback loop smells a bit like balancer π€
fair enough, then 1:N or N:1 without feedback loops π
also for direct feed you usually don't do more than 1:3
In that perspective, balancing and manifold would need redifining too
Also, 1:6, 1:8 and so on splits can be direct input too. I think it's reasonable to think so as long as the outputs from the machines producing the items are just merged and split to feed the consumers in that order. Adding more steps leads to load-balancing, while manifold makes use of overflow to change the splitting part
well if you do miner => 4 smelter it's 1 to 4 but it's direct feed isn't it? (i kinda caught the discussion in the middle so maybe i'm out of the subject with that example)
direct feed is most likely just between production machines
You could maybe do direct feed from miners with recipes like copper alloy, but not much else.
Can't you direct-feed anything as long as the ratios match up? 
finally built my first miner mk3, realized it can pump out 1200/min fully overclocked on a pure node. is there a way to actually transport out of the miner at that rate? can you "snap" a splitter directly to the output?
well that's the discussion, i wouldn't consider 1 miner => 4 smelter like a balancer but actually like a direct input
There are mods and save editors...
While you're still on MK2 miners, copper alloy can do direct feed nicely if you clock foundries at 200% I suppose. Bauxite processing numbers are also high enough for direct feeds. But I think that's it?
Are you excluding merging machines to feed another or more?
Yeah
Ultimately things are rarely that simple, though.
Especially once you start pulling 780 from miners
I'd say two constructors feeding one assembler is a direct feed
I'd say X machines feeding Y machines is a direct feed, as long as the items are only merged and then split (in a series of 2/3 ways splits)
i don't exactly know what you talking about, but i'd say 1 machine feeding n machines or n machines feeding 1 machine could be called a direct feed
Huh. So linear clocking is coming.
First time poster, long time reader.
Is the below the most simple way of getting 780 to 560?
The plan is to use 780 Pure Iron node and push it into 16 Refineries. The actual wider plan is to use 6x780 into 134 refineries (32 per floor).
Just wondering if I have been looking at this for too long and over complicating it.
the last splitter on the right looks a bit useless
but honestly I'd just go for a manifold x)
yeah, manifolds ftw.
Pffft, resorting to manifolding without noticing how easily this can be balanced for :P
Load-balancing 780 in 560 isn't a complex task. Can be done with as little as one smart splitter and one merger~
Eg: input 780/min in the smart splitter. Output on 2 sides and overflow on the third. The two outputs lead to a merger using a MK4 and MK1 belt segments. The merger outputs 560/min (480+60), the smart splitter overflows the remainig 220/min (780-560)
Keep the "max throughput bug" into account of you want exact numbers~
Well, this is a good trade... Left my "limit plan" using the Modular Frame recipe, right with it disabled (going Bolted instead). For... Reasons, bolted ends up needing a bit more limestone and producing ~3 less ADSs (which I'm asking the planner to maximize)
The machine count on the other hand... 
Go #team-bolted
@vapid gorge @median heath
Also @bleak coral given all the convos we had on bolted ahah
booo bolted
Pls tell me you're saying that before actually checking out the difference in machine count 
I'm saying it with the ever burning hatred of screws
Thanks for the feedback, sadly 480+60 = 540 and not 560. But I like the idea of this.
I can do math really well, always 
The easiest way to accomplish this would be with manifolds, sometimes also called overflow. If you insist on using the load balanced method, your diagram would work but it is unnecessarily complicated. You may already know this, but 6x780 belts won't fully supply 134 refineries and 134 is not evenly divisible by 32 so won't have 32 on every floor.
Much more complex than "just one smart splitter and one merger" π
BTW, you can use a single smart splitter to do the job of splitter "bottom-middle" too (the first smart splitter can output 480+60 and overflow the rest)
Trying to avoid manifold, only because it relies to much on overflow and I like the challenge of splitting stuff off evenly.... its stupid I know, but like the challenge
Whatever curlts down on machines without cutting as much into efficiency brings me joy 
This bottlenecks your miner to 750. If you did this 6x you could only support a bit less that 129 refineries
So the last refineries are going to be underclocked
is this with bolted plates as well? glare
Wrong.
Where is the bottleneck there? 
Ofc~ <3
But the difference is only in disabling/enabling the Modular Frame standard recipe
Oh right, I saw the splitter in middle bottom row with stuck:30 but since the 270 is actually 240, that stuck:30 is inaccurate
You would have me SULLY my world with 45,000 screws per minute??
HERESY
It's probably an "editing leftover" from a previous version of the pic
To save on ~800achines, half of which assemblers?

||Is that a U6 spoiler?!
||
Replace all spiders with snakes
When they eat ore, they get bigger
I wish.
Eat ore to become Eyor.
I wonder how obscure the name Eyor is these days
The beloved depressed donkey?
Ey or Nay...?
Indeed. I'm not sure winnie the pooh is getting as much traction
Just to be safe my calculations are right...
15 uranium fuel rods = 75x 100% nuclear power plants, which results in 750 waste per min?
Indeed
Wondering - should I build 24 smelters to make 480 copper and 240 iron ingots, or build 10 foundries, and sink the saved ore?
what do you need the ingots for? π
steel, copper sheets, and no, there is no water nearby.
I mean... the amount you want to make should depend on what you're building
not build random amount and then think what to do with it
Nope, I had a plan for 480 copper ore to 480 ingots for next stage of factory, and need 240 iron for solid steel, but then realized I could have less buildings if I replaced smelters with foundries 
remember how I asked about the factory carts and loops?
It appears they will animate semi-correctly if you just walk away.
My factory now has Hamster Power -> #screenshots message
Yeah for steel production but not single ore production. It is nice
Third option: used the saved ore to ingots, then sink them for more points.
is there a horizontal limit on pipe pumps?
Head lift can be transmitted indefinitely in the horizontal direction
you don't need pumps for horizontal
True, but if you build a MK2 pump before a 15m rise and then continue horizontally for 200km from there, you'll still have 35m of head lift available.
or just... build where you have the fluid
y e a h
... confused by this "late" ping π
Ping.
Pong
8569 ms
So iv been looking at images on the wiki to find out the best way to make a turbofuel powerplant, it is quite clear that id need oil > heavy oil residu > diluted fuel
but then it seems to make the most turbo fuel our of a certain amount of oil, id still need to use the default turbo fuel recipy. i was expecting the turbo blend fuel to be more efficient as its a high level blender alternate recipy but it seems to use nearly double the amount of oil per turbo fuel
best way is to not make turbofuel power
Turbo Blend is simpler and costs less sulfur.
Base Turbo costs more sulfur and gives more MW.
I'm having less trouble with flowrate issues in the pipes with Turbofuel.
The turbofuel powerplant I have in use runs on 1200 oil (turboblend recipe) and feeds 160 generators @250% clock.
This is ~14 less than max possible, because of the fluid loss on load problem. This makes the fuel supply fill the fuel lines quick enough.
The lower consumption rate of Turbofuel (9.1mΒ³/min) compared to regular fuel (24.32mΒ³/min) really makes a difference.
In every other aspect, Turbofuel makes no sense.
Given the rates you listed I'm assuming your overclocking your generators.
@250% clock.
Me blind.
Gross power from 600 oil:
Diluted fuel: 20GW
Turboblend: 26GW
But Turboblend requires more power and more resources to make.
and also is completely shadowed by nuclear
If I did my calculations right, you only gain 20% power by using Turboblend compared to Diluted Fuel.
600 oil makes 1333.33 turbofuel using compacted coal recipie. That makes around 44444 MW
I have 276 generators right now, for this
Yeah, but due to manufacturing power usage that recipe actually gives 5% less Nett power compared to Diluted Fuel.
You'd better just burn the coal and use Turboblend π
It does not?
#BiomassTillNuclear
Turbo blend fuel from a 600 crude oil gives about 800 Turbofuel that powers 177.7777 Fuel Gens, thats around 26,666.66MW. Power usage by equipment is around 2209.55MW (excluding mk2/extractors)
Ya know, I think I thought it was default Turbofuel vs turbo blend fuel
And not diluted fuel vs turbo blend fuel
You do know I did an entire reddit post that breaks down these comparisons, right?
Didn't know, but you got my attention
Did it with 1800, not 600, but here:
Cliff notes:
Diluted/DPF = 60 GW
Turbo = 133.33 GW
Turbo Blend = 80 GW
Raw ^
Net values:
DPF = 53.4 GW
Diluted = 53.8 GW
Turbo = 120.781 GW
Turbo Blend = 73.115 GW
600 node:
Diluted Fuel: 20GW
TurboFuel: 44.44GW
TurboBlendFuel: 26.66GW
Indeed.
Blend is still largely regarded as "better" because less sulfur and no coal. Both of which are limited resources.
But most high-end people skip Turbo entirely because normal Fuel is enough to get nuclear online.
You do still need either a diluted fuel or a blend fuel to get you through to the phases, at least a decently big project
Just a fuel recipie from 600 node isnt going to get you very far into the nuclear build
You can do HOR alt > Residual all the way to nuclear unless you're for some reason stopping in earlier phases to set up massive projects.
Not really. I built a completely basic fuel generator setup, then rolled out nuclear
Did you just use a 600 node? or more?
I used a pure node, but only pulling 300 crude from it
Nett Power per mΒ³ of each fueltype:
Diluted blend: 11.2MW
DPF: 11.1 MW
Turbo Fuel: 29,8 MW
Turboblend: 30,5 MW
I'm assuming that is net values.
Nett Power
I then set up a really small nuclear plant - 6 generators. Then scaled up to 36 nuclear generators using all the uranium from the impure node.
Did you chase after the milestones after setting up NPP? 10GW sounds awfully less to sustain Elevator parts
I had all milestones unlocked before starting the nuclear. Just havenβt finished the final space elevator project quite yet.
I mean if you really want you can use coal to slowly charge up like 200GW/h of power storage and use it to kickstart nuclear?
This was my template for my first nuclear setup, then I scaled it up using the alt recipes https://www.satisfactorytips.com/layouts/no-nuclear-waste-nuclear-layout
I was making about 4,000 mw with fuel gens when I built that setup
Imagine automating Project Parts...
Im at about 5.5GW when I just finished Aluminium production, maybe my layouts suck
I did all of T5-6 on 3.3 GW π€·ββοΈ
Yeah, its only 7 and 8 that I need more
Just automate all the parts before project parts and hey, all you have to do is belt those together :p
really depends. i had about 7 fuel generators (just burning extra fuel) when i booted up my 45 nuclear reactors. you can go to nuclear with very little if you want. i had only a decent coal plant and almost all geothermal spots summing up to about 7 gw.
So with the βSteel Heavenβ area if my calculations are correct Iβd be able to produce 319 steel pipes/min., 120 steel beams/min., and 30 encased steel/min. What do you guys normally produce in this area? Would it be worth it to split half of the steel beam output to encased steel?
I try to upgrade to mk4 very quickly so steel beams become less useful.
This becomes even more true when you get the Encased Beam alt that uses pipes instead of beams for huge steel savings
Ohhh. That makes a lot of sense. Yeah because idk what youβd do with 300 pipes a minute lol
even without Encased Pipes lots of recipes, especially alt recipes, use steel pipes
And WITH Encased pipes you can almost cut steel beams out of your production entirely
This is assuming you're at a point where you're pretty much just using mk4+ belts and you just keep like 1 Steel Beam machine running for the random structure that needs them
Yeah. Iβve been trying to make everything as if itβs maxed miners and belts. Even though I only have mk1 miners and mk2 belts
It's not a bad way of going, saves a bit of power and planning
Yeah. Iβve always had trouble with the planning so I figured might as well plan like I have maxed machines
another good thing with the beem/pipe transition is that they just need constructors so with a bit of planning (pipes take more machines than beams I think) you can just swap recipes
So really if I get the alternate recipe I could just make another steel pipe factory and than add on the encased portion at the end
That's certainly a thing you can do!
I've found 1 pure, or 2 normal, nodes of coal/iron with Solid Steel ingots and Pipe alt will comfortably get me through unlocking the tiers and then you can choose to do whatever
Yeah I am building in that small zone with the 3 pure iron, pure copper, 3 pure coal nodes. Was going to try and utilize each iron node with a coal node for efficiency
Idk if like 300m of conveyor too much? I think that is how far away it is
nah not early game, that's where a lot of people put their main base.
Though you need a TON of basic iron parts so I wouldn't do them all steel
personally I like dedicating 1 iron node to each basic iron part.
Just makes it simple
Yeah I have a good production setup rn with 3 normal iron nodes in the rocky desert. Than east of that copper stuff, than further east of that my coal power plant
Rotors, reinforced plates, than I forgot what the last one was.
I think the max you can get from a normal iron node is like 20 rotors a min
Call me heretic, but my 600 fuel node got converted into rubber & plastic, with measly 20 left for packaging. (I did have total of 2 fuel gens, but those went iddle after I expanded my coal plant in blue crater)
After that - NUCLEAR.
[Powered by green energy - yes, you got it right, 4 geysers. Was enough to get 2 nukes@250% online. All of geysers + some leftover fuel from rod factory burned in 12 fuel gens brought me to 32 nuke plants total]
Nah. Your use case is your own. I would be too nervous to try that...
Nervous? π
My definition of 'nervous' was building the first 2 nukes, small fuel rod factory, waste storage and turning them on without having access to hazmat suit.
Oof. I always start my nukes after I finish plutonium lines
Ah, right, that thing I'm building 500+ hours later after I gathered 4M waste. I'm almost done π€
Not that I would recommend doin it this way, but it can be done if you're lazy and slow playing.
That gives me an idea...
"Only ONE" mod. You can build only single instance of every item total.
One constructor, one assembler and so on.
One of each mk1-5 belts and one pipe π€£
That would be pain.
On the other hand, LGIO wants to speak with you.
Send him to modding discord π
I think LGIO is more about inflicting pain on the game instead of the player
also I don't think you can make anything with 1 pipe
Taking it from meta side - is ONE of every building enough to make everything?
Extractor to refinery
and what do you make at the one refinery?
Something from oil I hope
I don't think there's a recipe for oil to plastic in one refinery
Default recipe
the very recipe of which existence we all managed to forgot by now
it fills up with heavy oil residue though
Didn't say you could automate it, just that it was possible
build a buffer, destroy the One Pipe β’οΈ, reconnect to buffer, flush, repeat
It all gets easier when you unlock the Two-Pipe
yeah I think you can do everything with one pipe and one belt
however
if it's only 1 cable there might be a problem
ouch, indeed
although, you can only have 1 coal gen anyways, so what are you going to connect to it?
Fix-mass would be easy mode, with a bonus cable
I mean the coal gen would have to power its miner and its extractor
miner can be worked around with handmining and a storage box, but otherwise, yes
probably should only apply to buildings and belts and pipes.
Yep which I think I read somewhere that for coal miners to have them automated will consume 10% of total power produced
Just add second refinery and set it to produce coke, then burn it in coal generator(s) and/or throw it into awesome sink
wait Iβm dumb and didnβt read the conversation nvm
yeah we were just doing a random made up scenario
@vagrant thunder @agile nacelle this is what I am looking at
might we has key?
ok cute, yeah, i pretty much figured that out on my own but not nearly as neatly heh. RThe additional pumps are making up for when the water starts to run out from the first one and keeps everything backfilled
key?
oh, are the shapes all pumps?
tghey are llabeled on my screen
i mean the shapes without a label...
on the left you have what looks like stars and on the right similar but inflated(?)
are they splitters and pumps?
are these good for spacing?
ok cool, just wanted to make sure my info was correct
cause i haven't messed with water and pipes yet XD
nor have i looked up such .. plans online o.o
how can the coal mine have 2 outputs?
just spam power storage so that a few geysers charge up a ton of power and boom. While I was building I had a few geysers do 15,000 mw/h in storage to kick start turbofuel
this has a lot of needless junctions
okay, thanks
Part of the pipe manual?
if it is I think it's got a lot more parts shown to make you think how water is flowing rather than how it needs to be set up.
So getting rid of the left extra junctions will help stop flow issues - basically have as few junctions as you actually need is a solid way to design pipes.
The right shows 'load balancing' which you can do but doesn't really have technical benefit and is mostly just complicated
The coal miner doesn't have 2 outputs in this case and just splits it in two at the start.
You CAN just have 1 long line from the miner that has a spliter in front of each generator
I'm planning my end game HMF factory. I've never noticed it before but what's up with the very specific PPM for Heavy Encases Frames - 2.8125 per minute? Does this ratio fit nicely with other recipes? Not a big deal, of course, it just seems like an intentional number.
Not that I've seen. Might have just been done partially as balance and partially as problem solving challenge for people who wanted neat numbers running smoothly. Good use of clocking fixes though fairly simply
Thanks! I'll likely just round-up and over produce so it's not a problem. The Sink accepts all - integers and fractions alike.
Well if you're doing an end game factory and doing HMF from start to finish you can clock everything so there's NO wastage w/o too much effort. Just depends if that's important or cool to you
I'll import everything except for concrete. Even then, it's like 200 machines which is the top end of what I can be bothered with in a single building. I love it when a build has nice round numbers but excess HMFs will always be useful so odd fractions are ok
what signals do i need to place on those ? areas, the squares are stations and the line is well, a train line
FYI, this is a very simplistic representation of what exists
so are those stations on the main track so trains HAVE to stop or are they off to the side?
it will need to stop at one of them
we have a huge two way rail line that spreads around the map
and i'm just trying to hook in a tiny piece
most of our hook ins use a T junction, this one i tried to do different and it's not happy
I mean, do trains have the option to skip them as the stations are attached to off ramps
yes, most of our stations get skipped by most trains
there's like 20 stations on the primary loop, and about 6 trains, each with a unique timetable
this drawing is an even more simplistic view of what i'm trying to do
most of our junctions are like this
ok so it IS a two way track
do you have more than 1 train ever stopping at any of hte stations in the pic?
frequently, but block signals stop them from crashing
ok so it's still fairly straight forward - You'll just need to have paths blocked out at the station and along the path a bit longer than the longest train.
Also if you have multiple trains stopping at a particular station you'll want an extra length of rail before the station off to the side as a waiting area blocked out
ok so, pink station is an already off the side station, to which i tried to add an extra loop, which goes to 2 other stations, and loops back around, and the last pic is where i tried to join it
This intersection is going to slow down your whole system though depending on yoru traffic
oh we have like 4 intersections like that spread around
most things move pretty smoothly
so in this picture it looks like the shortest path is THROUGH the station which means trains will back up behind it and won't go to the right? Hard to tell from this angle though
so the normal running of that station is it loops right back around to the rail you see on the right
i've tried to add a turn off after the station to where i want to go
Hard to tell w/o more zoomed out but if you've tested and it's ok should be good? Just the simple pathing I suggested then
You only need to build intersections as needed though remember. If you don't need trains being able to turn every which way your system will be sleaker.
What you're doing now is better if you just want something flexible you can slap any train going anywhere on
well, i'm pretty sure the train guy on my server started doing this for future proofing
i.e adding more stations in other areas
what i've built this one for it purely to go to a uranium fuel rod pick up site, and a nuclear waste drop off site, i needed it on the main loop to deliver the fuel and pick up the waste cause that station is on the network and near the reactors
but in the future, we might build something further north, and now we can easily add more stations/timetables in
he likes trains
Yeah like most things in the game it's a trade off. Future proofing for flexible rail mains more complicated and bulkier looking but less time planning ahead.
Also you might want to consider doing on and off ramp intersection so that trains turning don't cross over other rail lines if you're going to use a lot of trains. Really slows intersections up the way you're doing it, but mostly matters on how much traffic youre expecting
that's our primary connected network at the moment, there's about 6 other bi-directional lines not hooked into that network as well
hey guys is it worth the extra effort using the pure iron recipe
if you're going to make a mega factory, then yes
yeah what i want to do it take a whole load of iron nodes and make an iron prep factory so that I can just use trains to take iron from it when i need it
that's pretty much what i did with caterium, used one pure node, capped it out, made pure caterium and it generates more than we currently need
i have a copper bar factory that i'm going to convert to pure copper
sweet, well knowing that it's handy I reckon i will go make a few sattelite factories making raw materials
but that's like, project 5 on my list
yeah lucky for me i can just go straight for pure
well you see my train map up there, mostly satellite factories
Depends on if you care about doing a lot of logistics. Its easier building up than making thousands of ingots and shipping them.
If you do it in the Dune desert though you can stick to smelters and STILL have like 20,000 ingots per min
with a big ass central hub for making a bunch of complicated shit
yeah right now i am building a city factory in the plains so i train everything in but never thought of just making raw material factories to take small amoutns from at a time
yeah I actually plan on using the dune desers later so i think i am going to use the top left of the map to steal from for now
it's a lot more work and planning that way but doable.
yeah i am starting to get sick of working in these 3 buildings so I wanted to finally go and work on some small separated projects to keep things fresh
I mean those are really nice. You'll want to leave a LOT of space for a modular train station to go in and out and to be able to build extra stops
first of all thanks. I can't help but laugh at leaving space for train stations. That is the bane of my existence in this factory as i usually plan to have 1 trainstation and then realise i need a few more to help out
i need a player who is good with pretty design and architecture to join our server, fix up the outside of some of our buildings
you can always make a long train, longest i have so far is 10 cars
well, including engines it's 10
yeah i think the longest train including engines i have is 7
but it doesn't actually do all that much come to think of it
my 10 car one brings in nothing but water for my nuclear plants
haha i can imagine that is pretty paindul
well, i haven't been able to stress test it yet
we're waiting for the waste disposal building to be finished before we flip the switch and turn it on
yeah just reading that sentence hurts my future project
I really want to max out nuclear but every time i see someone else talk about nuclear i realise just how much work that is
we've turned off several satellite factories to keep our power consumption low, but as you can see, if everything was on and running we'd be out of power
so, i can't wait to turn on my 32 reactors
haha, somehow power has been the least of my issues in this save
i built the fuel manufacturing, sourced the various uranium and stuff, made a satellite node to manufacture parts, 2 nodes actually, there's an 8 car train that ships them in
i've built the plants, built the water train, almost finished hooking up all of the water and conveyors to the reactors, but i have 16 ready now, and i'm waiting for waste disposal to be finished before i get to flick a single power switch that will start the whole process
wow
dude i cant wait but i also wish i could just play tier 3 and 4 for the rest of my life
is there any way you can set up a recycling plant before bringing nuclear online or is that not possible
yes, that's what i'm waiting on, the guy building that isn't finished yet
right ok thats good then, obviously you can just stack watse in thousands of containers but the clean up takes years
yeah when i first hit nuclear in solo play, i didn't even know you could dispose of it
so i literally had like 50 containers of storage in a corner
and was wondering how this would continue, then someone told me about processing it into plutonium
haha yeah, I have never made it to nuclear myself as I started a new save for U5 before finishing my last one but I have heard all about nuclear and what i might need to do
this little switch right here, it will send power to 2 train stations, which are connected to 2 uranium nodes which have boosted mk3 miners on them, once i flip this on, uranium starts coming in, and the ball starts rolling
it will probably take a day or so for the loads to all balance out and spread power evenly
i really hate myself for saying this but I plan on load balancing my nuclear setup
what do you mean?
well I want to have all of the resources flowing perfectly when i make my nuclear build so instead of using a manifold system I want to load balance to have everything feeding perfectly
and this is why i need a design and architect person to make things pretty
this is where the raw uranium comes in
clipping looks so good like that
these two stations bring in all the other materials required, including sulfuric acid
I love the colour coded stations
and this is where the rods are produced
i tried my hand at making a funky roof, but didn't finish it
funny enough I usually finish my design before the factory because my brain stops working figuring out the maths haha
right well i am going to go set up a project train and get a move on to the other side of the map
uranium fuel goes in here
waste comes out to here, as you can see, not finished with belts etc
yep nuclear scares me
Do it. Come on, flip the switch. It will be fun.
we have the alt recipe for plutonium rods, so he's using that, even though it's less power efficient
oh man, i have nearly done it like five times already
it's like a shiny red button to me
YEAH look, what you're doing is going to require a lot of train stations XD the down side of not building up as complex at the location of ingots. I hate having tons of trains so I avoid it as much as possible
It's less about 'length' of train and more number of trains since ingots will be going to many destinations
well, that's what spacers are for
haha lucky for me i absolutely love trains. Especially in my case it makes my factory look so much more alive unlike the ghost town it would be
one big train collects, goes around the map, and maybe there's a station with like 4 spacers and a freight platform
or yes, you could build like 4 stations are the source, Iron 1, 2 etc
but come on, big train
as in empty plat forms but multiple trains using the same station?
Trouble with doing that is you drasticaly reduce throuput since each train has to wait for the next to move out of the way
AND if you hav ea lot of empty platforms every station that's getting fed has to b every long to compensate
small example
i have a larger example somewhere
but that's always why our big ass track has a left and right
and many major stops have a bypass
so if there's a train waiting at that station and other trains need to go pass, they can scoot around
they pretty much follow road rules (australia here so they drive on the left)
@sullen mulch big ass pure copper factory my mate uses
and bypass line for other trains going nearby
thats exactly where I was thinking of building haha
So basically factorio trains
definitely good to see just how big the factory will need to be
there's also i think a pure caterium in there too, he was kind of testing how many AI limiters and magnetic rods he could make in one place
turns out the answer is fuckloads
hahaha
i haven't actually advanced far enough in that game to unlock trains
@sullen mulch the space for pure caterium from on pure node
I got some mega bases. Lots and lots of trains.
One intersection has like 30 train stations for one section
I do this for copper and steel. Haven't found it worthwhile for iron yet.
That might change - I'm still early stages in my end game plan
yeah this is going to be more work that I thought
and yeah i might as well just go pure as I have the water so close by
that factory off in the distance with the coloured lights, it's where all those impure iron nodes are, about half are using pure iron recipe the other half just normal smelters, it pretty much just makes iron frames
you should see those lights in action through the various glass walls and stuff, so pretty
after we turn on the first chunk of nuclear i need to figure out a better HMF factory
is factorio multiplayer?
yes
a great moment to mention Spiffing Brit and his army of 500 unpaid interns destroying a death world with their bare hands
this is about to change my life
the time has come to push the button
They need to make it so new rules added to Prog. Splitters are set to "None". ASAP 
won't help with smart splitters still being bugged and default "any" still doesn't allow resources to pass
That's fine to me, though I'd prefer them to show "none" instead. I'd want Poggers to do the same when adding a new rule
Instead, you add a new rule and need to stop the input as the sorting is ruined already (until you change the rule frol "any")
When they rework poggers it's going to break so many people's setups π
point of note peoples, trains are bad for bringing in water to nuclear power
as you do not end up with a regular flow of 600m3 in the pipes, the flow pauses while the train unloads
bringing water or any fluid is bad
also yeah for trains you need buffers for loading/unloading and expect less than full throughput
the sulfuric acid one is ok, mainly cause it only needs a flow of like 350
if you transported packaged water instead i wonder if that would work
same issue, just 780 belts π
You can make it regular with packaged fluids.
Because the flow from the unpackager doesn't stop.
Just let it do a dropoff that isn't consumed and turn the system on during the second dropoff so you always have that buffered amount to keep flowing.
Is it more efficient to do the overflow system or a load balancer for mega bases
Like efficient wise for space
that depends on what you're balancing. Space-wise, most of the time manifolds are smaller, but there are cases where balancers are smaller. However space is pretty much infinite, so that shouldn't be a big problem
Ok, thanks!
small tid bit fact for conveyor belt speed, in case anyone is interested:
the speed is nearly equivalent to:
30 x (Belt Mk)^2
only exception is mk 5 and mk 1
well in reality it only can reliably do around 750 for longer belts anyway so it checks out
Belt welding! π
who has time to do that π
Not really. The path signals will cover an entire area/intersection. You don't need to divide every little piece as in Factorio.
you still do if you want to get every last point of efficiency of the junction
In what way? Two trains will still pass through the same intersection at the same time with path signals around the edges only, unlike Factorio. Is it the slowdown thing before the intersection?
trains block their entire path in the block when they enter a path signal. Trains free that blocked path when they exit a block
In Factorio, yes. In Satisfactory, only the path.
in satisfactory, also yes
I don't do level intersections.
It's all split level in my games.
I've tested it. No.
several people tested it. Yes
When in doubt I side with greeny
So you haven't?
no, but I've talked with people that tested it π€·ββοΈ
1 test of "no" vs multiple of "yes"
damn... where's my memory when I need it... who has written the train logic guide again? can't find it in pins here, is it pinned somewhere?
Sevrahn
I've run some tests with path signals, which made me decide to go with split level intersections and block signals only.
yea there is one issue path signals have rn, they cant detect verticality
basically this
That too made me decide to go split level.
(assuming the top right train goes to bottom exit)
but if you place this blue marked signal here (path signal), then the train can go immediately
@median heath your wisdom is needed
Yeah, but these paths cross
yeah, but adding the signal in the "factorio style" increases throughput potential of the junction
If they don't cross, both go
hence why I said "you still want to place them down if you want more throughput"
That works only on a half intersection, you'd have to segment the intersection in several blocks more with a full 3 way intersection. For throughput reasons.
I'm not saying it won't work without it, I'm saying that if you want more throughput, you still want to place the path signals in the same way as you would in factorio
Absolutely
(which also makes it convenient since you don't have to figure out junctions, you can just reuse those from factorio)
though if you're fighting for every bit of throughput, doing non-crossing junctions is just better
Split level is best for throughput.
(also the classic "split before merge")
And the path signals are definitely not on par with path signalling in OTTD
yeah OTTD releases every tile when the train leaves it
Satisfactory only releases full blocks
or rather, the path they blocked in given block
Which is fine for a game where trains are not the main focus.
Guess they could implement the OTTD signalling and pathfinding, it is open source.
I doubt it would be reusable. It's 2D
@wind spade am late. What's the summary of the question?
is factorio-like signalling of junctions beneficial to throughput
(factorio-like = separating every crossing into it's own block)
- Fuck Factorio
- Depends on if you're using Paths or Blocks.
paths
I also wonder: does SF consider it a different section of path if you've placed the track in 2 sections instead of 1, or does it go signal to signal? Do you know if anyone has tested this?
If Paths, then yes.
here Sev would probably be my first bet
Which train is going faster if you add the signal?
(about who has tested that)
it's just to illustrate a point where the top right train could enter the junction earlier if you added a path signal
Hmmm
I'm assuming left train entered first, right train second
Ah. Yeah.
Signal to signal is considered one block, can have multiple segments, makes no difference.
And for rails, from what I read on the debug screen Paths do identify individual rail segments, but they don't treat them differently if there isn't a signal.
Moreso just they have to be able to see individual pieces for how junctions work. But it doesn't affect long stretches of rail in any way unless you're adding more signals.
Chaining Paths on long rails >>>> using multiple Blocks.
there was also a question/discussion about vertical detection (can trains collide with properly signalled track if the tracks don't cross, but the train hitboxes collide)
If an overhead rail is within 4-6m the system fucks out about it.
8 is 50/50 in my experience.
how high is train's hitbox? π€
I suppose it may depend on whether there's a curve before crossing
My split level crossings are all 12m or more vertically separated
Trains don't really care about curves tbh.
See for reference: every time they do a hairpin on a dime because "faster route"
Even going through a station siding to reverse direction and ending up waiting on the train loading there, because "faster route"
Which made me build bypass tracks shorter than going through the station.
Just reminded me of making a bypass track on the new station I'm building
So in order to bypass the track needs to be shorter?
Or will it do it automatically regardless?
if you want a train to bypass a station that is not its target, normal sidings now work too
but the sidings need to be shorter than the path through the station iirc
as long as its not over 100 m long (or a multiple of 100? not sure on that yet)
not anymore
huh?
gustav (or whoever does trains) wrote that on a QA post
oh I don't read QA lol
trains now take a 100 m detour into account if a station on their way is NOT their target
I see
im not yet sure how the 100 m stacks and what platforms trigger it
but its supposedly "100 m per station each"
so here, up to 200 m detour should work
Anyone have a schematic for limiting belt throughput to 132/min?
120 from mk2 and 12 from (?)
a single line from a mk1 to 5 splitter
what about the remaining 4/5ths? loop them into input??
Feed a Mk3 or higher belt into a smart splitter. Have one side of the splitter go off to feed a manifold of machines consuming 132/min. Configure one of the other outputs to overflow.
what's the usecase?
Can't machines limit, this feeds mixed freight station.
mixed station π€’
Transport 132 ingots through train, when the platform also ships other goods. fed by container.
I wouldn't trust the game to be this accurate, not to mention all the extra work for setting up exact ratios over just adding another freight car
I don't believe in mixing belts/stations/containers. Not worth the headache, IMO.
I have no space for extra car. Squeezed as much as I can fit
the map is almost infinite π€
excess above 132 will get sunk, but I don't want to just sink mk3 belt of cat ingots and call it a day
I'm limited by rail going down one side, and wall on the other
Belt the cat ingots to somewhere that has more space?
coal gens early game 1 pure node of coal with mk.2 lines mk.2 mines @200% (480) goes into 32 coal gens =2400MW fairly stable ( as stable as you make the water feed ( i do a two pipe loop to provide the 400 out of mk 1 pipes )
32 coal gens ran off similar maths base on 2 normal nodes at 200% still give you your 480 feed
currently i am running 160 coal gens on my playthrough and 60 gas gens on turbo fuel, just got into the last tier shtuffs π
to the Satisfactory Devs .. π thank you! keep up the good work!
Glad to hear you're having fun! I'd recommend moving more power generation to fuel based to save your coal for steel/alumina production. Also, nuclear/batteries are better uses for sulfur than turbo fuel. Just my thoughts, ultimately, your game, your rules. Build how and what you want.
just got into that tier π one of these coal stations will be deconstructed to accomidate for that π
ive been scouting out the sulfur for just such purpose as of recent π β€οΈ
but for the early game grid 96 gens gave me 7200 MW of stable power to play with and was huge getting outa biomass π
the sister plant be running 64 to put my base coal grid to 12k MW .. lol then i fire up the 100 refines i have making purple fluid to go into Turbo fuel π 44 of those making 880 plastic a min
20 make poly resin+res fluid, 20 make rubber + res fluid giving me 400 rubber/ min too
16 clock to 15 produce my turbo fuel base on the yeild of sulfur i have tapped into
Oh yeah, geting away away from BMG is probably the single most game-changing milestone
I think I started with 16 coal gens, then added 20 fuel gens, then added 18 geothermal, then built 1000 fuel gens. Now I'm working on 252 Nuclear plants but its gonna take a while
still a WIP but here's a shot of what i have so far... actually cant capture whole thing. the bottom is 630 water extractors. The middle is 252 Nuclear Reactors. The top will be all of the radioactive stuff. I'll build another structure nearby to produce and feed in the rest of the components needed.
correct. total will be 630,000 MW
so i bee worried about a build tile count limit 0>0 but like when i see shtuff like this i pressume i have not even touched a fraction of it ?
HOOOOLY
the object limit is over 2 million... takes quite a bit to get there
and is there a mod to take that up a notch or to make it N/A ?
you can modify the ini file i think it is, but it can cause stability issues
https://satisfactory.fandom.com/wiki/Tutorial:Unreal_Engine_Entity_Limit#:~:text=The default limit set in,in the Game's config folder. If you want to learn more
The Unreal Engine Entity Limit is a limit of UObjects which can be loaded in the game.
When creating a huge factory (in a sense of 2 000+ hours spent on a single save), it is possible that the game will begin crashing with the following crash:
Assertion failed: Result + NumToAdd <= MaxElements [File:D:\ws\SB-200518130817-657\UE4\Engine\Source\R...
ty svm for the information π this was the first play threw i got into turbo fuel so i have big hurrdles to jump yet, but i add to my factory daily!
keep up the good work man that nuc plant is amazing π i cant wait to be up in that tier
thank you, you too!
Mixing items on a single platform is asking for trouble
I'm not sure I understand your issue...
You're making >132 ingots/min and want to send only a 132/min exactly to a station because you don't wanna sink too much... ?
Rather than the load-balancing, I would suggest either
- Send the whole belt to the station, sink/consume excess after it have been unloaded and used from that station.
- Send a more convenient number (>132/min) to the freight and sink/deal with excess, still less excess than the full belt. Eg: send only 150 or 180/min as they're much easier to balance for.
I have trains that pick up one item in car 1, and another item in car 2
Mixing items brings higher complexity. That's about it, the rest is on the user :P
There's also no wrong way to play the game
The beauty of sandoxes with no cat poo
In a case with very low volume items it would definitely work
high volume items however....
Well, yeah, throughput limits are a thing π
Especially more so if we were to compare SF to other factory games. I hear SF has relatively "low" throughputs
Sorry for late reply, RL has pulled a broken fuse sound on me.
The current setup is:
Box for caterium ingot shipped from mine.
It splits into several factory lines, leaving around 204.25 ingots left for other purposes.
The ingots go into mixed freight station to be shipped to [Top Secret] location that needs 132/min.
The final location has an overflow sink, but I'd rather not sink ~70 ingots from my limited supply, so I need to limit the input rate to freight to 132.
To avoid any trouble the mixed train unloads at two stations
Pretty much what I was thinking avout. I stand by my earlier opinion ^^
(That being I think it'd be simpler to move all the belt and mix the overflow with factory output to be dealt with/sunk later or send a more convenient portion of the input rather than a full-blown load-balancing)
Why not have it reload excess back onto the train?
I think Tom wants to keep freights at a minimum
Also people who hate on mixed belts/trains just don't understand what can be done with smart splitters. π€·ββοΈ
Space limitations or whatnot
Have excess shipped elsewhere via drone. Minimum space requirements given you can just put it on the roof
Excuse me for not wanting to deal with 2 different trains going into 2 different stations and trying to shove the excess into correct one then picking it out 
I have a sushi-belt feeding my warehouse π£
Smart splitters arenβt too crazy to build.
||Programmable splitters be like: Am I a joke to you?!
||
Who said anything about a second station?
Put it back on the same train...
||They have the very important job of filtering out remaining items to sink||
I also use a programmable splitter to split the goods into two halves π
Yes, because getting reworked π
Nowdays, only crazy people feed their warehouse with single-item belts 
... I think...? π
The only wagon going back is the one that ships goods to 2 different stations (don't ask why)
I'm genuinely going to place myself on the floor in preparation for the laughter when that happens because so many people's stuff will break.
Basic level: better sorting as you can choose LIST of items for each output
On a more advanced level: sushi load-balancing 
they allow to select multiple items per output
- This sounds like a horrendous lack of planning.
- Drone is your best recourse as it requires minimal additional infrastructure.
So basically, more advanced smart splitter.
They are a bit buggy (especially on dedi multiplayer) but after some tinkering I got it to work by only programming the items for 1 port, and all other items overflow to the other
What more did you expect? π
For now.
Alright, iβll unlock that so i can fix the big issue with this design.
That sounds like overkill for limiting waste. I mean, I only need to reduce the throughput close to 132, not another delivery line into remote location.
Are they changing it?
Highly probable given Mark has ideas for what he wants it to be.
Never heard a Drone described as overkill...
Split a mk3 in half and you'll have 135. π€·ββοΈ
Simplest way to get close to 132.
I don't even bother sending an exact amount over a belt. Given time it will eventually back-up
Would merging the overflow with the factory output be cumbersome? Why?
Imo, I doubt they'll change them in a WA that would break things. They'll probably just add functions or make the current ones better
Is splitting a mk3 at the pickup site so the train gets only 135 not the simplest path?
The other solution is stop doing things in weird numbers like 132...
Greatly depends on other logistics, but assuming the output of the factory receiving the train/ingots will be eventually sorted/sunk... No, I think dealing with it after overflow has run its course would be simpler
Eg: merging the overflow ingots with factory output to be dealt with later requires less beltwork than any load-balancing
He has limited space at dropoff and doesn't want to over-sink things.
Doing 135 means he's sinking only 3.
What about the remaining ingots?
But I also stand by my earlier statement that this whole things sounds poorly planned π€·ββοΈ
Issue for pickup site to deal with. π€·ββοΈ
Getting only 2 data points on how the whole logistics system works leaves limited options.
So sunk until figured out. Which is the same as if the ingots were merged with factory output, only difference being you have all ingots still in one belt and the place they're at
Of throughput allows for it, this wouldn't even add space at drop-off site
I mean, the whole point of sinking is to keep your stuff running. Imo, it's easier to sink everything without paying much mind to "wastes", if you don't currently have a factory ready to actually consume the items you're trying to "save"
I just realized this didn't get answered. Yes, merge 4/5 back with the MK3 (NOT with the MK1)
Yes. there is no output π€£
those have power output π€·ββοΈ
Does this look ok?
Its mk1 feeidng prime 5 splitter, 1/5th goes to output + mk2 belt for 132 total, the 4/5ths go back to mk3 feeding belt
Well, its an [Top Secret] facility for utilizing uranium waste.
Nothing comes out, sorta.
[there is some siphoned nitro bottles, but those already go to two different stations, so not touching it]
We're talking belts :P
Yeah, should work. I've thought about possible merging issues too, but it seems fine
yes, figuring out where to merge the 4/5ths back was the hard part
With the MK3 is fine as there's no chance of it backing up. That's all that matters
Time to actually connect the input belts to the tune of I'm an engineer!
Hoping you haven't seen it already, this might shed some more light onto merging mechanics to be weary of when balancing
https://youtu.be/v4j8pw7L5b8
This video shows the differences in using different belt speeds for merging when balancing.
The left side input is a MK3 belt. The smart splitter splits towards the merger first (MK2 belt) and sends overflow towards the right. The overflow is balanced to only send 150 through, the smart splitter there sends any overflow in the container.
The ba...
ok, I have no idea what I'm looking at. Is there subtitles or something?
There's my fabulous description in the video's... Description box π
Just showing how merging a full belt can cause it to stutter, ruining the balancing. Increasing the belt MK fixes that, despite the throughput being the same (still limited to 60/min by the first belt segment)
didn't it send one item to the up because other output belts were filled?
Items should NOT be sent up. The contraption after the smart splitter limits throughput to 150/min exactly, so if items overflow it means the previous balancer (with the MK1 belt mentioned) is sending more items than it should
wait, you're limiting it after the overflow merger, not before?
This fine example, Mk5 input, splitting to Mk5 and Mk3, and then splitting again to get 135/min on the Mk3 belt to output B, Merging the other 135/min back to the Mk5 output A
This works fine, as long as the input has at least 2x the amount of items/min that a Mk3 belt can transport, and both outputs are not backing up.
when output A backs up, more items will go to output B, and vice versa
When the input falls below 2x the capacity of a Mk3 belt, the output to out B will drop too
the only real rate limit is the max capacity of a belt.
The only values that you can rate limit to under all operating conditions are: 60, 120, 270, 480 and ultimately 780 items/min
It comes obvious that you can add different values afterwards.
I'm first limiting using a merger and MK2 belt as choker (270-120 = 150). The smart splitter checks for overflow and the splitter/merger connected to the outputs further makes sure that only 150/min can make it out of the smart splitter (120/min to the merger, 60/min to the splitter; then 30 to the merger, the other 30 looped back WITHOUT BACKING UP)
All to prove how the first balancer can work correctly or not
so 180 is possible by adding 60 and 120
Quickmaff!
orly? Interesting
What is math
Indeed.
does anyone know the time delay for train cargo unloads
28 seconds ~
cause, you know how output stops during that session
and a single small fluid container is what, 400m3 or 800?
27.08s*
so for a giant water train connecting to 16 pipes, i'm losing effectively 7mins worth of water flow in total
You're talking like you have 2x 600 pm fluid attached to each platform?
maybe
yeah don't do that.
i would never do that....
You realise you can't get 2 full throughput belt/pipes off trains stations with 1 platform right?
each one comes out at max speed, but will pause while the train loads
Yeah that's why you use the locomotive throughput formula to calculate how much a single car on a particular line can actually handle
and where might that be
A safe way, in general, is to just do 1 mk5 belt or mk2 pipe per train car.
You, however, seem to be doing a world spanning and incredibly complex train line with junctions that will slow trains down each time you add another to the line.
You might not be able to do 1 mk5 per train car
Also consider making Turbine Exchanges
From what I recall you're intending to have a very complex, flexible, and BUSY train infrastructure so you should really invest in efficient junctions
yeah, make turbine interchanges.
Every train you add to a train line will reduce the max throughput of every other train that uses those sections
It's not linear either so it'll go from less noticeble to a huge problem fast
yes but almost every train is also overloaded
i.e will output double what is needed
except for the water
There are ways around it sure
Making WAY more than you actually need.
Not efficient but it's a way.
You could also use multiple train cars per belt? makes the trains longer so still interferes a bit more with other trains but less so
There are ways around this. You just need to look into what is acceptable for you
some trains are single carriage transports, others are 8 carriage
depends on the train and what's needed
Yup!
So want one idea that might work if you find your whole system overloaded later?
unless i add like a dozen more trains to this network it should be ok
the water thing i have a solution for
oh fair then. Figured you'd be making a bunch more hubs later moving things.
well, i mean, i just turned on the final part of 32 nuclear plants
and the only thingi need to fix there is the water intake
there's not many more factories we need to make
I was just going to say you could do a 2nd identical train line on top of the current one. Double throughput
β€οΈ stacked rail
if i'm producing exactly x of what something needs
and the delivery is a manifold system
will it eventually fill every factory?
32 nuclear plants need 6.4 rods pm, and that's exactly what i'm producing, or should be once the loads balance out on the other pipe i just fixed
Yes, unless you're doing something really weird
they get built up here, put on a train, sent to the plants
i just checked, and all the manufacturers are now at 100% effficiency
thats a formula?
by 'really weird' I just have 1 example
I split 1x mk5 600pm copper ore miner into 3 with a manifold for each of the three branches.
For some reason, the interaction with fluid delivery for the refineries involved created an infinite stutter that never go it moving properly even after having flooded the whole system
I fixed it by making the ore belt 1 long manifold. Don't ask why
if you look up the wiki page with the electric locomotive there's a formula for what throughput you can get.
I find it's generally safe to do 1 mk5 per car.
At least early days. If you're making long or complex design it's good to use the formula to double check
youuu... showed a sketch maybe?
that's the connected network
there are about a half dozen single lines not connected to that network
ah right, it's hard to get an idea from that since it doesn't show rails. You could go into scim, load the map and only show rail I guess for a better picture?
it's a dedi server and not mine, i can get the host to do that later though
oooOOooo right yeah that'd be a problem for that.
there is one intersection in particular that would probably be worthwhile turning into that vortex style
