#math-and-meta
1 messages · Page 612 of 1
i probably should ask this here, what's the most effective motor factory
like, efficiency of building, everything
from miners to final product, which alt recipes etc
it really depends what you want to achieve
copper rotor recipe is probably universally good
Electric Motor and Rigour are both great alts.
Hmm still on the fence about whether to dedicate 3 iron nodes to 1 component a piece or just have each set of iron nodes produce 1 product :/
20 rotors per node for 3 nodes, or 20 rotors, 20 reinforced plates, and making a lot of iron wire, or 10 smart plating with 2 nodes and the last node splits between rotors and reinforced plates just so I have them available for storage
Depends on how much you need. Most people figure that out and work backwards to find a site rather than pick a site and try to see what they can do with it.
Yeah. Was trying to also think in terms of like not having to redo factories in the long term but I think that is gonna be unavoidable considering if I unlock more alternate recipes
It is essentially unavoidable. So plan for your use case in the near future, and don't be afraid to tear out entire factories
and you might want to upgrade those factories anyway when you unlock higher tier miner's and belts (unless you are already to that point). I know until I unlock mk5 belts and mk3 miners that most any factory I have built in the past will need to be redone or at least a huge makeover to make more crap. LOL
Yeah. Well most of my favorites are built for mk3 miners and mk5 belts it’s just getting to that point. Unfortunately I’ve neglected my steel production so I’m a sitting duck on researching tiers 😂
Mk.4 stuff good , lol steel production a good thing to going
Yep. I have the miners and cliff lifts setup for pure coal and the miners setup for the pure iron nodes but that’s about where I stopped
I think what causes me to stop was getting a alternate recipe for iron that involved water extractors and I just kinda got lost on that one
yee i ran 2 of each pure node, mk2 miner ,mk4 belts oc 200% you get 960 of coal and iron/min , i ran that into 20 smelters 2 oc down by X amount, but that gives you alot of steel to work with until you find alt recipe
Oh that reminds me I have a steel alt recipe
and the math gets weird with that alt from what I recall. I'm all for getting the most out of every ore node, but damn, stop trying to make my brain hurt with crazy math
yee the pure ingot recipies are gucci
There is this neat thing called calculators...
Ig but it does make things weirder when using the alt iron recipe tho
Get 1/4 of an item, or 3/4 of an item
in game you can use the search thing "n" i believe and you can do your math in game 🙂
Oh?
mhmm
I am aware. LOL. Still doesn't change the fact that when you are trying to run a somewhat balanced setup that the inputs or outputs of certain alt recipes throws wrenches in it
keep a pen and paper hand to write your things down thoo that might help ya a bit
Yes when the setup outputs 33.75 iron ingots a min
and you need 50 of that for the next input
how so? you just use some website to calculate how many machines you need and then build that many 🤷♂️
Yeah so normally rn it seems for the basic iron items like rotors and reinforced plates you only need 8 smelters per normal node
because I bought a game to play the game, not spend more time on a website calculator to make a half way efficient factory. LOL
most calculators out there produce result in like 5 seconds and then you just build
it's like some of you are arguing FOR weird outputs with alt recipes
its part of the challenge
I spend my time doing this just so I can make the layout portion easier on myself
if the devs wanted to make your life easy everything would be a multiple of 30
I'm arguing that ratios between recipes don't matter at all since you can just underclock the last machine and have pretty much any output you want
As long as you have the required input you can do anything you want ^
Amen.
Makes sense. I made sure to underclock my rotor setup a bit so I get 20 reinforced plates and 20 rotors for 1 smart plating a min
tbh I get the feeling the devs encourage you to not pay attention to perfect ratios. Everything is much, much simpler if you stop worrying about it, and just build what you think you need, and if you find out it's now using up all your X, build more X
I think that's specifically why the ratios get weird later on, and especially with alternates, so you don't rely on getting things exact
Other than ores and base level mats; I do like to at least saturate those
I don't think the devs encourage either kind of gameplay between more and less complex ones
They aren't weird at all if you use the 45-81 rule 🤷♂️
What is that? lol
Though I did notice, after an annoyingly long time, that right around the time you get things coming out in 45's instead of 30's, you get T3 belts that can support 3x90, and between T1/2 and T3/4 you should be able to make most anything saturate
a weird rule to have perfect ratios for recycled loop + diluted fuel, which almost noone really uses since you can underclock 😄
lol, I don't even underclock, I just set the extra fuel to overflow into an AWESOME sink...
The 81 half, yes. The 45 half is about every other item in the game...
If you ever actually read what I type greeny 😭😭😭😭
And underclocking doesn't solve repeating decimals.
45 does
You know you can just divide the output machines by input and it’ll tell you the exact number you need. Then you can just change the clock on the last one
repeating decimals don't need to be solved as game isn't precise enough to go above 4 decimals anyway
I am doing searches and the explanation is interesting and seems valid to me
Getting 19.9998 instead of 20 is problematic.
Hence they need to be solved.
the tldr being, the game only uses 4 decimals yes - and truncates instead of rounding
solution is just round up
if you can make it not truncate, you get more
no
and apparently multiples of 81 for oil and 45 for most other things, makes sure that all machines only have up to 4 decimals in their clock speeds, so you never get truncated
If it makes you happier I will just never bring it up again...
Yes.
But apparently this is stupidity so I shouldn't mention it anymore is what I am getting.
God forbid I want exact numbers in my game 🤷♂️
how is it problematic if you just overbuild 0.00004 on each machine
and it most likely won't have any effect given the number precision in the game
Well, the part I'm interested in is non-oil; if I'm bringing in a bunch of ore and making 60/minute of ingots.... I'm actually not
everything maxed out is really only doing what, 59/minute or something?
ingots might be too simple though, I'm unsure if they're affected... they tend to run at 30/minute in/out, which should just be a clock speed of 500ms, no rounding there...
if you have long enough belt, then yes
Beauty of the dev's evil.
Ore comes in 60s.
Items are done best in 45s.
Belts are done in 60s.
Perfection is unattainable by design.
well, T3+ belts are 30's and 90's, the 90's being quite good at handling 45's
Yes but we're talking full design, so 780s.
45 and 60 cross at 180.
So if you do everything in 180s it would be the closest you could get.
180/360/540/720
oh idk, I'm mostly still at T3s and was appreciating that it gives you the solution to dealing with 90
How is everything "play the way you want, nothing is better" until this, when you're admantantly "why would you ever do that when you can just overbuild by X amount?"
But why are items best done in 45's? I mean yes that's an 0.75 but, 30's and 60's also are nice and round, 0.5 and 1 clockspeeds
Because it puts the machines inside the decimal window to not be truncated.
you can play the game the way you want but I can still state my opinion 🤷♂️
When you get to higher complexity items it becomes more apparent.
At the stage you're in it really doesn't matter enough.
That's fair. I am indeed mostly asking for the sake of basic items, and if my understanding of my entire factory's input/output rate is wrong 😛
Usually your opinion is neutral.
The only thing I know you to be against is Cast Screw...
But also this now.
but 30's and 60's are also good, if available, yes?
If the machines aren't outside the clock limitations you're fine.
I'm against tons of things... busses, megabases, train spirals, hypertube cannons, balancers, handcrafting stuff like portable miners, ...
I used to make balancers 😑
The 45-81 rule comes in handy when you have a line with like 16 different levels to it, because it makes them all automatically fall in line without you having to pre-check anything.
Ah I see, so mostly self-contained lines
I tend to, for any given part, just build as many as I can with my current belt throughputs, send them off to storage, and pull from there later. If I need to update it for more later, I'll double the amount
Yeah. Just add a second story and a splitter and add more stuff above your current factory. That’s how I’m doing it.
I wish I had been that smart, yeah
I convinced myself it'd be a good idea to always no matter what, ship the products back to base, and then back out from base, so my base always has all the storage
except screws, because they are too much trouble to move around in quantity, just build onsite
Yeah I just store at the factories themselves. Have stockpiles of the items in a separate room than ship out where it needs to go from there so there is a buffer
yep, that is probably the smart play. I just didn't like the idea of having to go around to 12 different sites to get all the materials I need to stock up on for myself
but then obviously you can just, ship out a bit of excess for that purpose
Yeah. Make a small facility with just single storage containers for the excess so you have something you can go to, to get items. That’s my plan atleast.
Since my main hub is pretty much away from all ore nodes I figured I’d have plenty of space to store items
Yeah I'm still at a reasonably early tier and mine's already getting a bit out of hand... this is only like half of them, the backside has more, and the outside is only items going up - the middle has all the ones going down to storage
.... but tbh I kinda like the look of a factory whose walls are just crawling
but yes I understand now why greeny is against megafactories and I probably am too at this point 😛
(Unsure if this is what he meant, but I am getting the distinct feeling that the game's mechanics make everything easier when you have lots of space (unlike in a mega factory where you're inherently limited), it's easier to make things pretty when in smaller pieces, verticality is a little discouraged when fluids come into play, and many resources can be trivially produced with only a single mine, so why would you not make them off-site)
Yep!
I’m also pretty sure I spend more time moving things around in the SCIM production calculator than I do playing the game lol
Planning on harvesting every resource node in the dunes, how long can I expect this to take
What are you going to do with all those nodes? If you're just feeding it all right into sinks, not long, but presumably that's not the case.
I'm planning on putting it on a massive rail line to my main base where it'll be sorted and processed, since I'm running out of capacity with iron, coal, limestone, etc.
Just looking at the map there is so fucking many nodes
Like, damn
Also, how fast am I going to exceed 24.5k items per second? That's, like, kinda the maximum my sorting system back at the main facility can handle rn
32 mk5 conveyors, btw
2.4k items per second? that's 186 mk5 conveyors
And that's assuming you saturate each belt
(also, if you don't mix belts, you don't have to sort) 😛
Everything will be aggregating, so I expect to saturate it all
Not just sorting, smelting, processing, and allocation too
well if you don't do mixed belts then you don't have to worry about belt limits, as you can always just build more belts 🤷♂️
Which one is more valuable middle or right?
People will scream 'stitched plate!', but from two alloys, of course copper. It allows to boost production using useless iron, and has a high output per machine meaning less power usage. Iron alloy is ... junk. Sacrificing expensive copper to get almost no extra return, with a low output speed per machine.
Left.
I went for copper alloy 👍
Also Iron Alloy has solid value if you play for local resources only.
If you do map-wide resources then you'll never use it.
Copper Alloy is decent, but Pure Copper is better in terms of getting max Copper.
Not limited in space if you plan for it!
Once you get to larger builds, Copper Alloy is just "hi, I'm choosing to have less Copper"
No matter how much you plan and have tons of space, there will always be a possible setup that requires more space than you have
space is infinite pretty much 🤷♂️
It is quite annoying to get 80 hours in before you realize that you'd like to scale up your (insert_anything) production and to do so, you'd have to build the entire base out bigger, or have one weird floor
just copy the whole setup somewhere else 🤷♂️
Some people can't be bothered with setting thousand of refineries
or always produce from ores to final product in one factory
that's my point 😛 I'm agreeing that megabases aren't ideal
I just build new factories, I never expand on one once it's done, at best I demolish it
small modular ones are great, and don't have to go anywhere near eachother
yeah, just saying that "I don't have space" is a bad argument 🤷♂️
And even so, demolishing them is rare unless I need the resources, I have 9 factories sitting in my world that haven't had power in weeks
correct one would be "I don't want to use all this space I have here for aesthetical reasons"
Is it just me or do the dunes get insanely dark compared to the rest of the map at night
Environmental lighting is kinda wonky right now because it isn't final. U6 is bringing a major overhaul in this regard. I'm curious if it will also revamp flood lights, I would love for their light to actuall have diffusion.
Nah just stack em or build like your using fully upgraded machines(meaning mk3 miners and mk5 belts) than you’ll have the layout for it already without much rearranging
I haven’t had to do much of anything for expansion since I did that to begin with
What if, you built high tier items, start to finish, in a big enough volume for it to be a mega base? Best of both?
Megabase is usually referring to a playstyle where all production is in a single spot, not to an actual factory that's big
you don't like the super directional horror lighting?
Combined with the coloring options, I think the current behavior is great for people who want a certain aesthetic. I just think diffusion and brightness should have their own sliders so everyone can get what they want out of flood lights, as I have no doubt there are people who would hate it if flood lights instantly behaved as their name implies.
mini starter factory i just came up with
turning iron into its five starter forms
also spent like two hours building that thing but double in size
slow builder moment
Ew screws
Hey you need all those parts for something. That’s pretty much what my starter factory has for producing things I need to build other factories
well, you don't need screws for anything
You do not in any way need infinitely replenished storage of Screws.
I have learned that using screws for rotors is pretty efficient though
There are a few odds and ends which require screws, so it's maybe worth it to have one storage container laying around somewhere, but yes, for the most part, you only need screws as an intermediate part.
This is such a nice layout imo
Other than that: would there be any interest in an Excel spreadsheet laying out a resource cost per GW for the major power sources, with fields to let you set how much each unit of resource "costs"?
If you assume a simple weighting scheme (if there is 1/4 as much of resource X on the map as there is iron, it "costs" 4x more than iron), for example, you get the following costs:
Compacted Coal: 1447 u/GW
Fuel: 203 u/GW
Turbo blend fuel: 319 u/GW
Classic turbofuel: 433 u/GW
Stage 1 nuclear*: 175 u/GW
Stage 2 nuclear: 117 u/GW
*Nuclear calculations assume use of uranium fuel unit, enriched uranium fuel cell, and default plutonium recipes. Stage 1 sinks the plutonium rods, stage 2 burns them.```
On a sidenote: this means I can finally calculate what the indirect resource consumption is for power-hungry alts like pure iron. Assuming all the math is right, pure iron saves you 30 iron ore per 65 iron ingots, at the cost of requiring an additional 0.749 crude oil if you're using fuel generators.
I think its about time I put down more coal generators
bruh yall theres some hub tiers which require screws i think
and just for manual crafting too
which just proves Sev's point, that you don't need automated screws, since you just need a limited amount of them
you only need screws for these
- awesome shop
i'm gonna use screws for those then
maybe i'll also make ammo with them once those are done
no wait why did i say ammo
i guess i can repurpose the screw maker to make rods and then rebar
Multiplayer easter egg that lets you screw another player's screen, You Don't Know Jack style?
I want to ask you guys that what amount of plastic,rubber,resin,coke and fuel needed for my factory to work(including alternative recipes)
Cuz I haven’t find all recipes in world
that is a question that has no answer
because nobody knows how much your factory needs
@earnest ember
you need to start somewhere
if you dont know how much you need, nobody else can help you either
for oil stuff, start with circuit boards (and later computers)
This factory is rebuild
Cuz update6 affected my factory
Iron copper oil
All need rebuild
well, can't help there.
Gonna dead
Solving forwards doesn't work.
You need to pick what you want being built as your end production and solve backwards from there if you're looking for answers about basic item levels.
So according to my wiki research and calculation the maximum mining production rate is 1200/m (with mk.3 on a pure node with 250% overclock). Does it mean that we cannot make it 100% efficient because we are bottleneck with Mk.5's 780/m speed? Or is there a way to bypass the bottleneck by somehow instantly splitting the items into multiple belt without needing to go through the bottlenecking belt?
Without cheating you're stuck at 780, yes.
So if I have mk.3 AND a pure node, there is no point in ever overclocking pass 162.5%... since it is impossible (without cheating) to 100% efficiently keep up with over 780/m production?
Correct.
1200 was set before they knew 780 would be the limit.
Solving the issue is on their to-do list.
Adding a second belt output to the MK3 miner, or rebalancing everything.
thats why they havent done anything yet
because they havent yet decided what to do
Just keep on manually taking out the excess from the miner 
Oh thank you. I’ve been wondering what recipes require them.
No lol
at end game you don't need automated screws, but I would venture a guess and say that most people around here aren't where you and Sev are. A newer player in a fresh world isn't going to have every alt recipe in the game, and if they are working their way through the tiers, are going to need to automate screws to make a variety of items just to build their factories. Or are the veteran players around here suggesting that newer players manually make screws for reinforced plate for their mk2 belts?
There is a difference between having automated Screws that feed a specific production chain, and having them supply a storage container.
Automate them where applicable ofc in base recipes and even later on with things like Copper Rotor.
But just making X per minute infinitely for storage is not necessary.
Make enough to fill like a small personal box and then discontinue automation outside of feeding recipes.
Personal box will get you all the equipment, specific milestones, and enough for multiple AWESOME shops easily.
Thanks @median heath , it gets confusing when Greeny specifically said that "you don't need automated screws", which is what brought about my comment. I totally understand that you don't need to automate screws only to store them. Any alt's that put a dent in the 8.7million screws needed just for the Space Elevator project is surely welcome. lol
Yeah this is what we both mean, not always the best at articulating it to newer people.
Just make your box and you're set.
Same reason you should never automate Heat Sinks to storage. Exclusively used in the creation of other items.
Do you prefer a dedicated factory for building materials, or “skim off the top” of an existing production line?
I have a few production lines where instead of underclocking a machine, i use a smart splitter at the end of the manifolds to pull any overflow into storage. I’m only doing this for some of the later tier electronics like AI limiters and high speed connectors where the quantity needed for building doesn’t seem worth setting up a dedicated factory.
I don't understand the question and I'm assuming because it's based on a non-outposting setup.
Like you say AILs and HSCs have quantity issues...
But I am making over 500 AILs/min at the AIL outpost...
Because the Oscillator outpost needs 461+/min
Rest goes to storage...
So that is both having a dedicated factory for the item, and also "skimming off the top" of an existing line.
🤷♂️
That clarifies a lot actually.
So you built a huge facility for AILs which ships to COs, but there is leftover which you store or could allocate to another line?
There is no other line.
All places AILs will be going and in what amount is decided before even building the outpost.
How would I build the outpost without knowing the amount it needs to produce?
I see, I was looking at using AILs for EMCRs and COs.
If I was going to use AILs for ECRs, that would be in the total amount set before the first foundation was even placed.
I use the Connection Rod alt though, so it requires only Stators and HSCs.
That’s exactly what I’m trying to decide about lol.
I don’t quite know how big I want to go yet.
HSC outpost also produces over 600/min because it feeds the ECRs and the Supers.
Can't nail down your numbers until you do.
You need to decide how many Turbos and Supers per min you want, then solve backwards from there.
Ah interesting. I was able to finish project assembly building 2/min of each.
Originally my next project was going to be a full nuclear setup. But I don’t want to start that if beacons are going to be removed and the alt fuel Rod recipe changes.
Being able to finish Project Assembly is just a step in the road.
What you actually want to have built and running is a different decision entirely.
Heh, build giant walls around all the remaining biomes that are still flagged red with big signs that say "UNDER CONSTRUCTION"
😂
as Sev said, "automating screws" for me means that you automate screws to put into storage. Having screws part of production line is completely fine, but I don't count that as "automating screws", as the production line is automating something else
^ditto, I use the same terminology
When you process even just something as simple as one constructor for iron plates, you typically wouldn't name intermediates... "I'm automating 30 iron ore, 30 iron ingots and 20 iron plates with my factory!" would usually be cut down to just the final product, being the iron plates
Just for fun, I am trying to solve this problem:
A miner produces 780/min iron ore and smelter takes 75/min iron ore. You are trying to smelt most of the iron ore into iron ingots but its fine to extract out some iron ore (not smelt it, just store it) as long as the whole pipeline is 100% efficient.
So the closest idea I got was:
- extract out 1/8th of the iron ore (97.5/m) using 3 splitters and a merger, thus we have 682.5/m iron ore to smelt
- Split that into 9 (split 3 and 3) thus we have 9 belts with 75.8/m iron ore.
That however is slightly more ore than the smelter could keep up.
So anyone have any different idea? (preferably its as little complexity and be slightly less than slightly more)
@daring mesa
what would be the easiest way to split a 120, 240, 360 and 480 line into 6 200 lines
that would be the smart way.. since you would save shard. But I was thinking about a hypothetical situation where I would want to try to maximize everything 😄
How is getting 780 out of 780 not maximized?
actually wait ye, my bad XD
I miscalculated. 13x60 😄
combining things into 600 lines and the splitting that in 3
780/30 * 2
but doing 600 would need mk 5 belts
other option would be somehow doing 300 and splitting that into 3, then recombining
Or just send 780 down 1 line..
easiet option is simply overflow
was for Zoutige
Oh
i dunno if they have mk 5 belts
thx but i already got it
aight, nice
i split the 120 240 and 360 into 6 120 lines and then split the 480 into 6 80 lines
and i dont have mk 5 belts yet so i cant use 600 lines
Good lord why...
i feel like a felon
You should.
arrest him
my factories arent like this
i only do shit like this outside cuz im lazy and ill never look at it
and this is just 1 floor... ive got 14 more to do
Never thought of that one
Holy shit this one is way better
:blame_greeny:

wasn't made by me 🤷♂️

Unfortunately greeny is a pale blue
Good Morning!
checks clocks
Might be the 65406543. which askin for that but i dun get smart out of coal plants. a coal plant on 250% OC with full propper water income has a targeted output power of 187,5MW. on left side of power plant it just offers me 151,8MW. Typo? Math-Choke? all req. ressources are served by mk4- belts/mk2-pipe.
151.8 is correct
strange jep
so whats about those 187,5 MW offered by overclocking?
that's buggy overclocking UI
ah ya, here we go. just on coal plants or casual?
on any power plants
has been like that since forever, but given that they'll most likely be changing clock speed mechanics, they probably don't bother with it now
the top left number should be correct
oh, heard they will. seen something bout that on update 6- clip
I hope they won't tho
some sorta OC-revamp
as far as i understood 'em they just gonna let them OC on a plain way (100% =10MW///200%=20MW, not those weid skips as it is atm))
but my english pretty bad so dun take it as final
"weird skips" is what gave the player a choice, whether to OC or not (save space, but at increased power consumption cost). If it becomes linear, it's just "always better to overclock" which is weird and removes the choice behind it
yea but u can cheese atm SO hard by just building like 10000 smelter and set each on 1%
and u pay just like NOTHING to maintain
I mean... sure? just need like gazillion of resources and space?
which again is a choice the player can make
🙂
also, that's underclocking, which could be changed without affecting overclocking 🤷♂️
I never bothered about OC... just for mines and extractors
or when I forgot ONE machine so I OC one to 200%... never checked the power ^^
but to end this here: lets hope they gonna fix that durin next patch cause i struggle pretty hard if informations buggy/ambivalent
power generators scale as ^(1/1.3), other buildings scale as ^1.6
merci again *noticin that
Good night.
5:21am here, soo...... 😄
but you're right, should change to "hello"-term or somelike. allways skippin the timezone-thingy
or just say "moin" german word for every... time based words like morning, evening and so on ^^
actual its not a time based but means "land in sight" but just none of the german remember that
how does "moin" mean "land in sight" o.0
weils aus dem friesischen kommt und der seefahrer-szene entspringt
Ahh thx, never knew that but how does it come to be a greeting?
[ cause its "fries"(??) and used by naval ain ancient time] (or somelike, as said, my english sux)
greeting since just every naval is damn happy to get back on land again
"galileo" told me this once
so might be fakenews but, well....
Or just say 'Greetings Mortal' like every omega level Kardashev scale being.
how about "combat me, heretics"? or totaly wrong genre?
and how long to wait for an WH-mod of satisfactory? build your own edict?
WH?
Warhammer. that you even DARE to ask 🤣
Just played DoW2 ^^' so :D
mah, worst of all
liked the camapaign the most ^^ never got into DoW1/3
And the other games arent even my genre
but I respect the whole lore about the WH Universe
Blood for the blood king
🙂 last time someone asked me if it's the new samsung mobile. "wh40k"
remembered me how damn old i am atm.
WarHammer40000: now hammers your war for you!
still savin money for the daemonhunter-bundle
At this point, I now think we are #off-topic-general
yea, ure right, we should jump
Gn.
gn!
You can enter the output quantity direct into that UI and it will do the math for you - just type over where it says 12.5
you can't get them exactly to 30
Ah ok - that's 9.09% repeating
looks like im getting a 5/min sheet overflow
why so? 🤔
60 sheets production, 2x recipe above (2*27.5) = 55
60 -55 =5
why not underclock the sheet production? 😛
just oc it to around the right number, it doesnt really matter
The trailer was epic, the game was garbage
Oh nice. Its only just getting to 4am here
never load balancing again
no pain no gain
well the pain is now figuring out why the numbers are so funky in some spots
last time I checked the throughput should be the same as the belt
yep, not sure how I got a MK5 belt to max out at 750 items p/m
Everything is possible in this game
couldn't agree more
Mods 🤢
a little thing I call quality of life
I don't have all year to calculate everything... and my maths is crap
Is this pioneer aware of belt-to-belt (b2b) connections not transporting max throughput?
ideally:
you enter the following equation into the clockspeed field:
(30/27.5)*100
dont forget to insert a shard first
due to rounding it wont be suuuuper exact, buuut it always works out for me tbh
ah oops, forgot to actually ping (i think? sorry if i double pinged im on mobile xd)
@fluid forge
seems no
never knew this. is there anywhere i can read more about it?
thank you!
Thoughts on my steel factory? I am utilizing Solid Steel, Iron Wire, Stitched Iron Plate, Steeled Frame and Encased Industrial Pipe for alt recipes. All my concrete is actually going to be made offsite because of transport efficiency, and I may just bring in RIP from my starter factory, since I am already producing it there in excess.
no wet concrete
building in the middle of the rocky desert, so getting water inland doesn't seem like the best use of resources. I did think about it though.
as it is, I am probably going to be trucking in the coal from the 4 normal nodes on the East side of the Rocky Desert.
in rocky desert is a lot of water near Limestone
in the west
But I wish their will be a machine for pure recipes
purificator
Okay, adjusted plan for wet concrete. Tractor will have to go a little bit further, but it shouldn't be a problem.
Is extracting oil from wells worth it?
if you need oil, sure
all oil is good oil
i have one turbofuel pipe and 55 gens is it better to just connect them manifold style or split it up in sections?
aight
I wonder, if they are making the radar Towers actually useful in U6, wil they nerf the ping scanner? Reduce the range or something?
It takes quite some time for the first radar tower to be built. It should be an upgrade that brings more a quality of life, so nerfing the normal scanner doesn't seem like a good idea in my opinion
the scanner get a upg.. so cluster nodes arent shown as one node but instead you see that it is a cluster node (when far aways) and nearby you see all nodes on the compass
it seems that it even dont cap at 3 nodes anymore
Is there a reason to put caterium into anything other than quickwire production and dump copper into it for the fused quickwire recipe?
Given QW and Wire are literally the only things you CAN use it for... no, there is no reason to put it into anything other than those 2 things.
Then put it all into QW.
I use caterium for fused wire and fused quickwire
Fused QW is just.. incredible.
Fused Wire is meh imo given you can legit make Wire from Iron.
but you get a shit ton of wire for such small numbers of cat and copper
I'm not saying use only Iron Wire.
I'm saying I can use Copper, and if I need to supplement Iron is there 🤷♂️
Am curious which is better though...
Making Wire out of both Copper and Iron, or just Copper Alloy... 
better in which case?
Resources.
In both ways you're using Iron and Copper to make Wire.
One of them has to be cheaper. 🤷♂️
If you have water then pure iron ingot -> iron wire and pure copper ingots -> copper wire gives most wire/resource
without water, copper alloy better
Interesting.
Realizing that maybe using all of the caterium on this map is excessive
Depends on which recipes you use.
Holy shit pure copper x pure caterium and fused quickwire is such a gorgeous end result
1 to 1 refinery to assembler
And the caterium ingots are enough to fit on a single line
I was wondering if it's possible to make recipes more linear and straight forward? I don't want to have 12.7 assemblers make just the right amount of resources for the recipe
Theres a ton of alt recipes that do other things and can reduce the total number of machines sure. Haven't done an analysis but not sure if there's that much you can do to reduce the total complexity of higher tier items
_ :(_
it's an automation game where each tier up requires more and more parts. For example I think a 300 pm heavy modular frame factory consumes 40,000 parts per min at the start.
You *can' choose to make very few machines and just make fractions of items per minute if you really want? Would probably have to leave things running while you're away from the computer to advance quick enough
Yeah unfortunately
What is it about putting down a dozen assemblers that's getting you down? It's a pretty core part of the game and 12 of them for a single part to go further down the line isn't actually very many.
Yes but putting extra assemblers for everything adds up and I always run short on power
Plus overclocking isn't linear which I hope they re do
So you enjoy the game in general but there are aspects that are frustrating you.
Well we could look at where you're at and what you're doing and maybe find some more streamlined ways or solutions that would be less annoying?
Yes, it would be nicer if the math was simpler so I can use my head and don't use a website that tells me what to put and how much. It just becomes a chore at that point since you don't think
What tier are you at?
I played over 120 hours in my first world and reached nuclear power
After that I stopped because they re worked some recipes and I just didn't have fun anymore
Actually setting it up or just unlocking?
wow impressive. When was this that they rewored recipes?
Idk but it was like 6-8 months ago
You sure there just wasn't some alts that got unlocked? They haven't removed recipes from the game in ages (or maybe ever) from what I recall
Nowadays I start a new world, play for 10 hours and quit because I want my base to be neat and use my head but I have to refer to the website and then it's not fun
I'm just saying that if they made first recipes (not easy or hard) but just linear, it would be a nice quality of life. Of course alt recipes that require less resources is also great
Right well I was going to suggest the way I go about things by just making 1 pure node's worth of each basic items and just belting things as needed when new tiers get added. You can make it neatish just not running at 100% all the time.
But yeah aiming to have neat factories from the start to end is going to take a lot of work. If you insist on doing that you might be better off building with the idea of 600 or 780 parts per minute so you only have to upgrade belts.
That's still a lot of work but would save you time.
maybe try underclocking machines so their rates make sense to you. you can make machines work at any rate that you like them to.
Also if power is an issue make it a project to find distant coal and build like 64 generators and not worry about it for a long while
No prob! I did one restart with building for mk5 belts. Wasn't bad.
saves you power because of the savings on underclocking early on too
You can have a neat base while overproducing; 90% of the time your stuff is just going to be sitting idle with storage full anyway. If you need 12.7 assemblers, make 13, and it's covered - and maybe some extra if you have to come back later
besides, with the current belt to belt problems, it's a rare setup that can actually utilize a full belt without encountering a glitch and slowing down
Then underclock 😉
The build interface even makes it easy these days. Just input the amount you want the group of assemblers make "/" and then the number of assemblers. Then copy paste that assembler to the others in the group. Done.
But then I am in the group who dislikes most of the various changes that have been made to make the game "easier". This will be the second time that the power system is being drastically modified and I hate that it is removing all of the subtlety that makes putting together a well designed factory an interesting puzzle.
BTW greeny, thanks for your tool. Helped me debug a few hard to find errors in one of my planning spreadsheets and made me look at a few of the weirder alternate recipes that I had previously removed from consideration.
yeah can confirm I had no idea about this so basically what that means is i might aswell overflow my load balancer otherwise the throughput will bugger the efficiency.
I'm not sure what load balancer o ire referring to, but you should expect ALL full belts with MORE than 2 belt segments to back up (so, having a smart splitter before the first belt-belt connection, the splitter would output overflow even if "it shouldn't" due to the throughput loss)
Note: items don't disappear
There's a way to "weld" belt segments, btw. Finicky, but better than nothing
yeah ok that explains why the MK5 belt looks like it is overflowing even though the input is 720 and not 780. Long story short I have load balanced 1400 iron ore p/m into 40 refineries for pure iron and the load balancing is theoretically perfect but most of the machines are sat at 85% efficiency and I'm now thinking it is probably because of the belts "backing up".
load balancing 🤢
Not as bad as modding 
yikes
sorry i don't play the game your way but i like to see items constantly moving
the side belts of a manifold can be made short enough that you don't see the items 😛
I play the aesthetics game so I like to have things on display
helps draw attention from dodgy walls or clipped assets
your main belt will still be visible 🤷♂️
well that depends on the architecture
it's nice having a lot of belts to work with because you can make a factory look more "alive" using the belts
you make your fps less alive with more belts tho 😛
that's the plan
I wanted a super detailed save so I decided I wanted to see how low I could get my fps in this save
just throw 50 trucks into a pit 😄
That’s too easy, I’m not going to abuse notoriously laggy things to kill my fps but rather I’m just making more intense designs
It won’t be b2b causing that if it’s only 720 on the belt. Even quite long mk5s can handle 750 over quite long distances
well that means I have a really weird issue to resolve
how many nuclear reactors can you actually maintain
more than two
cause there's only like what, 4-5 uranium deposits?
252+224
what's with the +
uranium + plutonium
but then you have serious waste issues right?
no
cause atm, there's no way to get rid of plutonium waste
waste issues are not really serious, you'd need decades for it to become a problem
and if you just put it somewhere at the edge, you're safe for rest of your life
what, you just build a series of containers off in some corner of unused territory and send it there?
yeah
does plutonium really generate that little amount of waste?
i remember my first time messing with nuclear, and like 8 plants had me scrambling for waste storage, i filled like a half dozen containers in a very short period of time
not little, but the radiation won't hit a significant portion of the map
also, my issues with keeping my power stable atm
i have 32 reactors, and 16 full pipes that get split
should i change the incoming pipe situation?
given enough storage, radiation won't really cover a large portion of the map
I'd recommend building nuclear plants above water so you don't have to ship water from far
i checked the math on my shipping, and it all adds up, i even built extra extractors underneath to compensate for the train stops, the fluid flows fine for a while, and then just sort of fucks up
i rebuilt all the pipes at once stage cause i know they get buggy, maybe i'll just rebuild the entire thing at some stage
the north east desert seems a good spot, lots of open water, lots of open land
In addition, you can make the nuclear plant smaller by building the reactors directly above water extractors, makes for far simpler plumbing.
yeah that's what I mean
Like how I did it here 🙂
Ah sorry, I'm not entirely with it today, I just re-read your post.
well i'm definitely going to rebuild it at one stage
my mate and i just finally launched the final space elevator part, and will be backing off for a while
btw, that screenshot is a bit dark, but are those extractors overclocked?
Many, if you underclock them all to 1% 😉
One extractor per pair is overclocked to fully feed each nuke.
so 2 per nuke, and overclocked to feed 300. Much better than 5 to make a max mk2 pipe which doesn't want to flow properly for me
are you just doing one boost per 2?
i.e producing the minimum 300?
I did it for simplicity and a fairly compact nuclear plant, yes they are clocked to produce actually slightly over 300 but close enough.
so at least 2 power nodes per nuke
just trying to math out how many of those we've farmed atm
vs what would be needed
Only one water extractor out of each pair is clocked, that facility does have 100 nukes though so 100 shards (200 extractors)
they are base 120 right? overclock one to 150% and you get 120+180
Having just a wishbone shaped pipework per nuke was preferable to having an extra 100 extractors and a more complex pipe
that's 300
Oops, just noticed my mistake, sec ~ fixed!
nixed more like, I edited the wrong post!
I'm just going to grab a coffee.
(Sorry if this is the only screen I could find atm)
I like to do 1 extractor per generator as I like how things line up that way. The 4th extractor in each group is an "overflow" one that tops off "fluid load loss"
Fluid loss is the reason mine are clocked to push slightly over the needed 300 per nuke.
I went the extra mile to keep even the extractors on the "good power grid", which has a flat power draw, so I preferred keeping the overflow less "spread out"
doesn't 250% on one extractor = 300?
Yes, that's what I said
that's a lot of slugs
250% > 150%
so you're going over not just by a bit, but by 120m3
sending 420m3 to a 300pm required building
just to cover buggy pipes?
And slightly overclocked nukes.
Not quite
The fourth extractor of each block is split between all 3 others and also clocked at 5%
Better pic
so, on average, how many extractors per nuke plant do you have?
also, got a screenshot of your layout from high up?
1.333.. (4 every 3)
I'd have preferred 7 every 6 or less, but simmetry and layout and whatnot...
Like this?
looks like 4 every six nukes from the screen shot
or am i too tired
wait, i'm too tired, i see, 4 per 3
wait, how does that work, are you filling a mk2 pipe and splitting it into 2
The purple pipe is overflow being priority-merged with the 300/min pipes (MK2 for safety ofc). Priority goes to the 300/min side ofc
Those are sloppy VIP junctions though, not quite "complete" ones
with 36 nukes, you'd be using what, like 100+ power shards?
108, yes
but in theory, i could do 3 extractors per nuke, no shards, 100% efficiency on all, and should be fine
360m3 pm, gives me a bit of excess to help with server lag/pipe flow bullshit etc
2.5 extractors. So more like 5 extractors at 100% every 2 generators
yeah i did that, 5 extractors per 2, but mk2 pipes are a big buggy, and don't like to be evenly distributed
so i'd rather change it up, have a bit of excess, and do 3 per 1
without the power shards
Honestly, 1% overproduction is plenty enough to counter that imo
hey is anyone here genuinely good at math, non game related stuff
probably best in #off-topic-general or #off-topic-tech depending on topic 🤷♂️
I think #off-topic-general fits best
Depends on complexity, but I'm decent. Why?
Also, #off-topic-general
Alright
#satisfactory message
Dunno if you got the hint, @median heath, but all mixed belts need an overflow option for really endless clog-prevention...
||
||
Why would mixed belts not be a design discussion?
Logistics are usually discussed in-depth here
Just because that is the way it has always been, does not mean it is the way it needs to continually be 😉
Correct me if I'm wrong: the uranium cave (near void hole) does not have any extra entrances in the ceiling, does it? Only access through the long cave driveway?
Unless U5 changed things or I'm thinking another cave... There should be 2 entrances, one through a waterfall and another through a longer tunnel
"long tunnel" is an accurate description
No Waterfall
just one very long tunnel which have a spiral and the entrance near void hole
the entrance near void hole is nearby waterfal, if thats what you meant
afaik there is no uranium cave with a ceiling entrance
Yeah, swamp waterfall has 2 side entrances.
Longer tunnel, on my map that's a definite since my network gets the uranium from below 😄
I was hoping the tunnel one had some shortcuts, so I don't have to drag a mile long cable
Nvm, it looks the void hole side entrance tunnel is not that long.
I can proceed with Survey-Identify-Neutralize-Keep[points] (S.I.N.K.) Project
I know it's not the biggest factory in the world, but I am revamping my starter base with better miners and belts...this will be more of a factory complex since I have access to iron, copper, limestone and quartz, but not close to water. So no wet concrete, no pure recipes. Most of the output will be sent on to my steel factory (with steel rotors either coming back to make the smart plate, or the reinforced iron plate shipping out).
copper rotors > normal rotors > steel rotors
Agree.
I was trying to not make any screws. lol
screws are fine
10-4, just don't make any extra. Got it. I already have an ISC full of em, so I certainly don't need to store anymore.
When you plan on building a factory that uses every water based recipe
hey
i have a problem about liquids
inputs and outputs are equal each other but still input material is not enough
Mk2 pipes?
headlift?
They can be very finnicky.
Loading bug 🙃
Pick any of the above reasons for why you don't do fluids in exacting amounts.
loading bug?
Some fluid tends to vanish from a loop (internal buffer I think) upon loading the game, it can correct if you have a slight overproduction but exacting closed loops fold up over time iirc.
thanks
Quick question pls correct me if im wromg but is it more evicient to transport caned fluids than using the fluid freigthcarts?!
Equivalent.
If you are recycling the cans you need 2 Freights.
So that is 2 cars for 3200.
2 Fluid cars is also 3200.
If you are NOT recycling the cans, then Freight is better.
Cant i Just get another train to transport the cans back
You can.
But then you're still at the very most equivalent with using Fluid Cars.
Aight thank's 😁
anyone has the math on how much turbofuel can be produced with only the 4 west nodes?
It's due to the extractors there productions swings
With overclock about 4000
2 pure & 2 normal, that should be 1800 oil at max = 4000 turbo fuel if you use the classic recipe (burns more sulphur less oil)
888 fuel gens for that!
I can probably take advantage of other recipes like alternate diluted packaged fuel to wield more fuel
This site was the subject of my Turbofuel vs. Fuel reddit post.
So yes, the exact amounts are available.
when did you post it?
On reddit? Long time ago. Brought the link here like last week for a comparison question that came up. Will grab it.
so use the turbo blend fuel got it now time to organize whats the most efficient way of using those nodes
best would be least oil->most fuel
only for people that are limited by oil 🤷♂️
isnt everything limited in teh game? you dont have unlimited nodes
well there's a concept of local resources 🤷♂️
and yes, you have limited nodes, but some people are left with 5000 oil and 100 sulfur for their turbofuel and some people are left with 100 oil and 5000 sulfur. Those will have different preferences on what recipes to use
good point
btw is there a setting on the satisfactory calculator where I put the input and it'll give me the max output of a selected item?
there's one on 
oh nice
Looks like SCIM
Omega was right, it was Satisfactory Calculator
Is using electrode circuit boards to completely localize production at a petrol factory worth the extra resources?
Or should I use Caterium circuit boards and just ship plastic over
that's up to you to decide 😉
Fair enough lol
I think I'm gonna ship plastic over and use caterium, since I now have so much of it for use and plenty more capability I can expand to
Might put a circuit board factory on top of my caterium refinery, pic in #screenshots
Or I could just put it next door, and stack a computer factory on top too
Ship rubber in, since I'm already going to be shipping in plastic to the caterium factory, hell I can put them in the same station
Plastic goes to circuit board production, rubber goes to computer factory for the caterium computer alt
And if I can get silica there I can even have a high speed connector factory
And then with all the resources there I just need an AI limiter and can build supercomputers
This is big brain time
This is going to use a lot more plastic than I initially anticipated
Yeah, I'm not concerned about the oil it's using, I have plenty of plastic and rubber, it's just transporting it all that'll be a pain
build it near oil 🤷♂️
I'm gonna build it next to my quickwire factory because it's easier to move ~1000 oil products than to move 4600 quickwire
I can probably throw it all on a 4 car train and have it fit
Tbf this factory was built with the intention of fueling supercomputer production in the empty building next door
centralising production of those means tons of unneeded transportation
So consider it on site already, just in a different building
I usually don't pre-build like that, unless I know exactly how much I need
Yeah, I knew I could utilize the max of it nearby without much issue though
It's only a single node worth
The factory is built on a caterium node and takes copper from a node nearby
||Wait, you build?|| 
||same principle applies in other factory games 🤷♂️ ||
||There are no other factory games.||
||There is only satisfactory||

Realizing I definitely need to upgrade my nuclear power plant before I can build this
Currently only have about 1800MW to spare
2.2 GW?
Smol
Most of my grid is built on 10 nuclear power plants and some fuel gens
I haven't finished bringing online the next 20 nuclear power plants
Fair.
Though I have all the fuel production there
I just haven't set up cooling
I procrastinated it because I had plenty of overhead, I no longer have that overhead
I have coal setups that make more though 🤷♂️
And not because "me build big coal". Just... steel outposts have extra resources, so why not add free power to the grid?
Yeah, I use coal plants as glorified AWESOME sinks
Like the Outpost 2 I posted on Reddit. 100 EIBs, 200 Pipes, 200 Beams per minute - extra coal amounts to 5.4 GW
I also have 60 fuel gens that turn on and off at random times slurping up the excess to keep my delicate little rubber/plastic setup from clogging
Buffered by a ton of batteries
I haven't built a seriouspy battery since they desynced geothermal.
That 1800W overhead is assuming zero of those fuel gens are on, worst case scenario
Why is your grid so unstable?
The grid is very stable, it's just the surge overhead on top that's unstable
Same question. Why?
Because I was incredibly lazy building that area and I have yet to go repair it
I have contemplated just chopping it off of the grid but it's not hurting anything
FICSIT REMINDS ALL EMPLOYEES THAT "EFFICIENCY FIRST" DOES NOT HAVE A CAVEAT FOR "EXCEPT WHEN FEELING LAZY".
ADA is disappointed in you.
I swear, it's my next project after I finish this supercomputer factory
Mostly because that entire factory is probably just gonna get deleted ahead of the spire coast update
It needs to be rebuilt anyways
It was made before I had a lot of the alt recipes I do now
Plus there's no power modularity or expandability
I like having all my factories capable of doing a rolling shutdown that clears all the conveyor belts and turns off all the machines, my petrol refinery is the only exception to this now
Everything else has been replaced or retrofitted whenever I also needed to incorporate alt recipes
Or just because the factory was ugly or in the wrong place
@ashen mantle one of the best ways to get a small inexhaustible amount of power is geothermal power. if you have nuclear you should be able to build those
Is there like a meta train layout that hits every node
That sounds... horrible.
Not every node wrong wording
"Meta train layout"
Whoa. I'm not saying trains are bad or you should not like them.
It would basically be a few loops to diffrent parts of the map all going to the main base
I'm saying a meta train layout would be the way. Which sounds horrible.
Build YOUR world. Not someone else's.
I guess that’s true
I wasn’t gonna just copy and paste im just wondering where they should sort of go
That's going to be different for people.
Because we can all look at the same map and have different ideas on how to accomplish such a task.
Meta train layout would be a big pile of belts
And no train because it consumes power and belts don’t
The cleanest setup for that I can think of involves trucks.
Simple train loop that goes through every biome making 1 stop. Trucks bring resources from every node in the biome to this stop. Train stations take ores and delivers fuel.
It only generates a few hundred MW though
And they're in the middle of nowhere, not worth it imo
I posted a "natural road" map in #old-questions-and-help that you could use as a basis for your train loop. It would certainly take you through most every biome in the map.
how can i split 1 pipe into 5 equal pipes?
you just connect one to 5
fair
Split.. fluid.. equally?
😔
Hey Gods of Satisfactory 😄 I've reached a point where it's time to consolidate and organize "a little bit" (just ahead of the last unlocks of Tier 8 / beginning of nuclear and the final project parts).
To that end I was wondering if anyone knew how to figure out / plan for train / long distance logistics throughput. For example, if I wanted to have a train line delivering Iron Ingots everywhere on the map it was needed - and let's say that would be 5 locations with large factories -> and each factory wanted two Mk5 belts of input of Iron Ingots -> how would I go about planning that?
I could quite easily set up several locations that made tons of Iron Ingots, but let's say for one train -> how many stops would it be able to do at a throughput of 1560/m? How would I know how many carts to fill and dump? Or how would I go about planning that to understand how many trains and/or train lines I would need to account for?
Is there math or some "known meta" for throughput to use here?
To make it as equal as possible you can use valves to regulate each split
First thing to know is that a single train car is incapable of providing 1560/min.
If you want the equations on car throughput I can get them. But you do need to know "route time" to solve them.
if you want multiple locations, dedicate either entire freight cars to each stop or entire trains.
having one freight car empty on multiple stops is not as simple
@ashen mantle umm
yeah, they don't provide as much as a fully used uranium node but it is free and quicker to set up. enough to get you going till you hit fuel generators on nuclear
This is all an example of course, but logically maybe an "Iron Train" that travels exactly 1500m between stops would need to dump two carts at stop #1, three carts at stop #2, then refill carts at maybe stop 3 and 4, dump in a similar fashion and repeat in a loop around the map or something, right?
All I need is to bite the bullet and just run cooling to all the plants I already have
Trains do as you tell them.. so if you want it to make those kinds of stops, it will do that.
I'm just wondering how to even begin planning for it, then build it, fail miserably and adjust it until it works somehow
yeah but I'm looking to understand how I get predictable outputs from the train
ballpark
Beginning is just putting stations where you want them.
Then timing routes.
Then you can know how many cars you need.
ok so there's a formula once you know the timing?
Yes, I wrote it. Lol.
Ballpark is usually 1200-1400 though.
Less if route is shorter.
per cart?
Yes.
ok that's great information
Just don't expect 1560 like I made the mistake of doing
Fewer trains with more cars and longer routes = Max theoretical throughput.
I just go off of 780 per car as a personal limit
😄 ok cool I'll be back in 50 hours of train track building
More trains = Less through
Shorter trains = Less through
Shorter routes = Less through
all i'm saying is that it can be lifesaving. currently i have on my map a fuel gen setup for 80k MW and i can still cut the gens from the rest of the grid and my trains/lights/tubes will continue working thanks to the geothermal energy. so it's still worthwile getting them
So, don't build a railyard like I did
Oof. You can reliably push them to 1200 unless your route is walking distance.
Actually that's a great tip for power management
end game
Power management tip: Nuclear.
End of tip. 😂
i started a new map so i can build with segragated power grids
Tbf most of that is from when I built a sorting yard with <250m runs and 32 single car trains
^
And yes, I know this is impractical and stupid, I wanted to do it for fun
WHHHHHHHHYYYYYYYY
OH GOD WHYYYY 😭😭😭
you seem to forget that there is some work involved till nuclear
#BiomassTillNuclear
Power management tip: Use coal till you get nuclear, than throw it all into steel production
Please, you'll make me cry
It was fun and it looks sick. I was trying to build it like a harbor port
I mean you can get 20k mw from just a single oil node to keep you going. Bit boring to build all the generators but
16 item portals that go to a partner station halfway across the map, I just pretend a ship goes between them
T0-2: Biomass/Solid
T3-4: Biocoal
T5-6: Liquid BF
#BiomassTillNuclear
Each 'dock' has a train that goes between it and the warehouse, the warehouse offloads it, resorts it, and offloads it back into another set of trains, that take it to one of two platforms to load it onto 12 car or 4 car trains
Just out of curiosity do people still use turbofuel? I guess if you do then you don't plan to do nuclear at all?
yeah me too but as intermediate for nuclear
if I was going to not use nuclear, ever, probably I'd go with turbo
and sixteen quadrillion generators
I would use turbo fuel if sulfur wasn't such a pain in the ass
Oil -> HOR -> Diluted Fuel is very very very much easier than turbofuel though
I have plenty of coal, I have plenty of fuel, I have space and the will, sulfur is just very far away and mostly used for sulfuric acid
^
if you do it with 120 generators you have a good number of polymer and fuel left over to make some rubber and/or plastic from the same 600 oil too. (+ the ~20k mw)
Turbo fuel with 888 generators really chewed up the worlds sulphur, Glad I went nuclear in the end.
Yeah, sulfur is too rare and painful to waste on turbofuel
Thats why you start northern forest, the only thing further than 250m is Bauxite and Nitrogen 😄
anyway, I got 50km of railroad to build, see you in 2023
Have fun
I built 85km last week for the red dunes
Route to, from, express route, a web network at the dunes, etc.
Yeah my plan is long distance express and "local" lines separated for throughput
Connections to six stations that each connect to a ton of nodes
6240 items/min per station
8 car long trains, one to each station
Routes back to major station on the express route that operates a 24 car train
Which takes it to the port that I mentioned earlier
jeeeeeeez that's a lot
Lots of ore
From there it gets sorted out to respective factories
Or a massive sink building, depending on what it is
Limestone goes to the sink right now, since I don't really have a functioning concrete factory yet
Just small on-site places right now
Higher throughput potential will be achieved if you use trucks for local and trains for express.
Have the train doing the express drop the fuel off for the trucks so you don't have to worry about it. Trucks will refuel whenever the drop off at the train center then go back to get more.

Not that anyone outside of me even uses truck stations given the massive train fetish everyone seems to have 🤷♂️
You're meme-ing when I am trying to give him genuine advice for what he's building.
Sorry
Trucks are cool, but it's very hard to reliably push throughput towards 1000+ in my experience
I use them as a "I don't wanna build a conveyor that long" kind of thing
3+ is so hard to space out properly because they do tend to bug a little when you're not watching
????
so you get 100% throughput from the first two then three, four etc always starts waiting in line and causes pileups
Trucks, the things that can 100% to 1560/min which train cars CANNOT...
well one car cannot but one train very easily can do much more than that
1000*
well the efficiency per truck goes down is all I'm saying
unless the distance is FAR and the path is amazing
Sounds like you're unnecessarily adding more trucks to a route.
What kind of efficiency are you talking about?
truck stops, fills, goes, stops, empties, goes repeat
I get maybe 650 per truck
on a "perfect" truck
Yeah, but that doesn't answer my question
How the fuck are you doing trucks?
as soon as you add lets say a third truck, then you get less/m per truck as they start waiting in line etc
Stop adding more for no reason...
I do a 5 wide freeway with two lanes and right hand drive :p
well one truck won't give me more than 650 ish
If you have 1 truck on a route and it's getting only 650, either the route is long enough to warrant +1 truck (meaning it is several MINUTES long), or you're using only 1 belt and pushing 650 into the station.
If you're saying 650 because that's what the station UI says...
yeah station UI 😄
no it has 1560 into the coal station and two trucks delivering coal
they're delivering about 1100/min according to UI
Puts 1560 into station.
Sees station continually being fully emptied.
"Gosh, I'm only moving 650..."
it's not completely emptying from two trucks
there's 1560 out of the other end with a buffer but it's never filling
then you need more trucks 🤷♂️
yeah but then the throughput PER TRUCK lowers because they start to mess around
- Use Explorers.
- When they dock, they tag all stacks tgay are not actively being filled and pull only those. So anything filling while docked will remain.
how do you measure throughput per truck?
how many trucks are transporting coal -> how much coal is coming out at the other end
divide coal at other end by number of trucks
It's not a comparison in terms of truck vs. train car.
It's more accurately truck station vs. freight platform.
One can do 1560, the other cannot.
also how is that a relevant metric by any means
ok then I suppose we agree
That was why I suggested them.
Trucks for local input because less infrastructure to setup.
Trains for high-volume, long range movement.
So Sevrahn is saying : you can reliably get 1200/m per car from a train.
There's not really such math with trucks. Ignore the fact that these numbers are wack, I'm trying to make an example with easy math:
Two trucks may haul 1000/m together (so 500/m per truck) but three trucks will probably not do 1500 - so you can't really reliably know how much throughput a truck adds.
I do agree completely that 1560 into a truck station will make you able to get 1560 out of another truck station, 1:1 making them more efficient than a freight station.
But a truck is less consistent in efficiency than a train car, that's all I'm trying to say.
Yeah we agree completely
Aye. The per-car train math is more accurately stated as "per-platform". So that is my bad.
Bari here and the insane(ly cool) web train network he described, I use trucks for all that
sure, but then it turns into "trucks are not reliable", which is true 🤷♂️ but also completely different from "trucks can't do more than 1000", what you posted at the start.
Using trucks in concert with trains is a great method and solves the "but you have to FUEL them" shit that everyone bitches about.
yeah my bad there just had a very specific example where conditions were pretty good but due to trucks I couldn't make them optimal
how was fueling trucks ever an issue, they run on literally anything
well I guess pre update 5 it kinda sucked when the trucks didn't plan return trip fuel
I would like it more if they just filled their fuel tank to max
I guess it's due to being able to plan fuel distribution if you have an INSANE truck / storage hub
since you only get 780 fuel into a station then you'll want to minimize how much each truck takes so the belt gets more time to keep up
it's the only way I can rationalize it from "just fill up completely" (because it would even out over time either way technically)
once they make a round trip they'll only have space for a round trip of fuel left so
yeah but if something weird happens they won't run out of fuel
and you would actually use the amount of fuel needed for the track, not some "calculated amount of fuel"
which would reward you for building nice truck roads
People complain 🤷♂️
Also when I do it this way I don't calculate fuel.
Front car of train is dedicated to it and full AF. I don't use a buffer on that platform. It fills the station's fuel buffer and the platform itself will hold more (not having it flowing for 27.08s isn't going to magically make all the fuel in the truck station disappear).
After a couple trips all stations and platforms are full, so this full-AF freight car just carries max fuel and tops them off as it goes around.
Excess production gets routed to overflow all the way back at the fuel plant.
Unless your goal is to make a station use 780 fuel/min, I don't see anyone actually consuming that much.
Especially when you switch to batteries.
before someone makes the switch to batteries, couldn't you always just add a gas station somewhere along the way and have a second fuel station that is mid-route. The only thing the trucks pick up there is fuel, which they don't even need to stop for. That would provide a top off of fuel if someone was really worried about it.
I think trucks can only pick up fuel from one station
Trucks refuel at any station with their fuel in it
and trucks start the refueling process as they approach the station, not when they stop at it.
If your route is that long, train may be more viable 🤷♂️
and if you haven't unlocked trains yet?
Odd to have a logistics line so long you need a refuel station prior to the tutorial imo 🤷♂️
100 fuel is a pretty serious trek, the western oil fields from the south east plains is only 40 fuel round trip in a truck. Early game that's a long trip in itself
Okay is 13.125 supercomputers a minute a bit overkill? I'm realizing the only use i have for them other than construction is in building assembly director systems, which I definitely don't need 13.125 a minute of
s i n k
Should I just offload the resources to something else or should I just say screw it and make the mother of all supercomputer factories?
Compared to what?
nah idk more the better
Just in general, I don't think anything in this world could utilize that many supercomputers
I make 45/min 🤷♂️
Oh, okay, then 13.125 is fine lol
😁
Wondering if that means I can balance it with 26.25 adaptive control units per minute
bruh
Imagine automating Project Parts...
I want to automate everything
My goal in satisfactory is to never have to play satisfactory ever again
Even items that have no purpose outside of being made into other items?
Yep, if nothing else I can sink it
Can't be done until 1.0 when we actually have all the items...
Getting a head start
how many SC per minute do you need for building?
I can wait while building or doing other things
I've already built all the miners I need for this map (As of right now), I've built all the nuclear power I'll need for the time being
It's mostly just gonna go to particle accelerators whenever I get around to waste reprocessing and to programmable splitters
producing an item has two different purposes:
- for usage in building
- for sinking
So I'd recommend just figuring out roughly how much you need for building and then build that many (and overflow to sink)
The main reason I went for 13.125 specifically is that it perfectly evens out to buildings and the quickwire i have present, but I can do some math and see how I can balance quickwire for supercomputers with quickwire for adaptive control units
I think this might be what I end up going for, not ideal because I now need to get silica over here, but eh, it's been overdue
6 assembly director systems per minute, and 3.375 supercomputers per minute for anything else
All on the same quickwire limits
Oh. 3 supercomputers. I read that as 3000 sc!
Looks nice ,besides the fact they are getting rid of beacons and completely redoing nuclear rod production lines, fun times ahead, i cant wait to redo nuclear rod production lines...again
not true really
#satisfactory message
this is the current state
Beacon the item: lives on for "now", but only for fuel unit alt, so players have time to change it out and based on Snutt previous live streams and that he already stated that most of the existing recipes are changing and that Snutt said even more recently yes to the "change it out" part, definitely seems to strongly indicate that their is still more changes to the recipes going forward.
I would be inclined to believe you may at best be partly right for now, but I was basing my opinion on the last live stream and that Mark was looking at how the recipes were changing, and partly being that only the alt for fuel rods might not be changing yet, but very possible to change at some point in the future? Doesn't appear to be a definite yes or no on that one.
I mean Snutt said that just now, so 🤷♂️
Beacon the buildable - dies
Beacon the item: lives on for now, but only for fuel unit alt, so players have time to change it out
right "time to change it out", so the question is change it out to what and in what way? like the item remains as a temporarly place holder for alt rod production only, seems kind of vague.
Beacons never did make a great deal of sense in any of their recipes, nor were they ever particularly amusing. So I don't think they'll be missed in that regard.
What will happen to the ones spreaded through the world? Will just disappear?
converted to markers
Wait he did clarify, nuclear rod production alt is changing in the future, just not for u6 #satisfactory message, so yep beacons are going away in the future, thats all i wanted to know
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
so its best to not invest to much into the alt nuclear rod production lines sense that is changing in the future it looks like, thats what i thought was going to happen hmmm
Yea i guessed that but I meant the physical beacon
gone
simply removed
a marker on the map replaces them. the beacon objects placed in the world vanish
say goodbye to thonk beep beep beep
does anybody have a diagram for 4 to 5 splitting?
sheesh that looks like a mess but thank you
Balancers are a mess, one reason I always use a manifold
TLDR: Balancing hell 
hahaha
Balancers can be a mess 😉
I finally figured out 1 to 5 so I could do 1 to 15 easily enough
"I am just a simple pioneer trying to make it in an impossibly small world"
I have yet to find a situation where balancers are better for me
N to X is quite cumbersome whenever either N or X aren't "1"...
Define "better"
or 3
haha I like balancing for asthetics of moving resources and quick start up times on stacked processes
Have intrinsic upsides that outweigh the downsides
Which is balancing in a nutshell, really 😆
right
Define intrinsic upsides...
||without falling into personal preferences
||
why ask for a balancer then? 😛
oh nvm
was different person 
I don't use them
I mean, I'm fine with you just saying what are the upsides and downsides for you, but trying to portay that as everyone's preference sounds out of place to me 😅
manifolds ftw 😛
I didn't say one was better, just which I like to use
You said you didn't know how they could be better
I asked you to define "better"
So if I understand that right, ammo and scanner, no longer needs beacon?
easier to set up and use, fit better in builds, less structures, less building time and headache
Nothing against them, I just don't see any point to using them for my factories
yes and later on nothing is going to require beacons, which means my alt for fuel rod production lines isn't safe in the long term, which i like the thought of
though hopefully even for fuel units it doesn't change to much, like they either take out the beacons all together for it or replace it with another existing item that isn't too complex
or make a new item to replace them
its basically overflow, you build a row of machines in a line for example, use splitters for each one, allow items to overflow from each one to the next
--S--S--S--S--S
| | | | |
so basically all you have to do is allow input to roughly match production capacity, its also technically a more compact way to build as balancers always take up more space
Breaking it down by points (and trying to guess your preferences), can balancers be...
-
Easier to set up: no
-
Easier to use: if they avoid long manifold fill times that annoy you for reasons, then yes; else no ||other than lower nuclear radiation, thus more ease of movement around beltwork maybe?||
-
Fit better in builds: too much personal preference to give a good answer. I prefer balancer-style looks over manifold/straight-line looks 🤷♂️ whatever fits your aesthetic
-
Less structure: no, other than with specific ratios (eg: recipe requiring 60/min) or sushi-load-balancing (steep increase in complexity)
-
Less building time: same as point (1)
-
Less headache: this can be an interesting point, imo, but generally I'd say no. While manifolds can be very straight-forward, simple balancers have the advantage of familiarizing you more with each machine's input. I can't find a way to word this properly, but I guess what I'm trying to say is: people who have throughput issues with manifolds due to too little care/thought put into building them, could benefit in trying load-balancing setups as they "force" one to run all the necessary numbers to keep things efficient
Edit: missed a reply for @sullen perch
oh dear not sure how to do that when I have to have at minimum 4 outputs
so technically manifolds is a more compact way to build factories basically, you also can bypass most complex types of math as you only have to match input rates to overall consumption rates as manifold is the overflow method
you merge all into one and then manifold it
I can't too many resources per minute
Assume any reference to merging to be "within throughput limits" unless overflow management is specified